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I am in the process of building an Eldritch Scion, and I came upon a curious question.

Spell Blending Arcana (Ex):
When a magus selects this arcana, he must select one spell from the Wizard spell list that is of a Magus spell level he can cast. He adds this spell to his spellbook and list of magus spells known as a Magus spell of its wizard level. He can instread selct two spells to add in this way, but both must be at least one level lower than the highest-level spell he can cast.

Can an Eldritch Scion select this Arcana to add one (or two) spells to his Spells Known? I know this is similar to the Expanded Arcana feat.


so:

Disruptive (Combat)
Your training makes it difficult for enemy spellcasters to safely cast spells near you.
Prerequisites: 6th-level fighter.
Benefit: The DC to cast spells defensively increases by +4 for all enemies that are within your threatened area. This increase to casting spells defensively only applies if you are aware of the enemy's location and are capable of taking an attack of opportunity. If you can only take one attack of opportunity per round and have already used that attack, this increase does not apply.

I am working on a team of of mage-killers (Inquisitor, Barbarian, Bard (Arcane Duelist), and probably a Monk of some flavor) and realize that there is every chance that a caster might be pinched between two (or more) characters with Disruptive.
Straight gut level reading feels like multiple instances of the feat would stack, but since the wording of the Foil Casting ability of the Spellbreaker Inquisitor archetype specifically calls out that it stacks with Disruptive, I find myself second guessing my gut.


with a little forum searching I have come up dry at to an official answer on the what / how / and consequences of a witch getting an improved familiar.

straight RAW reading seems to be that, if I shift to a Quasit as my familiar at level 7, the Quasit will come in knowing 4 level one spells and 2 spells of levels 2, 3, and 4. Essentially losing the two extra spells my normal familiar picked up at levels 2, 4, and 6.

Or can it be that my old familiar teaches my new familiar its spells?


Situation:
7 player party - Sorceror, Ranger, Inquisitor, Eldritch Knight, Rogue, Zen archer, and my Oracle. So I am the primary healer, also satisfying 2nd string melee.

Mystery of Wood
Wood Armor
+2 hit with wood weapons (+1/+`1 Darkwood quarterstaff)
Woodland Stride
Thorn Burst

Feats
Dodge
Powerattack
Toughness

Stats: STR 14, DEX 14, CON 12, INT 13, WIS 12, CHA 16

yes, I understand that I am not properly optimized. I have a long standing habit / tradition of generalist characters, and this one appears to be no different.

considering Craft Wand for some cure light sticks.

anyone have some slice of genius that may have slipped my notice? Something to enhance healing or spell buffs? Could grab Combat Casting or Warrior Priest, but casting in combat hasn't been a problem (yet). Could grab Skill Focus to start on the path of Eldritch Heritage (only one that makes sense though is Verdant). Furious Focus is always an option wtih the powerattack. Also open to the idea of something more for the generalist in me.


1 person marked this as FAQ candidate.

I did a little delving into the post archives and failed to find anything definitive.

Our party currently has a two weapon fighting Paladin (Falcata / Kukri).
When the time comes to us Lay on Hands, whether on a party member or himself, he is going to have to Drop / sheath / cord dangle one of those weapons, right?


after a glorious death and successful proof of concept, one of our players has shifted gears to a mighty two weapon fighting ranger.
mindful of the inevitable truth that a Ranger will rarely get to fight in his favored terrain (and liking the look of the available options), our ranger is using the Infiltrator archetype.

the Infiltrator Archetype replaces all instances of the Ranger's Favored Terrain. except it does not replace:

Camouflage (Ex): A ranger of 12th level or higher can use the Stealth skill to hide in any of his favored terrains, even if the terrain doesn't grant cover or concealment.

has there been an official or fan fix for this? Not that it will be a concern for another 7 levels, but best to be prepared.


The Oracle of Wood (Ultimate Magic) has a revelation allowing the conjuration of Wooden Armor.

Wood Armor (Su): You can conjure wooden armor around yourself, which grants you a +4 armor bonus. At 7th level, and every four levels thereafter, this bonus increases by +2. At 13th level, this armor grants you DR 5/slashing. You can use this armor for 1 hour per day per oracle level. This duration does not need to be consecutive, but it must be spent in 1-hour increments. The armor vanishes if you remove it.

...
Does this Wood Armor have the weight and ACP of the wooden armor in the APG?

What sort of action does conjuring the armor take?


Notion.
Druid Level 1 (Growth Subdomain) for Shillelagh and Swift Enlarge Person
Ranger level 5 for Lead Blades (and lets say two handed weapon style)

using an oversized large club (-2 to hit, 1d8 damage)
why? because a Great Club cannot be (by RAW) targeted with Shillelagh.

any reason that I cannot combine the effects of Enlarge person, Lead Blades, and Shillelagh?

1d8 goes to 3d6 with Shillelagh
4d6 with Lead Blades
5d6 with Enlarge Person

or is the 'counting as a bigger weapon' effect not going to stack?


3 people marked this as FAQ candidate. 1 person marked this as a favorite.

A couple of weeks ago I posted a little question with regards to the magical mysteries of the Oracle spells list – particularly at what level to consider bonus mystery spells that are either higher level (of other classes) than the Oracle has access to or spells that are different levels for different classes.

The general consensus on this board was to consider those bonus spells to be the highest level that the Oracle can cast. This is a fair interpretation of intent, but I found some … hiccups –in regards to the Haunted Oracle Curse (since it also adds spells to the Oracle’s spell list).

First off, at level 1, the haunted Oracle gains Ghost Sound and Mage Hand as bonus spells. If we follow the above logic, that would mean that these two Sorcerer / Wizard Cantrips are level 1 spells for the Haunted Oracle (which I might be able to accept, as those spells are outside of a Cleric’s usual bag of tricks, but even then hardly comparable to a Cure Light Wounds.

Now, let us consider the Gnome’s Favored Class option for Oracle, in which they can add +1/2 level to the effective level of their Oracle Curse. So, in this scenario, a level 10 Oracle, considered level 15 for the purposes of his curse, and thus would add Reverse Gravity (level 7 Wizard Spell) to his oracle spell list. If we go with the above logic once again, this particular Oracle would continue its amazing career casting Reverse Gravity as a level 5 spell.

Or, consider this, a level 1 Haunted Oracle (lets say Lore) switches careers and becomes a Bard. Upon hitting the 8th level of Bard, he is now considered level 5 for the purposes of his curse, and would add Levitate and Minor Image to his spells known (as a level 1 Oracle Spell?). Of course there are likely bigger concerns at level 19, but this same character would be casting Telekinesis as a level 1 Oracle spell as well (?) – and making quite a business making one of a kind wands of Telekinesis.

I enjoy the Oracle. I have a long standing weak spot for spontaneous casters. All the flavor of the Oracle is right on the money – but some of the finer points of the mechanics have ended up being … undefined.

Is there an official answer to this issue?


situation: we have a Zen Archer in the party that uses a fair number of arrows. I am an Oracle of Wood with Minor Creation (wood items only) as a bonus spell (level 6).

Minor Creation

Effect unattended, nonmagical object of nonliving plant matter, up to 1 cu. ft./level
Duration 1 hour/level (D)
You create a nonmagical, unattended object of nonliving vegetable matter. The volume of the item created cannot exceed 1 cubic foot per caster level. You must succeed on an appropriate Craft skill check to make a complex item.

what would the volume of an individual arrow be? Moreover, can arrows be crafted with Minor creation?

would the singular nature of "a nonmagical, unattended object" mean I could only create one arrow?


2 people marked this as FAQ candidate.

for the most part the Bonus Spells of the various oracle mysteries are straightforward.

It would be nice if there was a line in the part about mystery bonus spells that specifies that when you get the mystery bonus spells they are as spells of the highest currently castable level. Several of the Mystery spells are not normally available for a Cleric / Oracle, and some of them are of different levels for different classes.

this comes up because I am on the cusp of gaining level 6, and as an Oracle of Wood I gain Minor Creation (Wood items only). But Minor Creation is a level 4 Sorcerer/Wizard spell, and at level 6 I only have up to level 3 spells. The presumption is that I would be casting it as a level 3 spell, but that is not explicit.

if I were to go with the Craft Wand route, would this mean that I could use a level 3 version of Minor Create in a wand?

Similarly, a Metal Oracle gains Versatile Weapon when 4th level spells are the highest they can cast, but Versatile Weapon is a Sorcerer/Wizard 3, Bard 2, Ranger 2 spell.


So, I have this idea for an Oracle of Flame / Fire Elemental Sorcerer that I want to make sure is totally legal before I implement it.

the key question comes from the Oracle of Flame Burning Magic Revelation:

Burning Magic (Su): Whenever a creature fails a saving throw and takes fire damage from one of your spells, it catches on fire. This fire deals 1 point of fire damage per spell level at the beginning of the burning creature's turn. The fire lasts for 1d4 rounds, but it can be extinguished as a move action if the creature succeeds at a Reflex save (using the spell's DC). Dousing the creature with water as a standard action grants a +2 bonus on this save, while immersing the creature in water automatically extinguishes the fire. Spells that do not grant a save do not cause a creature to catch on fire.

Combining this with the Fire Elemental Sorcerer's ability to convert his energy spells from Cold/Electricity/Acid to Fire, I can really see setting a lot of things on fire.

Burning Magic doesn't seem to be too specific on the spells being Oracle spells or not, so I am interpreting that as good to go. Am I wrong?

Another Question, Bonus types. Would a Fiery Sorcerer such as this be able to improve the DC of his spells with Both Elemental Focus and Spell Focus (Evocation)? Greater Spell Focus and Greater Elemental Focus both specifically call out stacking with their lesser versions, but what about both in concert?