Pentosh

Korthis's page

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Looking at the ability scores on the srd makes me think I actually should be more like oramfay said. A 4-5 means you have no empathy, 2-3 means you make minimal independent decisions. Akin to a spider or rhino.
I'm agreeing that my I character would understand and know as much as ever, but would become extremely unresponsive in social situations. Lacking empathy I suppose she would become far more selfish and rather unconcerned about anyone else. Seems allot more evil :/


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As a player I like choices, so in this instance I would rather have a different choice than less classes to choose from.


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flyby attack:
Benefit: When flying, the creature can take a move action and another standard action at any point during the move. The creature cannot take a second move action during a round when it makes a flyby attack.

Normal: Without this feat, the creature takes a standard action either before or after its move.


vital strike:
Benefit: When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon’s damage dice for the attack twice and add the results together before adding bonuses from Strength, weapon abilities (such as flaming), precision-based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total.

attack action from the combat chapter:

Attack Action: An attack action is a type of standard action. Some combat options can modify only this specific sort of action. When taking an attack action, you can apply all appropriate options that modify an attack action. Thus, you can apply both Greater Weapon of the Chosen and Vital Strike to the same attack, as both modify your attack action. You can apply these to any combat option that takes the place of a melee attack made using an attack action (such as the trip combat maneuver), though options that increase damage don't cause attacks to deal damage if they wouldn't otherwise do so (such as Vital Strike and trip). You can't combine options that modify attack actions with standard actions that aren't attack actions, such as Cleave.

I'm not seeing the disconnect. Spring attack is a full round action whereas flyby attack is a standard action. The attack action is a type of standard action. I understand your viewpoint as they are both similar abilities, thank you for trying to help.


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Lol, if there is an earthquake or a create pit under you just grapple your nearest friend and you will float until help arrives...


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Oh I'm sure this terrible rendition of summoner will have support. They finally caught on to the video game trend of selling you half of a product and then later selling the rest as add-ons. Pathfinder season passes for all...
On topic, yes thank you for a shell of an awesome class with less versatility and creativity due to the caws a minority. Still hoping my gm never sees that book.


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With equipment trick hog tie it's only-5 to tie up.


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I've been following this since the beginning and I can say there is no way I would ever take this style/feat. When reading it I'm pretty sure no one even noticed the added damage because it's miniscule at best, I know I didn't.
So I can do 2 extra damage using two feats and taking my style slot or pick up ki throw and the grappling line and do actual unarmed damage which is>2 even if I roll a 1?


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I would like to see one or two archtypes that lose the eidolon but buff the summoned monster aspect; Maybe one giving them evolutions and one giving teamwork feats
Such as: Fusionist Idea that I had
I like the eidolon as is though and will be sad if they take away the customization that it offers.
Synthesist would be an easy enough fix with slowed evolution acquisition and stat bonuses instead of replacement.


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Im pretty sure the wizard just smiles as his contingency hours off...


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He a. Dies in the surprise round.
B. Flips the tub and sunders the floor.
C. Jumps out of the window.
D. Surrenders


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Quote:
I've said that the DM will not change his mind, I only want to know if anyone else feels that the spell is too OP or if anyone else has any trouble with the spell.

So, to post a general and related comment; It doesn't matter if anyone else feels that the combo or spell or elixer is OP, the GM does.

You can not "win" against the GM and that's what you seem to be trying to do. Your mentality seems to be "if you don't like me using this ability then I will do the exact same thing in a different way. You can defeat encounters, enemies, bosses, but from the moment you sit down you are in the GM's world. If you force him into the position of "fighting back" it's all over for you at that table from then on. He will "always" see you as "that guy" who is disruptive.
Your tactics, while valid and legal (and probably one that I would have done in the situation) are disrupting the flow of the game. Once you are told by the GM that your tactics are disruptive you should change them, not do the same thing a different way to "one up" the GM.
Don't be "that guy"

Again, I would try find a replacement that you both agree is fair and doesn't disrupt the flow of the game. You may even come up with a side adventure where your party gets trapped in the land of shadow and has to find a way back or something, it could be fun.


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stolen... i mean dot


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So, in case you aren't trolling (which I'm sure you are... or at least I hope you are)
The only "smart" and "tactical" way (referring to the dragon statement) to beat this is to rush headlong into a kamikaze style, all in attack. Not doing this means they are nut-less and undeserving of finishing the rest of the story and knowing what happens. It also means that playing a mage is a dumb idea because you should melee and carry potions so that you don't need rest. They should psychically know when to and when not to use spells if they are dumb enough to play spell casters. It also means that they are dumb for wasting time creating real characters and creating back stories instead of making shallow characters so that they don't care when they die pretty much instantly. Also, they are dumb for wanting to know what happens in the story instead of being mindless murderhobos.
I'm not asking a question, just making a statement from the point of someone who is not you.
There is no way for them to know how deep in the boss is.
There is no way for them to know that they should conserve their spells.
There is no way for them to know the singular "correct" method to win especially when that way flies in the face of reason(a good gm always builds several ways to win a scenario).
Thankfully they will soon know that you have no intention of having fun with them or telling a story, instead you want to have fun at their expense.
Again, this is all in case you don't know any better/ aren't trolling (which I am pretty sure you are, I just can't help pointing this out).


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Man, i wish my gm let us do fun silly stuff like this. But i agree with suthainn, just because your body is female doesn't mean that your mind is. Also, unless your group is manhandling you they shouldn't know if you are female or not.


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FLite wrote:
Just because you are a customer, does not mean the rules don't apply to you.

I wish more people understood this...


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How are we still discussing this? Class abilities are granted and organized in the order in which they are gained and grouped by level.

srd wrote:

Weapon Training (Ex)

At 6th level, a sohei gains weapon training in one of the following weapon groups, as the fighter class feature: bows, crossbows, monk weapons, polearms, spears, or thrown weapons. He may select an additional group of weapons for every six levels after 6th, to a maximum of three at 18th level. A sohei may use flurry of blows and ki strike with any weapon in which he has weapon training.

When can he do all of the above? At sixth level. You can't separate out the last sentence and pretend that it was stated along with first level abilities because you find it convenient.

Or are you saying a 1 level dip in Tetori(monk) can allow you to spend a point from your ki pool (gotten from any class) to attempt a second save?
srd wrote:

Break Free (Ex)

At 5th level, a tetori adds his monk level on combat maneuver or Escape Artist checks made to escape a grapple. If a tetori fails a save against an effect that causes him to become entangled, paralyzed, slowed, or staggered, he may spend 1 point from his ki pool as an immediate action to attempt a new save.


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The only thing I can think of (that hasn't been said)is going the "aliens" route.
"As you are rifling around in the creature/person's pocket something starts moving beneath it's skin, you think to move back but it strikes before you have the chance."
Obviously you can't have random people/monsters have creature's living inside their body, but you can have a small town with the problem which could teach him a lesson and also would show him that you aren't going to allow him to keep up poor behavior.
I know people don't like the idea of "punishing" players, but it's behavioral conditioning. People will get away with as much as you will let them get away with. If you show him that he can't keep doing it, he will stop.
I will say though that the best idea so far is to talk to the other players and ask why they are meta-gaming. When they ask how they are meta-gaming ask them if their characters would really let this guy leave them in the middle of the fight to collect and horde the loot that they collectively worked for and why they (their characters, not the players) are allowing him to ration loot that should be for the whole party. Have them explain in character that everything that is owned by the enemies that they defeat belong to the collective party and every person has an equal share of the loot. If he wants a specific item, the value of that item comes out of the rest of his share of the loot. I know alot of people don't like confrontation, but that is the only way to solve a problem, to confront it.


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I think the problem boils down to not just mechanics but character concept as well. If you want to make a non magical character with all of the rogue-like abilities Ninja and alchemist (vivisectionist) are better. If you want to use magic then... well take your pick of classes.


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In before "alot of classes can do those same skills but better because rogue doesn't have a way to actually perform any skill better than another class..."


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would you pay two feats to do comparable damage, add a massive amount to initiative while bumping your ac at the same time? if it's a no brainer then it's broken


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Forgive me if I'm wrong, but this reads as if you are proud that you were able to kill him and decimate the fighter in 1 round. If so:

*slow clap

Congratulations
You as the DM, who is essentially the god over the game, who can make/remake the world at will were able to kill a character in it.
The first rule of DMing is you don't talk... I mean is to make sure that the characters are challenged but having fun.


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Relevant info:

Silent Image
School illusion (figment); Level bard 1, sorcerer/wizard 1

Casting Time 1 standard action

Components V, S, F (a bit of fleece)

Range long (400 ft. + 40 ft./level)

Effect visual figment that cannot extend beyond four 10-ft. cubes + one 10-ft. cube/level (S)

Duration concentration

Saving Throw Will disbelief (if interacted with); Spell Resistance no

This spell creates the visual illusion of an object, creature, or force, as visualized by you. The illusion does not create sound, smell, texture, or temperature. You can move the image within the limits of the size of the effect

Saving Throws and Illusions (Disbelief)

Creatures encountering an illusion usually do not receive saving throws to recognize it as illusory until they study it carefully or interact with it in some fashion.

A successful saving throw against an illusion reveals it to be false, but a figment or phantasm remains as a translucent outline.

A failed saving throw indicates that a character fails to notice something is amiss. A character faced with proof that an illusion isn't real needs no saving throw. If any viewer successfully disbelieves an illusion and communicates this fact to others, each such viewer gains a saving throw with a +4 bonus.
Effortless Trickery

Your natural knack for illusion allows you to maintain at least one illusion spell with little effort.

Prerequisite: Gnome.

Benefit: You can maintain concentration on one spell of the illusion school as a swift action. This has no effect on spells of other schools or on illusion spells with durations that don’t depend on your active concentration. While you may only maintain one spell as a swift action, you may take your move and standard actions to maintain other spells normally, if you wish.

Normal: Concentrating to maintain a spell is a standard action that does not provoke attacks of opportunity.


Say for argument's sake I am a level 5 gnome sorcerer. If I were to create a giant black cube using silent image that covered myself and the two spaces next to me I would know that they aren't real so I would only see an outline, but any enemy would have no line of sight and would have to use AOE spells to have a chance at hitting me (thus making me rather immune to targeted spells, ranged attacks, and physical attacks unless someone was crazy enough to run into it without knowing what was inside/on the other side. In combination with casting then moving/ pit spells/ etc this seems a rather potent defense against anyone without truesight.
Now a spellcraft check would determine that it was an illusion if I cast it while enemies are present but if using effortless trickery I could maintain it as a small orb that follows us around until we got into trouble and then have it expand (giving no chance to spellcraft it).


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OK. I have a homebrew that I'm having a lot of fun running but I got super bogged down this week. I have most of the upcoming stuff ready but I haven't built some of the actual people.
The group (lvl 4; ranger(melee-ranged), cleric(melee-heals), wizard(wizard-stuff), sorcerer(enchanter), witch(slumber-ofcourse) is about to get thrown in a permanent (not so much) prison that is run by the inmates. This is a place for the worst of the worst and where you are sent to die or live out the rest of your life. The three most powerful people have sectioned the prison into three areas. Sewage from the town flows through the prison and it is sifted and purified (literally the spell purify) and trash is likewise gone through for food. The town also throws the crappy parts of the animals and such away and that gets shipped there. (Most of this is not important to my plight and is background information...)

Basically I need three level 7 character builds and three henchmen to play the roles of the people in charge of the town. I already have their personalities in mind (though if you want to add different ones that's cool too) I just need actual builds (because its almost twelve and I have to work tomorrow). One of them is an absolutely insane CE Haunted Oracle whose henchmen is a thief and leader of the thieves guild (the thief is also the only one who knows a way in and out of the prison). The second is a NE Illusionist gnome whose henchmen is, you guessed it, an illusionist gnome (his brother; their people sift through the trash and sell what they find in a general store-shack and in a food shack). The third and final is a NE druid whose henchmen is a ranger (They run the prostitution guild and also run the food shop and have a healing shack). The gnome and the druid have a loose truce which balances the power against the oracle who has more people (peons) under her because she has no rules. The main currency of the prison is trading goods of course.

I want them to be powerful enough to where the group can take them out if they can get them alone, but not if they fight them together or start a war.


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kalthanan wrote:
Bottom line (well, where my opinion is concerned), if the paladin's god empowers them to seek out evil and kill it, it becomes a bit of a stretch to say they are at fault for doing so when said creature at the paladin's mercy. It's akin to saying, "Well, we'll kill evil if we can do so in the midst of the continuum of combat, and we don't need a judicial process of determining guilt to justify doing so... but if they surrender we have to take them prisoner... and if they are subsequently found guilty we have to lock them up forever, since they're technically at our mercy then and executing them would make us evil."

That would be relevant if the creature was evil, it wasn't.

Wyvern for reference:
Wyvern

A dark blue dragon, its wings immense and its tail tipped with a hooked stinger, lands on two taloned feet and roars a challenge.
Wyvern
CR 6
XP 2,400
N Large dragon
Init +5; Senses darkvision 60 ft., low-light vision, scent; Perception +18
DEFENSE
AC 19, touch 10, flat-footed 18 (+1 Dex, +9 natural, –1 size)
hp 73 (7d12+28)
Fort +9, Ref +6, Will +8
Immune sleep, paralysis
OFFENSE
Speed 20 ft., fly 60 ft. (poor)
Melee sting +10 melee (1d6+4 plus poison), bite +10 melee (2d6+4 plus grab), 2 wings +5 (1d6+2)
Space 10 ft.; Reach 5 ft.
Special Attack rake (2 talons +10, 1d6+4)
STATISTICS
Str 19, Dex 12, Con 18, Int 7, Wis 12, Cha 9
Base Atk +7; CMB +12 (+16 grapple); CMD 23
Feats Flyby Attack, Improved Initiative, Iron Will, Skill Focus (Perception)
Skills Fly +5, Perception +18, Sense Motive +11, Stealth +7; Racial Modifier +4 Perception
Languages Draconic

thomas wrote:

1.Based on the description as written (Inherently violent, only allows creatures around that give it treasure, does not try diplomacy unless forced or bribed) honestly I don't see how this thing isn't evil.

2.I mean seriously think about it. A human that gets up everyday and every human he comes into contact with he beats up and/or kills because he doesn't consider talking worth his time unless they're stronger than him. He'll serve people that are dangerous enough to kill him, or that pay him a good chunk of money, but once the dough stops rolling in you got a good chance of him killing you anyways. Sound like a violent sociopath? Sure does to me. Not somebody I'd say should be wandering the streets. (numbered by me so that I could respond to both points)

1.What makes it not evil is that (in my opinion) it doesn't know any better. It has the wisdom and intelligence to LEARN to do better, oh wait it did until it was needlessly decapitated.

2.The difference is a sociopath has a broken mind (mental condition) that can only (possibly) be fixed through medication. The creature has no such defect and is just untrained.
I would say a better analogy would be a kid raised in the wild. Yes it is wild and attacks people who get close. Yes it may hurt or kill someone. But that isn't because it is irredeemably evil, it's because that it all it has known and it doesn't know better. I'm not saying that everyone should overlook being attacked by it but a paladin who is supposed to uphold all that is good definitely should.
Someone mentioned that it may go on to attack/kill hundreds or some such and you can use "the greater good" argument all you want, but the truth is this was a simple murder of vengeance.


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Make a bi-polar synthesist with 2 personalities. Dominate half of the combats and when he ramps the difficulty switch to cowardly and burrow to safety.


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Planar ally and planar binding aren't the same, you wouldn't be double crossing an ally...
But regardless I guess it falls to the old adage; "if you have to ask then you probably already know the answer"


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Here's a twist on the flanking buddy idea, why have a flanking companion at all? Gnome feat-effortless trickery + threatening illusion + magical lineage (silent image) = constant threatening/ flanking companion
For a build I would use human (bonus feat gnome racial heritage-ability increase to INT)
White haired witch 2 (shadows patron for silent image),
Beastmorph/vivisectionist alchemist (X) (your hair weapon has int to hit and for damage and gives free grapple checks(if you hit with a grapple you also get a free constrict))
ALL of your attacks are sneak attacks thanks to threatening illusion (which will have a high chance to trick opponent due to most of your ability score going to INT (for hit, dmg, spells, everything). You aren't casting spells so you can wear heavy armor without fear and with effortless trickery once you cast silent image it is up all day. Under the effects of your mutagen you would take the feral mutagen discovery to add darkvision/scent and more attacks (of course using hair as the first attack for grapple(lowering their AC)). You lose 1d6 from sneak attack damage but gain int to hit/dmg and witch first level spells and cantrips. You can also take craft wand and make wands of CLW and ill omen because, well ill omen is amazing.
Plus you have the added joy of making your flanking buddy... well anything. That giant floppy purple bat waving around near the enemy sure is scary.
If you take tumor familor > improved familiar you can delay your turn and have it use your ill omen wands right before you attack for higher grapple (constrict) success shenanigans too.


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Maybe my search-fu is weak but I've been looking for quite a while and decided to just ask.
The spellslinger gets the (Su) ability to add to his gun/guns:
dancing, defending, distance, flaming, flaming burst, frost, ghost touch, icy burst, merciful, seeking, shock, shocking burst, spell storing, thundering, vicious, and wounding.

My question is how do the "this ability only works on melee weapons" abilities work?

1)

Dancing:

Price +4 bonus
Aura strong transmutation; CL 15th; Weight —
DESCRIPTION

As a standard action, a dancing weapon can be loosed to attack on its own. It fights for 4 rounds using the base attack bonus of the one who loosed it and then drops. While dancing, it cannot make attacks of opportunity, and the activating character it is not considered armed with the weapon. The weapon is considered wielded or attended by the activating character for all maneuvers and effects that target items. While dancing, the weapon shares the same space as the activating character and can attack adjacent foes (weapons with reach can attack opponents up to 10 feet away). The dancing weapon accompanies the activating character everywhere, whether she moves by physical or magical means. If the activating character has an unoccupied hand, she can grasp it while it is attacking on its own as a free action; when so retrieved, the weapon can't dance (attack on its own) again for 4 rounds. This special ability can only be placed on melee weapons.


If i sacrifice a spell to add this to my gun
a) it retains all of it's current bonuses and shoots every round I want it to (having a choice is based on bolded section)
b) floats there and tries to whack anyone who comes close as a melee attack...
2)
Defending:

Price +1 bonus
Aura moderate abjuration; CL 8th; Weight —
DESCRIPTION

A defending weapon allows the wielder to transfer some or all of the weapon's enhancement bonus to his AC as a bonus that stacks with all others. As a free action, the wielder chooses how to allocate the weapon's enhancement bonus at the start of his turn before using the weapon, and the bonus to AC lasts until his next turn. This ability can only be placed on melee weapons.


If you have 2 arcane bonds can you really use one to get +5 AC that stacks with anything and the other for offense. For some "dip" builds this could be good.
3)
spell storing:

Price +1 bonus
Aura strong evocation and varies; CL 12th; Weight —
DESCRIPTION

A spell storing weapon allows a spellcaster to store a single targeted spell of up to 3rd level in the weapon. (The spell must have a casting time of 1 standard action.) Anytime the weapon strikes a creature and the creature takes damage from it, the weapon can immediately cast the spell on that creature as a free action if the wielder desires. (This special ability is an exception to the general rule that casting a spell from an item takes at least as long as casting that spell normally.) Once the spell has been cast from the weapon, a spellcaster can cast any other targeted spell of up to 3rd level into it. The weapon magically imparts to the wielder the name of the spell currently stored within it. A randomly rolled spell storing weapon has a 50% chance of having a spell stored in it already. This special ability can only be placed on melee weapons.


So if I sacrifice a spell to store a spell (3rd level or under) in my gun.
a) I shoot the gun and the bullet carries the spell or
b) I have to hit someone with the gun to release the spell (melee...)

4)

Wounding:

Price +2 bonus
Aura moderate evocation; CL 10th; Weight —
DESCRIPTION

This special ability can only be placed on melee weapons. A wounding weapon deals 1 point of bleed damage when it hits a creature. Multiple hits from a wounding weapon increase the bleed damage. Bleeding creatures take the bleed damage at the start of their turns. Bleeding can be stopped by a successful DC 15 Heal check or through the application of any spell that cures hit point damage. A critical hit does not multiply the bleed damage. Creatures immune to critical hits are immune to the bleed damage dealt by this weapon.


Again, do i have to physically hit someone/thing with the weapon to inflict wounding or is the ability transferred to the bullets?

I'm asking because while I was talking about an upcoming campaign the gm said that I'd need to physically hit the opponent with the gun to activate the spell storing ability. I can see how the spell storing ability (linked above) does say that, but the name of the Su ability of the spellslinger is "Mage Bullets"
These abilities either make the class really cool or incredibly idiotic (dancing guns floating around swatting at people, really?) and while not broken, it drastically lowers it effectiveness and allure.
Anyway, any help or insight is welcome and appreciated.


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For future plannings I will be in a game with guns for the first time and was looking at spellslinger.
I'm not actually using ammunition so can I use a reach metamagic rod with a one handed gun? (thus increasing my spell choices quite a bit)
A weapon like the revoler has 6 capacity. With this + chill touch (plus reach from either above or magical lineage + actual reach metamagic) do i get 1 extra shot per level and the weapon's enchantment bonus added to the DC to defend against the strength damage?

Capacity:
Capacity: A firearm's capacity is the number of shots it can hold at one time. When making a full-attack action, you may fire a firearm as many times in a round as you have attacks, up to this limit, unless you can reload the weapon as a swift or free action while making a full-attack action. In the case of early firearms, capacity often indicates the number of barrels a firearm has. In the case of advanced firearms, it typically indicates the number of chambers the weapon has.

Chill touch:

School necromancy; Level sorcerer/wizard 1

Casting Time 1 standard action

Components V, S

Range touch

Targets creature or creatures touched (up to one/level)

Duration instantaneous

Saving Throw Fortitude partial or Will negates; see text; Spell Resistance yes

A touch from your hand, which glows with blue energy, disrupts the life force of living creatures. Each touch channels negative energy that deals 1d6 points of damage. The touched creature also takes 1 point of Strength damage unless it makes a successful Fortitude saving throw. You can use this melee touch attack up to one time per level.

An undead creature you touch takes no damage of either sort, but it must make a successful Will saving throw or flee as if panicked for 1d4 rounds + 1 round per caster level.

Also, if the above two are correct are there any other spells (touch, ranged touch, line, cone, or ray) that give multiple hits per level?

Also, if you added weapon abilities by sacrificing spells ("frost" for instance) to the weapon would it add (in the case of the example 1d6 cold) to each shot?
Thank you for your time and insight.


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The link from the skill leads to:
Touch Attacks

Some attacks completely disregard armor, including shields and natural armor—the aggressor need only touch a foe for such an attack to take full effect. In these cases, the attacker makes a touch attack roll (either ranged or melee). When you are the target of a touch attack, your AC doesn't include any armor bonus, shield bonus, or natural armor bonus. All other modifiers, such as your size modifier, Dexterity modifier, and deflection bonus (if any) apply normally. Some creatures have the ability to make incorporeal touch attacks. These attacks bypass solid objects, such as armor and shields, by passing through them. Incorporeal touch attacks work similarly to normal touch attacks except that they also ignore cover bonuses. Incorporeal touch attacks do not ignore armor bonuses granted by force effects, such as mage armor and bracers of armor.


emphasis mine. Since the skill in question leads to that section and the section says "the attacker makes a touch attack roll (either ranger or melee)" I would say it's either ranged or melee, you're choice


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Shield creates an invisible shield of force that hovers in front of you. It negates magic missile attacks directed at you. The disk also provides a +4 shield bonus to AC. This bonus applies against incorporeal touch attacks, since it is a force effect. The shield has no armor check penalty or arcane spell failure chance.

We'll it's a shield of force and has a physical form so I should be able to grab onto it hold on to it to levitate. Can I grab it and have someone push me across a chasm? It doesn't have a hold limit or size so it doesn't matter how big I am or what I weight.

Just looked through first level spells to see what I could come up with lol...


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The problem is that once you let spells do things that they weren't intended to do you have to decide where to draw the line. Sure THIS use of THIS spell doesn't SEEM so bad, but when you have to start arguing the effects of EVERY spell because people want to have it do things it wasn't intended your whole session will be derailed.
Also, why do people keep arguing that grease is flammable...


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Hey guys, I had an idea for an archetype that I wanted some opinions on. It's a fusionist summoner. I'm pretty sure that this is the right place?

Fusionist Summoner Idea:

The essense of the Fusionist Summoner doesn't split between an Eidolon and a summon monster ability, it forgoes the eidolon altogether and forms a closer bond between the summoner and his chosen summons.

Summon Monster (Sp)

Starting at 1st level, a fusionist can cast summon monster I as a spell-like ability a number of times per day equal to 5 + his Charisma modifier. Drawing upon this ability is taxing to the summoner and as such he can only have 3 Summon Monster SLA active at a time. This ability otherwise functions as the summoner’s normal summon monster I ability.
This ability replace the Eidolon ability.

Evolution points
A fusionist’s class level is halved (minimum 1) for the purposes of determining his evolution pool. He chooses evolutions when he gains a level but they only manifest when fused with a monster (except as detailed below).

Fusion (Su)
Starting at 1st level, a fusionist can fuse with any adjacent monster summoned via his SLA. Fusing with a monster is a swift action. While fused the summoner gains the monster's physical attributes and abilities and retains his own mental abilities.

Favored Summons (Ex)
Starting at 1st level, a fusionist chooses one monster as his favored summon. When fused with a monster of this type the summoner manifest all of the evolutions "purchased?" from the evolution pool. He gains a new favored summon at 5th, 10th, 15th, and 20th levels.

Augment summoning
At 2nd level, a fusionist gains Augment Summoning as a bonus feat. He does not have to meet any requirements for this feat.
This ability replaces bond senses.

Perfected Summoning
At 4th level, you gain Moonlight summons as a bonus feat. At 12th level you gain Starlight Summons as a bonus feat.
This ability replaces Shield Ally and Greater shield ally

Fusionist’s Call (Su)

At 6th level, as a standard action, a summoner can call a favored summoned monster (made by his SLA) to his side. This functions as dimension door, using the fusionist’s caster level. When used, the monster appears adjacent to the fusionist (or as close as possible if all adjacent spaces are occupied). The fusionist can fuse directly with the monster called, if he/she chooses, in the same standard action. The summoner can use this ability once per day at 6th level, plus one additional time per day for every four levels beyond 6th.

Transportation (Su)

At 8th level, a fusionist can use his fusionist’s call ability to warp to the location of one of his favored monsters and fuse directly with it. If the monster that he is fused with is slain (unsummoned do to damage) then he can use this ability to teleport into another of his favored monsters (if one is summoned) that is within 30 feet.

Aspect (Su)

At 10th level, a fusionist can manifest up to a 2 point evolution on himself that functions even while he isn't fused.

Life Bond (Su)
At 14th level, a fusionist’s life becomes linked to his monsters. As long as he has any monsters summoned he is protected from harm. Damage in excess of that which would reduce him to fewer than 0 hit point is instead transferred to the nearest summoned monster. This damage is transferred 1 point at a time, meaning that as soon as all of his monsters are dismissed do to damage, all excess damage remains with the summoner.

Effects that cause death but not damage are unaffected by this ability. This ability does not affect spells like baleful polymorph, flesh to stone, or imprisonment, or other spells that do not cause actual damage.

Greater Aspect (Su)
At 16th level, as a full-round action, a fusionist can manifest evolutions using up to a 6 evolution points on himself that function even while he isn't fused. Also, He can give any of this summoned monsters that are already summoned when he uses this ability up to 2 points. All of these points are taken from the total evolution pool.

Fusionist Transposition (Su)

At 18th level, whenever a fusionist would be harmed by a spell, attack, skill, or ability he and his nearest summoned monster can switch places. If he has no summoned monsters then he can not use this ability.

Master Fusionist (Su)
At 20th level, A fusionist can fuse with any unintelligent monster or summoned creature and take it over. While fused the fusionist manifests all of his evolutions as normal. If he fuses with a summoned creture with intelligence there is a battle of wills to see who controls the body (dc to be decided/ up to the gm) unless the creature was summoned via his SLA in which case he automatically gains control.

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