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I have a character in a less serious campaign who is planning on taking a couple of levels of rogue just to get the rogue talent grig jig.
edit: Added a link I forgot.
Liar Liar School Divination; Level paladin 1, sorcerer/wizard 1, inquisitor 1
The next time the target lies during the duration of the spell his or her pants burst into a blaze dealing 1d4 fire damage each round for 2 rounds until the pants are burned away. This spell does not compel the target to tell the truth or even answer you.
I am taking a Greensting Scorpion for my familiar but am a little confused by its stats. Skills Climb +7, Perception +4, Stealth +15;
Mostly what I'm wondering about is if the skills and stats add together, so does it have a total of +8 to perception or just a +4, likewise is its stealth +19 or only +15?
This is inspired by a trick Harry Dresden used in one of the Dresden files novels, there isn't a spell that does the same thing so I thought I'd make my own. School Illusion (compulsion)[mind-affecting]; [/b]Level[/b] wizard 2, bard 2
You create an illusion of the immediate area inside the subject's mind giving them the ability to "see" their surroundings. This illusion does not extend to living creatures. The target of the spell does not suffer penalties to movement or other actions taken that would otherwise be hampered by invisibility, all creatures however are treated as though they were invisible unless the target has another way of seeing them. Dresden's Fantasm Greater:
The DM I'm playing with right now gets way too attached to his creatures, even the ones that we are supposed to kill so he keeps making them succeed on their saving throws no matter what. Literally, spells with saving throws just don't work in this campaign except against us, many of the players (myself included) probably won't be playing for much longer, but we are for now. I'm playing a wizard and want to know what the best spells are (up to 5th lvl) that don't allow any saving throws.
What happens if you have three passwall effects and dismiss the outer two passwalls while someone(s) is(are) inside. They'd be ejected after the spell ran out because its obviously not meant to be a murder-spell but you could leave them there for at least ten hours. This has all sorts of applications like hiding refugees or forbidden items.
What happens when two people have cast dominate person on the same target? My guess is that they would have to make caster checks to take control of the subject as the spell doesn't say anything otherwise. Does this then mean that you could cast dominate person on yourself as a sort of safeguard against anyone else casting dominate person on you?
Why is there so much hate against minmaxing? Why does the word even exist at all?
It's the reason doctors have to spend at least 8 years studying before they can work in a hospital and why scientists only work in one field. To truly do something well you have to sacrifice performance in other areas. This is a normal aspect of the world so why do we have a special word for it in gaming? And why do we look down on it in gaming when we appreciate it so much in real life?
The rebirth ability of a brightness seeker says that you gain a negative level but this goes away automatically when you gain a level. Bringing it up specifically like this suggests that you gain a level and lose the negative level (so you effectively gain two levels). It seems weird to me but it does seem to be the raw. Does anyone have any insight on this?
On the one hand Freedom of movement allows the target to
On the other hand, Blade Snare doesn't stop the person from moving or attacking. It stops their weapon. This is an important distinction. Does Freedom of Movement counter Blade Snare?
I can see at least two ways of reading the spell: If you are 6th level and you cast it you roll 3d6.
One is the energy so I choose 2: electricity.
At the beginning it says that I can allocate as many dice as I want to the first part to pick damage types as long as I have enough to dice left to complete the spell so does that mean I have to use no dice and the spell deals 4 ??? damage?
That means it must be like this: I roll a 2 a 3 and a 4 so my dice pool is 9 dice.
The numbers here make a lot more sense, especially for a 3rd lvl spell, but it seems like a little bit of a stretch to get them. So how does the spell actually work?
The venomsweat salve makes you sweat poison. Specifically venomsweat poison but I can't find the properties of venomsweat poison anywhere. So what happens if you use it? edit:
Normally a weapon has a 10 foot range increment and gets penalties for being thrown farther than this increment but that's throwing it at someone on the battle field with you. So if someone is 30 ft. away its a -12 penalty. But what happens if the person is hovering 30 ft. straight up? Is there an additional penalty for this?
The magus arcana from rite publishing looks really cool but its description leaves some questions. What happens when the effect ends? does the weapon just fall to the ground? Can the magus call it back to herself in any way? Can it be enhanced?
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