Seltyiel

Lilith Knight's page

Organized Play Member. 161 posts. No reviews. No lists. No wishlists. 6 Organized Play characters.




When a witch with the flight hex reaches a new level thresh hold, does she lose the previous abilities of the hex?

EX: When she reaches level 5 can the witch still cast levitate once a day and use featherfall at will?

Flight:
Effect: At 1st level, the witch can use feather fall at will and gains a +4 racial bonus on Swim checks. At 3rd level, she can cast levitate once per day. At 5th level, she can fly, as per the spell, for a number of minutes per day equal to her level. These minutes do not need to be consecutive, but they must be spent in 1-minute increments. This hex only affects the witch.


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.
(lets you force an opponent into a dance off) and figured he might as well take spell storing as well. The question is. The spell has to be harmless, have a cast time of one standard action, and be of no more than second level. So what spells are worth storing?
My only thought right now is fabricate disguise.

edit: Added a link I forgot.


Liar Liar

School Divination; Level paladin 1, sorcerer/wizard 1, inquisitor 1
Casting Time 1 standard action
Components S
Range close (25 ft. + 5 ft./2 levels)
Target 1 humanoid creature
Duration 1 minute per level or until discharged
Saving Throw will; Spell Resistance no

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;
Racial Modifiers +4 Climb, +4 Perception, +4 Stealth

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
Casting Time 1 Standard Action
Components V
Range close (25 ft. + 5 ft./2 levels)
Target one creature
Duration 1 day/level
Saving Throw will negates(harmless); Spell Resistance yes(harmless)

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:
LVL Wizard 4, Bard 4
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.
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As Dresden's Fantasm except living creatures are treated as being visible.


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.


Is there any way other than his/her bonded object or using still spell for a wizard to cast a spell while wielding a weapon?


There are feats specifically for familiars to take so how do familiars get feats?


What is your favorite spell to cast, including your favorite metamagic enhancements to put on it?


What kind of action is the foretell ability of the the foresight school of divination?


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.


Exactly what it says on the tin.
edit:
I guess it has the potential to do a lot of damage but only in mass combat so ehh.


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?


The concealing pocket makes items in it undetectable but is only a pocket so you could only fit small item in it. Other than rings, what would you put in a concealing pocket?


Can a Nesa's coin be detected when it's in a concealing pocket?
My guess is no but what do you think?


Why is there so much hate against minmaxing? Why does the word even exist at all?
Do you know what we call it where I come from? Specialization.

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?


Optimize a character to move as fast as possible and then tell us:

How fast can they move buffed (haste, ect.)
How fast can they move without buffs
and how you pulled it off.


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On the one hand Freedom of movement allows the target to
"move and attack normally for the duration of the spell, even under the influence of magic that usually impedes movement, such as paralysis, solid fog, slow, and web."

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?


Exactly what it says on the tin.


I can see at least two ways of reading the spell:

If you are 6th level and you cast it you roll 3d6.
Say you roll a 2 a 3 and a 4.

One is the energy so I choose 2: electricity.
Then I use the second die to target 3 creatures.
Finally I use my third die to make the range 40 ft. and no die are left so the damage is 0.

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?
None of this makes any sense at all especially when a wizard can gain this spell when he could only have 2 dice.

That means it must be like this:

I roll a 2 a 3 and a 4 so my dice pool is 9 dice.
I know that these dice are d8s because that matches the number of options on the table.
So I use one to make the spell do water damage by rolling a 6 on it.
I then roll another die (d8?) to see how many target I can affect. Say this comes up a 2. so I gt 2 targets.
I have 7 dice left so I use one of them to gain a range of 80 feet because I rolled an 8 on it. Finally the spell does 6d8 (ref for half)to the first target and half of that to the second one (ref negates).

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:
The item in the boggard magic item list, on the boggard page of the monster codex.
Boggards


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?
Could I for example, use my normal weapon enhancing ability one round and then animate it the next so that it gets all my bonuses?


Swift actions are in addition to normal actions and don't take as long so could i sacrifice say, a move action, to gain one or more swift actions?