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Goblin Squad Member. Organized Play Member. 11 posts (20 including aliases). No reviews. No lists. No wishlists. 7 Organized Play characters. 1 alias.


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Finoan wrote:

Dessicate

It does not have an emanation area.

It instead targets any number of creatures (of your choosing) within 500 feet of the caster.

So while it may look similar to an emanation - especially if the caster is surrounded by nothing but enemies - it is not an emanation and the caster can choose to not target their allies.

Thanks for the reply and sounds great. I didn’t want to become a villain if i used the spell to save people from an actual villain


Dessecrate spell question

If a player takes this spell can they choose to not target their allies or does it emanate for 500feet from the caster as a zone of death?


since i know this is a new book and we can't post the rules i just want to ask a question about wizard or sorcerer using the variant multiclassing.

if i were a wizard and i picked the variant for rogue (page 89). can i single class level into arcane trickster at level 11?

Thanks


I have a question about whether share healing works with a ring of regeneration.

here is the feat.

Share Healing (teamwork)

Your link with your companion creature allows you to share with it any healing magic that's cast upon you.

Prerequisite(s): Ability to acquire an animal companion, eidolon, familiar, or special mount.

Benefit: When you and your companion creature have this feat, your companion creature is adjacent to you or sharing your square, and you receive the benefit of a healing spell (whether from yourself or another source), you can divide the hit points healed evenly between yourself and your companion creature.

(http://www.d20pfsrd.com/feats/general-feats/share-healing-teamwork)

i'm just wondering if i can share my ring of regeneration's healing with my andimal companion.

Thanks


problem with the other feat is that if your animal companion moves away it looses the spell this one doesn't. but thanks for the reply :)


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

i am wondering if my animal companion needs the feat to be able to use this feat.

Improved Spell Sharing (teamwork)

Your link with your companion creature allows you to share your magic with it.

Prerequisite(s): Ability to acquire an animal companion, eidolon, familiar, or special mount.

Benefit: When you are adjacent to or sharing a square with your companion creature and that companion creature has this feat, you can cast a spell on yourself and divide the duration evenly between yourself and the companion creature. You can use this feat only on spells with a duration of at least 2 rounds. For example, you could cast bull's strength on yourself, and instead of the spell lasting 1 minute per level on yourself, it lasts 5 rounds per level on yourself and 5 rounds per level on your companion.

Once the spell is cast, you and the companion creature can move farther apart without ending the effect.

as it is worded the animal companion needs to have the feat but the pre-requisites for the feat require the ability to aquire an animal companion, eidolon, familiar or special mount.

since i know of no animal companion or other ability to obtain a animal companion i am wondering how this feat would work. (only way i could see it is making its intelligence higher and going through feats to obtain a familiar or animal companion but that would be around level 10 or so (not 100% sure on the correct level).

Thanks


thanks diego that was essentially what my friend said too i could have a composite long bow but would either have to enhance it to the + 3 str myself or pay the gold for it to be done by a crafter


i am not sure if this has been posted in the past (i google'd / forum search tool and it found nothing that answers the question i have)

I'm planning on making an Arcane archer in the next upcoming game i am going to be playing in (rise of the runelords (probably pathfinder new edition))

I am debating between first level being a wizard or the one level of fighter (probably unbreakable for the die hard / endurance.

if the bound item can be a masterwork (bound item description) composite bow, but i want to know if the strength requirements (ie a composite bow needing a + 3 strength) would cost extra gold out after adventuring or if i got it for free.

IE my bonded item is a masterwork composite bow or a masterwork composite bow requiring +3 strength (16 strengh)

Thanks


kk and thanks for the reply :)


i'm making a werewolf druid (gm is doing semi modification rules) and was wondering 1 question pertaining to equipment

when you change shape what happens to your gear?

as i remember but not 100% sure if you go into animal it gets absorbed into you like wild shape, and if hybrid it breaks if its too small i think.

is this correct?

and also would natural spell work in wolf form or only if i actually use wildshape for wolf form?

thanks


jennibert wrote:

Grr, stupid website eating my post!

Anyway, my suggestion: Get rid of flat DCs for Skill Checks that involve interacting with NPCs and/or monsters.

This has already been done for Tumble (I like the new rule! Good one!). Casting defensively (for which, incidentally, there are no rules printed in Alpha 3, though Combat Casting is still in the feat section) should work on a similar mechanic. Both involve avoiding an attack of opportunity for doing something that would ordinarily provoke one, and under 3.5 rules both became similarly pointless at a certain point where even rolling a 1 meant you succeeded. But, to make them more similar and so that casters are not unfairly screwed, perhaps the check should just be made to avoid an attack of opportunity? If the attack hits, then the caster has to make a second check under the damage dealt while casting rule, which gives a second chance at not losing the spell.

i agree because a 15 for any caster late in the game is extremely easy to get in a game level 10 +;but at the same time i feel that there could be a way to make it so that defensive casting could be made more difficult with a formula (i know trying to simplify it and all but yea):

the defensive cast formula i came up with (DC 15 + (Highest hit dice of the combatant(enemy) + any enemy feats that specialize in it (that specializes in fighting casters)and if there is a ganging up bonus +2 for each enemy threatening the caster in melee range.

IE (level 10 fighter and a level 5 barbarian threatening a level 11
( dc = 15 + 10 + 2) the wizard would need to roll a dc of 22 to defensively cast a spell.

Using the DC above a wizard level 11 with a concentration rank of 13 con of 14 =+2 totaling to a concentration total of 15.

would have to roll a a 12 or higher to defensively cast the spell. A crit fail or natural 1 = failure at defensive cast.

My biggest problem is with concentration being removed because of the many different uses i use it for as mentioned in previous posts and in how it can be used for stated above.