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@LoneKnave Using the Samsaran + Mystic Past Life as mentioned earlier.

@Imbicatus Cast then move into combat. Or, lesser rod of quicken.


(Casts Resurrect Dead Thread)

How would Warpriest and flame blade interact?


What about Huginn, Muninn, Geri, and Freki?


How would you progress an All-Father inspired character?

I'm looking for race/class(es)/feat combos here. Paizo products only; unpublished ones are acceptable(i.e. Advanced Class).

Thanks for any and all input.


Interesting. Could you point me in the direction of those notes?


Do they cast spells acquired by their class whilst wearing armor without incurring spell failure chances?

Under weapon and armor proficiency it is not explicitly stated that they do as the Sorcerer and Wizard listings do. Nor is it stated that they don't incur standard arcane spell failure chances like Bard and Magus do.

My initial assessment is that they can cast spells granted by their class in armor they are proficient with and not incur the normal arcane spell failure chances.


Yes, the bonus feat can be used to pick up any combat feat. Is a feat really worth 40 extra skill points?

The tactician can also choose skill focus or a teamwork feat as a bonus feat. I'm assuming that is also tied into losing the 1st level feat, since it doesn't replace any existing fighter class feature.

Archetypes may be different but, they are also balanced. They are balanced against other archtypes, classes, and other classes' archtypes.


I'm wondering why the Cad doesn't get the skill point boost like the Tactician does. They both loose three feats.

Cad: medium armor proficiency, heavy armor proficiency, and tower shield proficiency.
Tactician: heavy armor proficiency, tower shield proficiency, and the bonus 1st level fighter feat.

The tactician seems to get the better deal, not to mention they also get better bonus feat selection(combat, teamwork and Skill focus) and a free new ability at 15th level(Battle Insight).

Everything else is replacing existing class abilities.


For the Magic Item Index, being able to sort by slots would be handy.


1 person marked this as a favorite.

For the Spell List Index, would it be possible to add an option to categorize by school?


Any object can be used as an improvised _weapon._ Any object can then be taken as a bonded object-weapon. +1 frost bucket here I come. Ice, anyone?

On a related note, can someone tell me which book the folding chair can be found in?


@Mike Schneider
The point I'm trying to make is that your interpretation of the rules is not the same as how the rules were intended to be read. Taking your argument that necklaces, periapts, and scarabs are not specifically included, it isn't stated that you can enchant a staff as a weapon and a magical staff. That gives you access to two item creation feats for free while limiting neck, ring, wand and weapon to only one. Tossing another wrench: a shield can be used as a weapon, does that mean you can choose it for a bonded object and be able to enchant it as a weapon and armor without having to take either feat?

By stating that the one bonded object that has multiple names associated with its slot is limited to the only one listed is an arbitrary restriction on your part. Since I can get around that restriction by simply calling all neck slot items amulets and stating they function as their original naming convention, that argument is moot.


@Mike Schneider
So, in one of your games, if I were to choose an amulet as my arcane bond, I would only be able to turn it into four types of amulets. Whereas if I were to choose a ring, I would have over 20 options available(not including improved versions). Why impose arbitrary restrictions on one available item and not the rest?

Your only argument against it is its naming convention? I then propose Amulet of Fireballs, it functions exactly as a NoF but meets your requirements.


@Mike Schneider
Arcane bond also lists staves and weapons separately, does that mean you can only enchant a quarterstaff as a magical staff(magic item type) or only as a magical weapon? Does that mean you could never turn your bonded staff into a Staff of Power or Staff of the Woodlands?

The question posed requires you to accept that there is an interaction. Flatly refusing to accept there is an interaction does not address the question and is not helpful in the least.


An NoF is neck slotted, thus it is eligible for a bonded object. It also has the added statement that it doesn't count as taking up the slot. Notice how the slot entry does not have a "-", but has "neck." If it were non-slotted it would not qualify to be a bonded object.

This stemmed from me looking through magic items figuring out which bonded object type would be best at different levels. When I noticed it The Twink came out of the dark recesses of my mind.

This is an interesting case of two mutually exclusive rules interacting with each other. Depending on which takes precedence, it might allow a wizard/sorcerer to remove a penalty(slottedness) from a class feature. If the NoF effect takes precedence, then it gives them more flexibility in using found/purchased treasure without having to worry about making concentration checks. Yes, you could just enchant your necklace as something other than NoF and have a NoF in addition to it. Or, you could just have a wand, staff, or weapon. All of which add new problems that go beyond the scope of the original question.

Since I've had time to think about it, I believe it would take up a slot due to the last sentence of the second paragraph of Arcane Bond:

PRD wrote:
If the object is a ring or amulet, it occupies the ring or neck slot accordingly.

Although, I don't believe allowing a player to do so would be game breaking. In lieu of an official ruling, I would allow a player to do so.


2 people marked this as FAQ candidate.

If an amulet bonded object is turned into a necklace of fireballs, or vice versa, does it take up that slot as the bonded object states? Or, no slot as per a normal necklace of fireballs?


@NeverNever

The barbarian is increasing his primary stats while a ragechemist is DECREASING his.

The barbarian may be taking a penalty to AC but, also gains a bonus to Will saves. Where as the ragechemist gains a bonus to AC while taking a larger penalty to his primary stat.

The barbarian can end his rage at any point. The ragechemist is stuck for the duration.....and must make a Will save any time they take hit point damage. If they fail, they take more penalties.


I agree with blackbloodtroll. I guess some people forget about the basics.

Chapter 1 - Getting Started - Common Terms
"Bonus: Bonuses are numerical values that are added to checks and statistical scores. Most bonuses have a type, and as a general rule, bonuses of the same type are not cumulative (do not “stack”)—only the greater bonus granted applies."

The bonuses from a mutagen are alchemical.
The bonuses from the rage mutagen class feature are untyped.

If the bonuses didn't stack, the penalty of the rage mutagen would be out of balance to the benefit.

So, a Grand Rage Mutagen with strength as the primary stat would have the following bonues: +12 natural armor, +14 strength, +6 to a 2nd physical score, +4 to a 3rd, +2 Con if they so choose, -4 intelligence, -2 wisdom and charisma, and must make Will saves every time they take hit point damage.


That should have been "using two 2nd level spells."

Not sure why I couldn't edit that.


At 18th level, using a 1st and 2nd level spell, the damage output is comparable to a fireball cast by a 10th level character.

Arrow eruption is an attack roll, not a ranged touch attack. So, a caster is much less likely to succeed at higher levels.

True twinkery is greater vital strike + gravity bow + arrow eruption from an arcane archer. (Oddly, my GM called that fine in theory, but shot down the subject of this thread instantly.)

Also, thanks for the responses.


Hopefully I'm posting this in the right area.
I believe that arrow eruption is castable once acid arrow has killed a creature. I'd like to get some feedback on this. I am aware it is kinda cheesy.

Acid arrow.

Arrow eruption.

Acid arrow isn't enhancing an attack, it is the attack.


2 people marked this as FAQ candidate. Answered in the errata.

I didn't see this on a skim of the thread:

Page 500
Amulet of Proof against Detection and Location

The DC of the caster level check to overcome the effects of the amulet is wrong. It is stated as, "DC of 19 (as if the wearer had cast nondetection on herself )."

The DC 19 (base of 11 plus 8th caster level) is accurate for nondetection being cast on/by another being.

The 2nd to last sentence for the Nondetection spell is, "If you cast nondetection on yourself or on an item currently in your possession, the DC is 15 + your caster level."

Since the caster level of the amulet is 8th, the DC should be 23.

Edit: Added hyperlinks.