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Depending what kind of campaign you're going to be in, I'd recommend looking in to Selective Channel and other channeling feats. Tark's guide to Clerics is a decent read for getting a quick overview of good Cleric spells, good Domains and a review of some sample Cleric playstyles https://docs.google.com/document/d/1h6-_4HvPvV-Tt7I67Gi_oPhgHmeDVA5SBl-WrJS gf5s/edit?hl=en_US&pli=1 ![]()
Aiming a Spell wrote:
This difference is determined by the "Targets" under a spell. Sleep chooses an area instead. So with Sleep you cannot exclude targets unless you have something like Selective Spell as a metamagic applied to the spell. With Mass Bull's Strength or Mass Cure Light Wounds you can exclude creatures. In this sense you could exclude allied undead or those that already have the buff. Or someone in your party you just don't like lol ![]()
I found another thread on this topic, but was unable to find a conclusive answer from Paizo. Can you get more extra attacks as part of the full attack that an alchemist makes with the Fast Bombs discovery? I've been considering making an alchemist with TWF, ITWF, GTWF, Rapid Shot and using haste to get 8 bombs per round at level 13 (with a few levels in Master Chymist to get a BAB with three attacks) Is this theoretically legal? ![]()
Supernatural ability != magic IMO Bombs are akin to alchemical fire, not magical fire. They are not a fireball, and they are not a spell and they are not magic. It's a thrown splash weapon, treated as a ranged weapon for purposes of feats. It doesn't make any physical sense that you'd be able to effectively throw something with any accuracy while underwater, nor does it make sense that non-magical fire or gunpowder (although this isn't explicitly stated in the Alchemists bomb, it probably uses a similar mechanism) would work underwater. Quote: Fire: Nonmagical fire (including alchemist's fire) does not burn underwater. Spells or spell-like effects with the fire descriptor are ineffective underwater unless the caster makes a caster level check (DC 20 + spell level). If the check succeeds, the spell creates a bubble of steam instead of its usual fiery effect, but otherwise the spell works as described. A supernatural fire effect is ineffective underwater unless its description states otherwise. The surface of a body of water blocks line of effect for any fire spell. If the caster has made the caster level check to make the fire spell usable underwater, the surface still blocks the spell's line of effect. The long and short is that only magical fire works underwater, and only with a caster level check. Supernatural fire does not work underwater, and regular fire doesn't work underwater. Thrown weapons do not work underwater, and ranged weapons attack with a nasty penalty of -2 cumulative per 5 feet. I would argue this is what FoM or Freedom is for. ![]()
This is a good thread. The way I've read and understand it: Deeper Darkness can counterspell Daylight and vice versa, but you can't use an already in effect spell to counter spell a spell as it's being cast. A monster with SLA of Deeper Darkness at will could do this. If the monster is counterspelling the PC, it has to make a Spellcraft check to identify what spell you are casting. Because Dark Stalkers don't have SC as a skill and they have a 9 int, I'd think that they wouldn't be able to counterspell Daylight as it is being cast. Likewise a PC could use Daylight to counterspell a monster casting deeper darkness. If Deeper Darkness overlaps with Daylight, the text of Daylight states that prevailing light conditions exist. Because the text of deeper darkness states that the effects do not stack with each other, it doesn't matter if there is 1 or 100 objects with deeper darkness cast on them. Prevailing light conditions would exist, regardless of how many times the monster used Deeper Darkness afterwards. Likewise, Daylight cast multiple times would not increase the light level beyond natural conditions, as long as deeper darkness was in effect. ![]()
ElyasRavenwood wrote: How do you deal with a dark stalker? More specifically how do you deal with a monster with the ability to cast deeper darkness at will? There are a few options depending on how the DM interprets it. The cheap and easy answer is to cast a heightened Continual Flame spell on a torch or something. Because it's duration is permanent and it's magical light, it would work in deeper darkness. Other options are Daylight, Dispel Magic (which also works on Spell like abilities) and blind fight. ![]()
Quote: If a character takes a standard or full-round action, the remaining duration that the character can hold her breath is reduced by 1 round. After this period of time, the character must make a DC 10 Constitution check every round in order to continue holding her breath. Reading this it implies to me that a character could theoretically cast while underwater, because the water would not function as a silence spell nor necessarily impede the verbal component of a spell. It might involve a Constitution check and a concentration check. For example, if a character in heavy armor tried to cast water breathing or water walk on himself. Is this correct? ![]()
Fatespinner wrote: Round 1) He drops an obscuring mist as a standard action, getting both himself and his opponent in the area of effect. With his move action, he uses stealth to hide in the mist and move into a square adjacent to the opponent. No issue here, he can drop obscuring mist as a standard is fine. Stealthing as part of a move is fine. Keep in mine a few facts about this situation: 1) The rogue will provoke an AOO when he uses a spell like ability within 5 feet of an enemy combatant. 2) Anything more than 5 feet away has total concealment, and Shadow Strike does NOT allow you to ignore total concealment. So the rogue must still be right next to his enemy. A DM might argue SRD wrote: If people are observing you using any of their senses (but typically sight), you can't use Stealth. The enemy is still technically hearing you cast the spell and also hearing you move, so the DM might call BS and say you can't stealth that close to an enemy. Quote: Round 2) He makes a full attack action on his enemy, gaining the advantage of sneak attack on his attacks (thanks to Shadow Strike) and then 5' steps away, gaining total concealment in the mist, and makes another Stealth check (which is listed as requiring no action since it is done as part of movement - in this case, a 5' step). Enemy moves into the square the rogue previously occupied, but must make a Perception check to find which square the rogue is now in due to the Stealth. Also no issue with a full attack here. But enemies are not always flat footed in the obscuring mist, so sneak attack damage does not apply from that. Shadow Strike only gives you this ability. Normally, a concealed target is not able to be attacked with precision damage. Shadow Strike allows you to do so as long as it isn't total concealment. Shadow strike does NOT automatically give you sneak attack damage against a concealed target, unless you would normally be entitled to it (such as if the enemy is flanked, flat-footed, etc.) An intelligent opponent would probably leave the cloud and a cast might try to burn or blow the cover away. Regarding an earlier statement in this thread, stealth requires no action to attempt to use. However, you must stealth as part of movement. Technically speaking a 5 foot step is not a move action and therefore you cannot stealth while taking a 5 foot step if you read the rule by the letter. Once you attack the guy he is observing you, and you cannot stealth again unless you're at a range using a ranged weapon. Which you can't in an obscuring mist because of total concealment, and even then it would be a sniping penalty to your next stealth roll. ![]()
My take is that Casting Spells wrote:
Birthmark Trait wrote: This birthmark can serve you as a divine focus for casting spells, and you gain a +2 trait bonus on all saving throws against charm and compulsion effects. A Birthmark seems to affect the second rather than the prior. Meaning a Cleric or Paladin or Druid with this trait can cast a DF spell without holding his holy symbol. Or twig (hu hu, holding your twig). You always need a free hand to cast a spell with a Somatic component, regardless of the class. There might be a metamagic feat that allows you to to ignore the somatic component of a spell, but I'm not sure what it is. So I'd say "no" to anyone trying to dual wield shields and cast a spell. ![]()
Yep, that's exactly what I do on my character of the same name. I run around with a +3 Full Plate, +2 Tower Shield and a level of Holy Vindicator for the armor bonus. Works well with Phylactery of Channel Pos. Energy for the 2 extra AC. What really makes my character artillery is Fire domain and Pearl of Power. ![]()
I was reading about alchemist fire. I don't think splash damage can hit the same creature more than once, even if you could target the intersection a creature occupied. Core Rulebook P. 202 wrote: splash damage to all creatures within 5 feet of the target. Creature = target when dealing with a large or larger. Logically the creature cannot be 5 feet away from itself. The wording suggests to me that the bomb would target the squares occupied by the large creature and the splash damage would be dealt to other creatures that were directly adjacent. ![]()
0gre wrote:
I could see that, but that's like a crit with an alchemist fire. The bonus still isn't multiplied so it's really not consequential. ![]()
Pathfinder is not D&D 3.0, so any rules from it about how flasks work isn't really relevant. It seems pretty cut and dry that bomb bonus damage does not multiply on a critical hit. You can lawyer whether crit damage is precision based damage or not, but ultimately the class description is what it is. ![]()
0gre wrote:
We're in agreement. A creature cannot be hit by damage from a bomb more than once per throw, regardless of the squares it occupies. Bombs cannot be combined with sneak attack, and also bomb damage does not multiply on a critical hit. In fact, thrown splash weapons cannot crit at all. The Alchemist class description says this itself. Quote: The damage of an alchemist’s bomb increases by 1d6 points at every odd-numbered alchemist level (this bonus damage is not multiplied on a critical hit or by using feats such as Vital Strike). Splash damage does not multiply on Vital Strike or a critical hit, and it is always minimized. ![]()
I would say no, because it says they are immune to all morale effects. Intimidate mentions that it is a demoralizing action. It suggests undead are immune to shaken, frightened and panicked. Turn Undead does not cause panick, it causes creatures to act as if panicked. In the same way a SLA is not the actual casting of the spell itself. ![]()
The splash damage seems to indicate that it hits "each creature", not each tile. The creature would not be hit multiple times by splash damage. And even if he were, he would receive multiple saves to each splash damage and the damage would be minimized based on INT mod and not rolled damage. Kind of sucks even more since bombs cannot critically hit or deal precision damage at all. ![]()
How do you intimidate something that has no mind? SRD wrote: Immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms). Undead that are turned are "as if panicked". The Undead are not actually panicked or feared in actuality. They gain a condition that functions as panicked, but it is not the same. They just run from the holy symbol. Undead are immune to fear or any mind affecting. Undead cannot be shaken, and they cannot be intimidated through use of the demoralizing effect. A PC could use Intimidate out of combat to intimidate an intelligent undead in to giving him some information or somesuch. ![]()
Also have been wondering about bombs and alchemists. Does bomb damage really multiply on large or huge creatures? SRD - Thrown Weapons wrote:
An initial reading of this seems to indicate a few facts: Bombs strike against touch AC, but cannot score a critical hit or be combined with sneak attack damage -- even on a natural 20. Creatures that take up more than one square do not take multiplied damage from bombs, because their intersection cannot be targeted. At best you could target an intersection near the creature and hit two of the tiles he occupies that way. In this case the SRD seems to state: Quote: However, if you target a grid intersection, creatures in all adjacent squares are dealt the splash damage, and the direct hit damage is not dealt to any creature So if you target in this way, the creature is not dealt the full damage, but rather with the minimum splash damage. I've seen a few alchemists run this in other ways. Does some other template or rule exists that allows alchemists to put down the numbers on large creatures? ![]()
So from the SRD Alchemist class description wrote: An alchemist can utilize spell-trigger items if the spell appears on his formulae list, but not spell-completion items (unless he uses Use Magic Device to do so). Magic Items - Using wrote: Spell Completion: This is the activation method for scrolls. A scroll is a spell that is mostly finished. The preparation is done for the caster, so no preparation time is needed beforehand as with normal spellcasting So clearly a scroll uses the spell completion method. But does an Alchemist really need a UMD check to use a scroll of something on his formulae list? Even though he can use a wand the same way? Because technically speaking Alchemists do not cast spells, and therefore have no class spell list. ![]()
Upon further reading on this subject, I would have to unfortunately concede that it seems a Cleric cannot cast a domain spell from a scroll, unless it appears on the Cleric spell list. The reference to the class spell list seems explicit enough. After all, nowhere in the SRD does it say that the domain spells are considered part of or added to the spell list. If they were part of the class spell list, why would you need to prepare them only in a domain slot at all? Wands seem like a gray area, since no mention is made of the class spell list. My answer to this was to prepare Fireball in a higher level domain slot and buy a Pearl of Power. At a first glance this seems to allow a Cleric to cast Fireball multiple times per day. Pearl of Power wrote: Once per day on command, a pearl of power enables the possessor to recall any one spell that she had prepared and then cast that day. SRD wrote: . These openings for daily spells are called spell slots. A spellcaster always has the option to fill a higher-level spell slot with a lower-level spell.
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The Core Rulebook refers to the spells granted by a domain as "bonus spells" and I'd assume they are conditionally added to your class spell list. Of course, it also states as you've stated that domain spells can only be prepared in domain spell slots. So I think it's safe to assume a Fire Domain cleric could scribe scrolls or create wands of Divine Fireball (?) ![]()
Well, of course. Obviously a domain spell must be prepared in a domain spell slot unless it's on the traditional Cleric spell list. As a Fire cleric I'm looking for every viable opportunity I have to cast more Fireball per day, whether it's spell slots, Pearl of Power or so forth. Something about being able to chain cast Fireball while equipped with Full Plate, a Tower Shield and a 0% arcane spell failure chance just seems irresistibly broken (because all spells that clerics cast are by default considered to be arcane spells unless they have a level in an arcane casting class and are utilizing that class' spellcasting ability) ![]()
Am I right in assuming that a Cleric could not cast a domain spell (one not normally on the class list for Clerics) from a Wand or Scroll, even if the Cleric is able to prepare that spell because of a domain? For example, a Cleric with the Fire domain could not use a wand of Fireball or a scroll of Fireball and a cleric with Travel domain could not use a wand of longstrider. ![]()
My build Name: Channel Positive
Saves: Good Fort, Good Will, terrible reflex Deity: Sarenrae Domains: Healing, Fire Alignment: CG Traits: Reactionary, Birthmark (If I had it do over again, I would have taken Dangerously Curious) Feats: Extra Channel, Selective Channel, Alignment Channel,Tower Shield Proficiency,Quick Channel
Equipment: Amulet of Natural Armor, Ring of Protection,+3Full Plate, +2 Tower Shield, Rod Lesser Metamagic Reach, Phylactery (of Positive Energy), , scrolls for utility spells such as Lesser Restoration, Remove [Afflication], Dispel Magic, Invisibility Purge and so forth. Wands of CLW cannot be stressed enough for out of combat healing. Tactics:
If your party is fighting the big bad, it might be a good idea to drop some buffs such as prot evil, bless, the animal buffs or perhaps a Blessing of Fervor at higher levels. This character can do 12d6 burst healing in a single round if its required through Quick Channel.
Weaknesses: Slow movement speed, this build could be more effective with Desna and Travel domain, possibly. Armor check penalty can be painful. Low strength and low dex means susceptible to Combat Maneuvers Few melee capabilities outside spiritual weapon (and later spiritual ally). Reflex save is bad, like most Clerics. ![]()
Red-Assassin wrote:
I like this build as a base for a necromancer build. I would personally consider using that UMD you're running to cast arcane spell buffs on Zombies such as Enlarge Person, Mage Armor, Remove Paralysis (for fast zombies, functions as haste) and at later levels Blessing of Fervor. I think Augment Summoning might work for that kind of build if you reanimated a lot of the trash mobs in a dungeon and turned them in to suicide bomber Plague Zombies to kill your enemies with sheer con damage from their death effect and other Con damaging spells. Augment Summoning would be a good feat for your build maybe. In a home campaign I'd get a few levels in Agent of The Grave PrC but I dont think its PFS legal sadly. ![]()
This is a good guide, very comprehensive. Would like to see the spell ratings updated to include the Ultimate Magic spells. I do disagree on one point about the implications against combat healing. There are situations where it is unavoidable for combat healing to not be done. In an ideal world, a group is well balanced and actions are well thought out before they are taken. But sometimes the DM is rolling hot or the Barbarian is foolhardy and kicks the door down before any preparations can be made for combat. Or the group really need to get a specific character back up. In these cases combat healing is unavoidable, and as such the Cleric is easily one of the best classes for combat healing. I would agree building an entire character around solely healing is not optimal and is kind of silly in practice since wands can be used for out of combat healing. My Cleric's build is meant to have survivability through high AC and saves, effective healing and some combat ability through. My feats are Extra Channel, Selective Channeling, Tower Shield Proficiency, Alignment Channel and Quick Channel. I dropped one level in Holy Vindicator reluctantly, figuring their 1st level ability scales well with Clerics that are interested in high armor class. Phylactery of Channel Positive Energy works well with one level in Holy Vindicator PrC. I find it's a good setup for Pathfinder Society because of the frequency with which evil outsiders appear and it's sometimes (admittedly, not that often) necessary to engage in combat healing when you're mixing it up with different party compositions every week. The consequences of death in PFS can be a bit greater than in a home campaign, because the party can't just drag you back to town and have you resurrected as easily, since it often comes down to costing you irreplaceable PA or gold which is considerably harder to come by in PFS. While I wouldn't center a build around channel healing in a home campaign, I would stand by feats such as Extra Channel and Selective Channel, and the situational usefulness of Alignment Channel. The real challenge of PFS has always been one of limited gold and other resources and the challenge that comes with not knowing what party members you'll be playing with this week or what monsters you'll be fighting around the next corner. That's why I like to be more safe than sorry, and have a character that can pull out 12D6 healing in a round with quick channel, and take some punishment with 38 armor class. ![]()
This is a case of semantic quibbling IMO Spells do not work in an antimagic field. Spells cast inside an antimagic field are suppressed but not counterspelled. If you leave the antimagic field, the spell might start to work until or if you come back inside it. If a fireball is fired in to an Antimagic Field, it disappears. Likewise with any other spell cast outside of the antimagic field. No save, no caster level check or so forth. It's just wasted and gone. ![]()
Mojorat wrote:
Oracle of life essentially gives you your Oracle level for using Channel "as a cleric". This is to be juxtaposed with the obvious limits on a Bone Oracle, which receives absolutely no channeling ability (and also no text about oracle levels stacking or counting as an effective cleric level) other than being able to command undead. With one level in Cleric your character would only do/heal 1D6 damage, because your Oracle levels would not stack since you're a Bone Oracle. Bleed damage doesn't really come in to play, since you aren't using both channels at once. There is no 2 bleed damage (it would only be 1), no effective level 8 Cleric for bonus dice to your channel damage and there is no additional times to use it per day. You would just have two separate pools of Channel Attempts, one usable only by Command Undead. Undead Servitude does literally nothing for your channeling of negative energy for anything other than controlling undead through the granted feat, and the Oracle levels don't stack in the description of that supernatural ability. ![]()
BoL has a few benefits over Raise Dead. As mentioned, it's 'free' with no material cost. Raise Dead and its equivalents cannot be used in combat, because their casting time is over 1 minute. Raise Dead also costs 5000 gp and bestows 2 permanent negative levels. It also means probable lost spell slots and it also cannot bring people back from death effects. It will also not restore much HP to a dead PC, whereas BoL will heal between 20 and 40 life or so. Raise Dead is an all around completely and unarguably inferior spell to BoL in every way except for the fact that it works after 1 round of death. ![]()
Mojorat wrote:
It's definitely not B, because there is no text stating the abilities stack. (See Paladin or Holy Vindicator Channel for clarification). Undead Servitude != Channel Energy. In fact, an Oracle of Bones cannot use Channel Negative Energy on his own for any purpose other than Command Undead. He cannot heal Undead with it. Nor can he harm living creatures as a Cleric could. Channel Energy and Undead Servitude actually do use the same stat, which is Charisma. That being said you do gain the ability to Channel Negative Energy when you take the level in Cleric. The usages per day do not stack, nor does the "cleric level" to use them. As you guessed, you are a level 7 "Cleric" for purposes of using Undead Servitude. You are a level 1 Cleric for purposes of channeling negative energy to heal undead or harm living creatures. In addition to this, you would still only channel at 1D6 die and not as an 8th level Cleric. The feat Extra Channel would have no reason to exist if a player could simply take a level in Oracle (or Cleric) to get more channel attempts per day. These abilities would overlap and not stack, even if the Oracle was a life mystery Oracle. FallingIcicle wrote: Out of curiosity, why do you want to make an Oracle with a single level of Cleric? Because if they did stack it would be 3 + CHA more channels a day and access to some domain powers. Or so I'd assume the OP's logic is. ![]()
Detect Evil wrote: If an aura is outside your line of sight, then you discern its direction but not its exact location. It cannot reveal the exact tile location of an invisible character but it would reveal that the invisible creature is there in terms of a count of evil auras. The text of Lingering Aura also suggests this. Lingering Aura wrote: An evil aura lingers after its original source dissipates (in the case of a spell) or is destroyed (in the case of a creature or magic item). If detect evil is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power: If the spell can work on a creature that's actually not still present, then it is completely obvious that it works on an invisible creature in terms of revealing that his evil aura is in fact evil and is present. This is pretty cut and dry. Of course it wouldn't reveal his exact location because there is no LOS on him. ![]()
The way I read breath of life is that it works during or 1 round after the target has died. Because otherwise what if the Cleric goes before the dead target in a round? I read "within" a round to mean until it would have came back to the dead target's turn again. As for the temporary negative level, it can be removed with Restoration or a spell like Nap Stack. ![]()
Red-Assassin wrote:
I've considered these and decided on buying some one-off scrolls including Greater Dispel Magic, Antimagic Field and Destruction which deals 10d6 untyped damage even if the target makes his save. ![]()
Ok, yous guys seemed to miss the point of my thread. It is NOT a debate over whether monks are good or not. Nor is it about monks as player characters. My question was. How can players curbstomp a monk NPC with high DR, high AC and good saves in to the ground through min-maxing and usage of consumables such as scrolls? ![]()
The Grandfather wrote:
Im looking for a sure fire way that would demolish a monk npc with crazy DR or buffs on him. |