mind you there is a path to deal a lot more damage. that is when a creature has grab to all it's natural attacks (maybe via feats for companion and such) beside the constrict (more so if it has pounce). like a Giant Octopus who somehow got constrict. and it let go as a free action between each attack. say a creature with pounce+grab+constrict that has bite and two claws. it could potentially do: round #1:
round #2: start with letting go and then do the same again as round #1. (minus the charge) the giant octopus from before would have done all these with EACH tentacle ...................... before the feat tree of Final embrace was nurfed to have higher requirements a tiger companion with it could have done all that + get two racke attacks in as well.
Azothath wrote:
Which is why I wrote: 'worship' and not worship. Azothath wrote: The spell Sow Thoughts does not confer any bonuses per RAW but the trait does... interesting but these are casters and generally don't care about melee. no but it is a permanent compulsion effect the trait does and all it need is: 'Whenever you are under the effects of a compulsion effect, you gain a +1 trait bonus on attack and damage rolls.'it doesn't say anything about the attack and damage only being for melee, your rays can benefit from it too, don't you just HATE missing a ranged touch attack? and bumping up even the cantrip acid splash is nice.
For anyone who 'worship' Raz i'd suggest picking up the overpowered trait 'Strength of Submision' and pay a caster to cast Sow Tought on you for those sweet permanent +1 to hit and damage bonuses.
As a sorcerer you can also use the spell yourself but sorcerer spells known are so limited it's usually better to just pay 10 gp once (and carrying 25 gp worth a scroll in case anyone dispel it) this should be a lot better then picking this spell (unless you REALY want it for other uses)
I seem to remember somewhere that the antipaladin aura that remove fear immunity only work on things that used to be able to get frightened but gained an immunity from some source( such as paladins) but not things that never had any ability to be effected by fear (such as skeletons). but for the life of me I can't find where I have seen it...
Frostfire v3 wrote:
To be fair that method had so many wrong things written in it that initially I had gave up on even responding. to start off. there is a very specific FaQ about the traits that decrease metamagic levels and how it work and more so NOT WORK (as in - it can't reduce a 3rd level spell into a 2nd, so even IF the heighened spell WILL turn into a for-real-and-any-purpose-6th-level spell, which he can't cast, it won't be able to get back into 5th).
so what do we have so far?
pretty sure saying: 'That's not how ANY OF THAT works' is point on. -So yea, thx Name Violation! good thing you didn't also claim that having high score in his casting ability grant him a bonus spell slot of 6th level which open up his domain spell... -------------------------------- to the OP question. the prestige class of a Diabolist (which can be entered as soon as 8th level since it was nurfed, used to be 6th) has a class ability at it's 2nd level (so you can get it by 10th level) which let you channel hellfire through any damaging spell cast up to 1/day per cha modifier (minimum 1). the class also give other perks (but you do damn your soul to hell, minor details..)
no, has has proven that the spell level scale up. not that it is equal to caster level nor that it scale up as well. and level 20+ rules are optional rules ('...although in many cases these alternative rules...') which would beg questioning how come so many spells mention an effect using more then 10 caster level? could they ALL be talking about optional alternative rule set?! ALSO ALSO, since you mention these specific rules, look and behold what they say RIGHT AT START THE SPELLS SECTION! : "Spells: A spellcaster’s caster level continues to increase by one for each level beyond 20th level... now for any caster that follow the rules as we mentioned (even rangers and paladins who's caster level is -3 of their level) every level increase their caster level by one. (ranger's and paladins just start at level 4 instead of 1). which work with these rules. how does this work with your GM? speaking of: ranger :
paladin:
Using Diego's estimate as a base: unless you plan on making more then 200 crafting checks, 4 wands of crafter's fortune (each cost 750 gp and has 50 charges) would be cheaper. also hiring a caster to cast it for you would only be 10 gp each time. that make it cheaper as long as it's up to 300 times.
@ Belafon - there are 2 traits that reduce 10 from the roll when you are confused. the one you brought and the campaign trait Foe of the Strange since these are not trait bonus rather an effect having both traits should reduce 20 from the roll.
1st: ask him to provide evidence to this scaling rule. 2nd: next ask as to HOW it scales? there are no more spells beyond 9th level. and not all casters gain spells the same level. sorcerer gain 2nd level spells only at 4th level, and 3rd at 6th while magus need to wait even later for his 3rd level. Again, in pathfinder rules MUST be stated to have effect. if this so called 'scaling after level 20' is a real rule it should have be mentioned somewhere in the rules. ask for him to show you where he found it.
-continue- (i got internet dc while editing this for over an hour) pathfinder is rules work in a way that something must be mentioned for it to be in the rules. as you showed the caster level is mentioned to be (most of the time) equal to the character class level. ask your GM to show you the rule where it say the caster level is equal to the highest spell level you can cast. you can also mentioned that spell like abilities that work mostly like spells always have a mention where it say that their caster level is equal the creatures total hd (in case they were gained via the creature's race) or his class level (in case where it was gained from a class).
caster level is not spell level. spell level range from 0 (cantrips) to (normally) 9th level. caster level is how 'professional' the caster is while spell level is more like what complex tools he mastered using. if caster level was equal to spell level then spells talking about maximum caster level over 9 shouldn't even be (at least not common, as raising caster level is HARD and limited). yet fireball talk about maximum 10 dice for caster level 10. ask your GM how does that work? show him higher level spells that talk about even higher caster level (delayed blast fireball, heal, Horrid Wilting etc)
to the OP: - You can get sheltering stubborness. Thus the first round you are just dazzled (-1 to attack rolls and sight based perception) and can cast spells to prevent the ongoing confusion. can be combined with the Padma Blossom from bellow to negate the confusion (and save a spell slot) while not having to keep it in hand all the time. - the Subconscious Ursurpation feat will cost one feat less, but you will have to be able to remove the confusion with a mental ability which would be harder to get. - the fortunate trait will let you roll twice (once per day) and pick the better roll which would mean getting the 25% to act normally (and then remove the confusion via your own spells) has a higher chance of happening. - grasping (probably take up a hand) the Padma Blossom make you Immune to confusion and other things while granting +3 to concentration (which should also be nice to cast spells in combat). downside it also make you immune to moral effects, most of which are bonuses (rage, bless, etc). - the spell Nine lives last an hour per level and will let you overcome confusion among other things. 8th level clerical spell though.
-Rant on-
as mentioned by Mysterious Stranger the clone need to be a copy of a specific Indvidual creature. so first one must find the right target to clone (with the right feats) and get a sample before creating a Dolly out of it.
You know, if you like 'the Oliphaunt of Jandelay' and this is for an end-game-almost-apocalypse story then the fact it should be guarding Jandelay shouldn't stop you. If it was me and the monster fit the bill, I'd have it in Golarion causing massive damage around after the mastermind which control and unleashed it here had already made his little apocalypse at Jandelay. -'what is it doing here?! It should be guarding Jandelay!'
This will showcase not only the magnitude of evil that works against the party but also what might be the end of Golarion should his plan not be thwarted.
- As for the cr 30 dragon you picked, who said the mastermind need to limit himself to one big distraction pet? (or it can BE the mastermind)
I think this is where the rolls for planes\geography Diego mentioned come into. unless you speak about a truly featureless plane there will always be markings. and unless this is a place NO1 ever been through a successful knowledge rolls would indicate that they know enough about the area from others who have been there and spread the knowledge about (bards\cartographers\navigators etc). there should be some major land marks along the way (lakes\ rivers\ hills\ mountains \cliffs etc.) that they can align themselves to. I would also add the getting roll vs lost rule anyway. since they are traveling and it should be in effect. getting lost would indicate that they might have mistaken the pound they just vaguely see to the lake they thought they would reach into etc. the rules are very detailed on how to solve what happen if they do get lost
the shadow plane overlap the material plane and if you read it's info it has very similar things in it which are somewhat distorted.
since the planes are roughly similar by going in the desired direction for the desired distance even if 'you can’t make out details of the terrain or areas you pass over during transit' you can have a rough estimation to where in general you are on both planes. but since it's blurry you can't be 100% sure until you get out of the 'quasi-real' 'coiling path of shadowstuff'
the rule was brought for feats as you mentioned but it was also used for prestige class not having their requirements.
any effect that has requirements that lose these requirements can't keep it's effect (unless mentioned specifically that it can). in this case, say you cast enlarge person then disguised as an ogre. dismissing the enlarge will shrink you as this is the effect of dismissing said spell, you will show up as an ogre who was hit with something like reduce person -a medium sized ogre.
because the size change comes from the enlarge spell, once it's gone the size change can't be maintained the same way not having enlarge to begin with stop you at medium size. the disguise spell say:
"but if you cast enlarge you can appear as a creature of a size bigger than yours. Then you can decide to dismiss enlarge and you are still left with a large disguise" No, if you dismiss the enlarge you can't keep the large size disguise. the same way that losing any prerequisite make you unable to use the effect that require it. lowering your str below power attack requirement mean you can not use power attack for example.
well the option of the fear anti-paladin isn't a must lethal one.
there is no reason to tell the party beforehand the plans the BBEG make, but there is also no need to have them being automatedly lethal. and once met they party can start their plans on how to overcome it next time.
A less lethal way to deal with paladins-monks then the one I posted above would be to use an antipaladin's aura to counter their immunity to fear and send them packing.
be mindful the following has caused more then one tpk when used sparsely. i made this back in 3.5 in the original format. any item crafting villain (In pathfinder I use a Hoaxer bard arcthype for flavor) who summon\control undead (can use skeleton summoner feat or other means). have the undead throw sneeze dust before engaging for ether 3d6 con damage (if failed save) or 5d4 rounds of stunned condition (if succeeding, not poison, straight up damage or condition). as a cursed item this can be made cheaply by making a cursed Dust of Tracklessness. (125 gp per dose) In the original battle plane the undead were flying (vampire spawns sprites controlled by the vampire bbeg) who dusted the party from above using big 'salt & pepper shakers' while they stood over a gride floor (with holes leading to the floor below) the stunned condition also make them drop their weapons and the floor below had rust monsters waiting for their treats. and then the vampire spawn exploded a few beads of force trying to trap each party member with at least 2-3 spawns who went into grapple-drain the split up stunned party members. the original plan was formed by me for a fellow GM who complained her players become overly confident. it was meant to teach them humility. the invisible sprites kept talking about the tasty 'snacks' they would soon eat while dealing with them. the gm in this case showed them mercy and let them survive vie the old 'deus ex machina', but originally they should have perished. (she also let them reclaim their treasured weapons, i'm still a bit upset over that part. overly compassion lead to not learning any lessons.)
while rule one is listen to gm, what I would have done in this case (and do in any case of an upgraded or unique\altered monster) is to stage up the dc. say the dc to find out about the normal monster was 20 and the unique is set at 27 i would make one roll (or let the player roll, sometime letting the players roll tell them too much. even a high dc let them know the enemy is a tough one, something the character wouldn't know just by not knowing what monster they face) and depending on the result tell the player the info related: - if they fail to even make the lower dc they learn nothing or close to it (some things are common knowledge aka dc 5/10, even if you fail to learn the exact creature type. you see a dragon, and pass dc 5, you at least know you see a dragon.).
guys. i am sorry seem like i was wrong.
it seem they ARE unarmed attacks in a way:
which mean it is an unarmed attack that is considered armed (and have it's own rules) it is not an 'unamred strike' (which is a specific form of an unarmed attack), but for the feat such an attack was not required. all that it say was using an 'unarmed trip'. which natural weapon should be enough to count as.
sorry, but can you point out where did you ever find that natural attack is an unarmed attack? because as far as i know that has never been the rule. (the opposite, where a monk's unarmed strike count as natural for spells and such is something else)
2 things.
but then we go to-
this is a R.A.W. nit-picking and some GM might allow it, but as this is the rules forum so I had to nit-pick.
So, as long as you do not go into melee a lot there is a sneaky trick you can try. it get better if your GM allow you to upgrade the chain shirt of this unique armor with Mithral. It should add 1,000 gp to the cost but reduce the acp to 0 and the arcane fail chance to 10% (which can be lowered via feats)
with the normal, non-Mithral item as long as the enemy can't see through illusions and you avoid melee attacks (or any melee that the hitter fail the dc 16 will) this give +9 ac (as a breastplate +3) with the max dex bonus as a chain shirt of up to +4 which is huge for less then 7,000 gp. Since it also stay a light armor that mean better mobility and weight. adding Mithral as mentioned would bring the dex up to max +6 and the other benefits. even if the enemy can see through the illusion it's still a +1 chain shirt. this is my go-to cheap, 'heavy duty' armor for ranged based characters.
if you are going to invest 1 level in it then def also take the 'blood havok' blood mutation.
I don't know if your GM would allow taking the witch's hex twice, but if so and you're laying back there is a combo I used with witch's hexes:
it's not A and separately B. it's do A to gain B. the same as using weapon expertise. the words say :
- if you didn't selectively cut off the words just before the important part you'd have seen it (or maybe you had and this is why you cut it off short) - if you make no attack roll you have no option to use the feat. if you take no penalties to hit you gain no bonus to damage. you can not chose to gain the bonus without getting the penalties. You might have something if you quicken the magic missile in the same round you also rolled a to hit with a different ranged weapon and took the penalties.
I didn't see in the thread above this item so i'll post it here.
also I like to remind anyone who relay on the heavier armors that this neat item is there to help donning them.
since you can even use spell-like abilities (or an item that cast the spell for you) to fulfill item creation spell requirements, i think your good.
thank you all, it was very enlightening. And I have to agree, the extra words about the virtual size are binding (otherwise there would be no real reason to add them). As for the hardening spell, I would also fail, not because creatures have no hardness (since some objects also have no hardness. this should work the same as barkskin in this matter) rather since the spell doesn't target weapons but items(objects?). the monk\brawler may count as a 'living' weapon but he never had the option to become an item. the fact the spell can target weapon as they are objects doesn't mean the monk\brawler is a valid target for that spell.
in a game that consider RAW at face value if it's not out right stupid. (as in if the rules doesn't say stuff, use logic, but when it say stuff you follow it as much as possible) - monk\brawler get to use any part of body for unarmed strike and it 'treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that modify either manufactured weapons or natural weapons.' (from brawler) - this faq state that:
and Rune of durability that follow pretty much to same target as spells like magic weapon has:
so what do you think? Edit.
and paying for spell casting is only 10*spell level * caster level, so 20*10*6 = 1,200 gp for permanent hardness 10.
reading it, seem like an true expert in Ringen would end up (in pathfinder) close to a high leveled 'unarmed fighter' fighter archtype. he doesn't get improved damage with his unarmed strike like monks (so no unrealistic punching down walls) and focus on using weapons, unarmed fighting and grappling. the dr vs nonlethal damage is great to show how he learn to fend off attacks (and the part where it turn into normal dr when grappling is such a nice ability that I made a build focused on keeping some1 grappled while fighting to keep the dr active)
oh no, it's there.
it's a few posts later on. found it below: here
also note, he make a very important remark that many miss about charging: "Yeah, not closest in terms of distance from your starting point, but in terms of "this is the first square along my path where I could attack this guy."
look up ride by in this forum.
If i can find it later i will post it here, but at work atm. also this is less then fly by which let you use any standard action or spring attack which doesn't provoke. with ride by unless using reach you and your mount provoke from the target.
some basics need to be set off first: A.
B.
C.
C.1 - both you and the mount need to perform a charge attack together. that mean you both use a full round action and consider it a charge for everything a charge call for. +2 to attack, -2 to ac, straight line etc. since both of you are charging you both get to attack the moment you reach striking distance (this might be different for you and the mount depending on reach, such as lances reach, and the mount's reach with it's attacks).
C.2 - only you need to have mounted feats\abilities such as ride by attack etc. any non-mounted feat\ability that give a benefit to a charge (such as one that make you able to charge past allies or on rough terrain) must be taken by the mount to benefit from it, but then you do not need to have it. C.3 - effects that talk about mounted charge, such as a lance that deal more damage on mounted charge, only deal that extra damage when used on a charge of both you and your mount (case C). ------------------------------------------------
1. when you use ride by attack the mount get to attack and continue it's movement as stated by the feat. it doesn't need to have the feat. only you need it. (taking the feat won't benefit the mount anyway, unless it mount something else by itself) 2. the attack need to hit the enemy so to it's space. again the attack of both you and the mount might happen from different spaces depending on reach. 3. this was answered on the forum before (I might find it if i search real hard) this is a RIDE BY attack. you do not go through the enemies space but the space next to it (think jousting). unlike normal charge that must be directly at the enemy you need to form a straight line that pass next to it with enough distance for at least you to attack (As the feat is yours. some might say you must also allow the mount to have it's attack, but jousting tournaments would be impossible if this is right).
if you want to overrun the enemy while mounted-charging it you can. just follow all the overrun charge rules and line up your movement through him instead of by him. same for trample if your mount can charge and trample. (and probably bull-rush as well), mind the one moving is the one doing the maneuvers and must succeed.
for only the 1st round of combat, there is this feat:
- '...I'm a rock, just a rock...' |