Unfortunately you can't use both at the same time.
"Trait bonuses do not stack—they're intended to give player characters a slight edge, not a secret backdoor way to focus all of a character's traits on one type of bonus and thus gain an unseemly advantage"
Spell Perfection at level 15 is another possibility.
I was hoping someone would point that out... I counted it was a 47 point build myself.
What level are you? Some of the things you describe (spell resistance AND Steel Soul) cannot be taken together, others are flat out disallowed (permanent haste). My guess is you will be able to kill this monk when the GM decides it is time for him to die.
Good point. Last thing we need is more rule complexity. I think a specific line in Crane Wing (maybe other style feats too) denying use of the feat while using a weapon 2 handed would be the most elegant way to destroy the loophole.
Hm. Would there be unintended consequences to saying that if you attack 2 handed at any point during your turn, you do not have a free hand until the start of your next turn?
How about closing that awful loophole that lets characters get all the benefits of fighting two handed and having a free hand at the same time. Is there even RAW support for such a glaring violation of the spirit of the rules?
I didn't understand or recognize where you were getting your figures from, but why would you need to deflect an attack that missed?
Jason Bulmahn wrote:
Were you surprised by the depth of reaction regarding the change to Crane Wing?
Benchak the Nightstalker wrote:
[b]1On a tangent, my player has actually been using a lot of total defense lately. He'll set himself up between the enemy and the rest of the party and total defense (provided it makes sense with the terrain and the foe, which in the AP so far it often has). If the enemy wants to attack the party, he's got to move up next to the CSer (and get his single attack deflected) or try to move past and put himself in danger of getting flanked. So much for total defense being useless!
I don't believe characters using Total Defense can serve as flank buddies.
There should be a process or preview to obtain feedback before these changes are finalized. It is such a big step to errata newly made errata...there is a huge bar to getting CW back to something usable at this point. I can't believe this awful, cumbersome, game-slowing change would have gone forward if the forum reaction was previewed.
I don't think your suggestion is worthwhile.Jason Bulmahn wrote: "We can not survey every home group, take into account their variance in terms of home rules and play styles, and use that information in the same way. It may "disgust" you, but it is the truth."
It should be obvious by the volume of responses that the Official rules matter a great deal, for all the reasons he cited. Why shouldn't PFS be the ones to put into place custom changes?
Great post. This perfectly lays out the problems with spell power creep.
" my void school lets me debuff people without a save before i blastem, so im leaning towards evocation"
I don't think you can benefit from your own use of Reveal Weakness unless you use Quicken metamagic. Only lasts 1 round.
"When you activate this school power as a standard action, you select a foe within 30 feet. That creature takes a penalty to its AC and on saving throws equal to 1/2 your caster level (minimum –1) for 1 round."
Near the end of Serpent Skull my wizard made a spell that would deafen friendly party members so they would be unaffected by Wail of the Banshee. I think it came out as a first level spell as it could be auto resisted and lasted such a short time. Given that, it cost much more than I expected and took much longer to research.
That is a good argument, but I think the term "adjusted" means what Omelite discusses here:"Magical Lineage does not lower the ACTUAL level of the spell, it only lowers the ADJUSTED level of the spell. So you'd be casting a level 2 spell with an adjusted level of 1. "
I don't think Magical Lineage can "cancel out" Heightened spell, but I do concede that the majority of thread participants have gone with your interpretation in earlier threads.
There are RAW (IMO) ways to get into Theurge earlier than level 7, which makes it much more viable. I subscribe to the interpretation it is possible at level 5, possibly even level 4.
Lluks discussion on Charm Person as a first level spell makes perfect sense and is what I would have expected from the developers, especially given the discussions in Ultimate Magic. Jason's drive by comments in the FAQ make me think perhaps he should not be answering those questions that is the kind of off the cuff response he is going to provide.
Mage Armor is not on the Magus spell list. Nevertheless Kensai get an AC Boost with Canny Defense (if they have an intel bonus). Canny defense also lets them walk around in light armor- just use one of the very light ones with no spell failure chance.
Ah, that was supposed to be in response to the dialogue about how much of a enhancement bonus you could use on the weapon, not in response to the storm giant/cmb discussion. Ooops.
james maissen wrote:
See this thread for what I believe is the correct answer:.
Now on top of the max +5 enhancement bonus, you can give an additional +5 of special qualities. In your example, +5 for a Vorpal sword, giving a total of +10 enchantment bonus. +5 for the enhancement bonus and +5 for special qualities."
"Um, magical compulsion? It's planar binding. Ever read about King Solomon and his Seal? The whole reason summoning and binding outsiders to your will exists in fantasy is because of the stories of King Solomon binding Demons and forcing them to do stuff like build the Temple of Jerusalem. The demons were not happy with him though, and said that they would torment his people for centuries to come. If an outsider fails the opposed Charisma check, they have to do what you ask of them. It's not a matter of popping an outsider into your circle and then using Diplomacy to make them agree (which you totally can if you want them to agree completely of their own free will), it's binding them to your will."
Ultimate Magic has an extensive section on how to best bargain and negotiate with all sorts of called creatures. Why would this exist if you had complete control over them? I read it that section as implying you have their undivided attention, but still need to convince them to get on board. You supply the carrots and sticks, but it is still not domination.
I read that you cannot have traits from the same source, and traits selected cannot affect the same thing..ie you can't have two traits from different sources to raise your Fort save, and you can't have two traits reducing spell levels.
From the APG:
They don't remove the condition, they just suppress it for a number of rounds equal to your caster level. 2nd Level is justified imo.
You will eventually level to be just one level behind them (can easily check the charts to see what that will happen.) In the meantime there a plenty of things you can do to help the party, aid another, ectr. I like the idea of being penalized for dying, though I don't like the idea of being penalized so harshly for retiring. In that respect, you took a hit personally to make the group better...that seems quite unfair.
I also have a question about the doors in this module.
This is the 2nd adventure I have run. When I ran the Fallen Fortress for my group, there were several keyed doors they ran into that they simply bashed open with their weapons. These were generally wood doors and a quick consult of the rules made it sound like while it may take them some time, they would eventually get through.
Bashing through the doors in the Fallen Fortress may not have been a big deal, but in Godsmouth it seems like it was intended that the players have to make a judgement call about when to use their precious charges on the Chime of Opening. If they can chop down the doors it takes away that whole dynamic.
It looks to me that we are now dealing with hewn stone doors with Arcane Lock. Hardness of 8, HP of 540. (There are three doors of this type in the very first chamber.) After consulting the rules it seems like they might be able to chip through these doors again, at least one of them has a weapon that does 1D8 damage (plus a strength bonus).
Right now I'm contemplating an equation to determine how long on average it would take them to chop through the stone door, with fatigue and exhaustion checks. Is there anything I am missing that would make this an impossible task?
Well, AD and a substantial majority of the other posters.
Some cheesy ways from earlier threads about this topic:
3 Levels in arcane class, 1 level in divine class. With the investment of one feat and one trait (Magical Lineage and Heighten Spell) you can select a 1st level spell from your divine class, Heighten it to level 2, and then reduce the spell slot cost back to level 1. This fulfills the requirement and allows entry to MT at level 5.
Alternately, you take 1 arcane level, 1 divine, then select a spell on both lists for Magical Lineage. This allows entry to MT at level 3.
Also the wording for Candle of Invocation seems pretty promising for the the same reason. Read "spells normally unavailable" below.
Candle of Invocation
In addition, burning a candle also allows the owner to cast a gate spell, the respondent being of the same alignment as the candle, but the taper is immediately consumed in the process.
"Your problems with color spray (like Sleep) should go away once the monster HD increase sufficiently, and if the enemies are reasonably spread out, even that shouldn't be a huge issue.
Also any friendlies in the Area of Effect should be susceptible to Color Spray. If he is firing it with a clear line of sight, then any enemies beyond the paltry 15 foot range should be able to make a move action next round to come in and beat him.
Diamond spray looks OP for 3rd level. Does the same damage as Dragon's breath with a 20 foot cone instead of 30. Would also affect any allies in the cone.