Hellknight

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Got it, I think that makes sense. I guess what I was trying to do was squeeze an extra level or two out of the Sim. I'm 17th level and wanted to boost my CL to 21 to get a 10th level Sim versus an 8th level Sim.

I don't think I can based on the CL and HD point in the spell, but I thought I would check. Caster level really doesn't matter because it's an instantaneous spell and thus can't be dispelled.

Thanks!


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Necroing this thread.

So....with Simulacrum, can you use a bead of Karma to bump your level to create a more powerful clone? Spell says HD or character level.....and bead of Karma bumps caster level. Is caster level a subset of character level or is it its own thing?

I feel like it wouldn't - but I thought I would check. Go!


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Yup, thanks! That’s what I thought


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That’s what I thought. I was 99% sure that’s how it played, but I wanted to double check. The reason being is that the way SR is described is as armor against spells, and this your “caster level check” is an attack to over come that.

So really I was just checking to see if caster level was it’s own stand-alone check or a subset of a general category of checks. Thanks for confirming!


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Question: moment of prescience seems to give you a bonus to any one roll, except to overcome SR (caster level checks). Or, in the case of overcoming SR, does that kind of check fall under an ability or opposed skill check? On the surface it doesn’t appear so....

Thoughts? Looking to confirm....


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I’m ressurecting this thread

- what about a spell caster in a deeper darkness spell, or hungry darkness? If that spell caster is trying to dispel the spell, I would think he/she would need to move outside of it so they could target it, correct? I mean, they can’t target dispel without seeing or touch it the target, correct,?


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Great post, Dave. That’s the argument I’ve made to the group as well - all though you articulated it better. These guys tend to interpret rules to the harshest degree at times. So points like these are really helpful.

Thank you!


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Bump


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My group and I were having a discussion about light in PF. Under invisibility it states:

"Light, however, never becomes invisible, although a source of light can become so (thus, the effect is that of a light with no visible source). Any part of an item that the subject carries but that extends more than 10 feet from it becomes visible."

And with Arcane sight, specifically says:

"This spell makes your eyes glow blue and allows you to see magical auras within 120 feet of you."

My group tends to error on the side of being pretty harsh or rules sticklers. It seems to me that this is a bit of an extreme interpretation of the rules regarding light. Thoughts? Any clarification around this?

Thanks!


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I know that the Titan Mauler is a messy archetype, but that aside, we were having a debate within our gaming group about how the bonus of the Giant-blooded trait works with the Massive Weapon ability of the Titan Mauler archetype.

The giant-blooded trait says that over-sized weapons penalties are halved.

The massive weapon ability:

At 3rd level, a titan mauler becomes skilled in the use of massive weapons looted from her titanic foes.

She can use two-handed weapons meant for creatures one size category larger, but the penalty for doing so is increased by 4. However, the attack roll penalty for using weapons too large for her size is reduced by 1, and this reduction increases by 1 for every three levels beyond 3rd (to a minimum of 0).

This ability replaces trap sense.

The operative phrase here being "penalty for doing so is increase by 4". What penalty? The over-sized weapon penalty. So would the Giant-blooded trait effectively reduce the penalty by 3 total? Or does it only apply to the initial -2, thus giving you a total of (-2/2) + (-4) = (-5). Not including the reduction in attack role penalties.

How would you interpret this?

Thanks!


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Does anyone else have problems toggling the areas of interest on the maps for the adventure paths? I can't seem to get them to work so I can print a map off for the players.


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I guess that's where I have a problem. Because the grappler (controller) maintains and gets one attack, while the grappled (controlled) can just do a full attack (unarmed or a light/small weapon) or try and get out of the grapple. Seems a little odd, no?

And as a former wrestler and current practitioner of jiu jitsu, if you can control a grapple, you can pretty much do whatever you want. If you pin your opponent, it's the equivalent of tying him/her up. I guess if the rules are suppose to be this way, it's better to full attack, grapple, get your free attack (constrict, rake), then on the subsequent round, release the grapple and do it again. Way better output damage-wise, and there really isn't a reason you'd want to grapple other than to jack with a caster.


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Okay, that is helpful, so basically you do your check and get your damages. Got it, nice. But if I have 7 different natural attacks, I maintain my grapple (giving me constrict dmg), do I do damage with all 7 attacks?

Next question: your Eidolon could conceivably have 4 tails; can each tail start a separate grapple and consequently, constrict? So in essence I could have 4 different opponents in 4 different tails, all being constricted, or alternatively, have all 4 tails grappling and doing 4x contract damage?


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Oh yeah....let's do it again. I have read a lot of the threads and I am seeing a lot of conflicting information.

So....the grapple has been initiated and both parties get the "grappled" condition.

The grappler (controller) traditionally can only maintain the grapple as a standard action (feats aside), while the grappled (controlled) has two options, escape (CMB v CMD or Escape artist) or full attack albeit at -2.....which isn't much.

(I am taking things like constrict and rake out of the equation for the moment)

So to lay this out clearly, the controller of the grapple can't do anything other than maintain the grapple, and the controlled can do a full attack. The controller could forgo his control check, thus freeing up his opportunity to do a full attack opportunity, but it takes the dominance of being the controlling grappler completely out of the equation. That's crazy!

With all this said, the way to optimize this would be to grapple, control, and every round as a free action, give up the grapple and attack and re-grapple to maximize damage. lame.

And finally, we come to the new diagrams that are floating around - which, for the most part, are pretty helpful. Area of confusion if when the controller makes his grapple check to maintain the grapple, it now states he can do damage. (is this referring to constrict or rake?) and if not, this kind of trivializes feats like greater grapple, right?

This is all every confusing and in all honesty, it really takes the dominance of being the controlling grappler completely out of the equation. I'd love to hear everyones thoughts - I kind of feel like a house rule needs to be instituted. I keep thinking about two wrestlers grappling, the dominant one just maintaining the grapple while the controlled one getting punch in the face every round.

Apologies in advance for re-opening this conundrum of a rule.


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Got it. I think my brain is melting with all the ven diagram rules sometimes.


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So I am looking to PrC a summoner as a mystic theurge and while I understand that when you level as a Mystic Theurge you don't get any of the special abilities or bonuses listed, but you do get the spells.

With that said, the Eidolon specifically says it's evolution is based on the the summoner "class level" and the Mystic Theurge grants a "+1 to existing level of a arcane/divine class". It seems a little ambiguous so I would love to get the feedback of the community.

Obviously druids and rangers also fall into they category of a pet the is dependent on its advancement via the PC's "class level" - so the general consensus would apply to them, I think.

Thanks!


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I read a thread awhile ago with some clarification on the archaist ability dimensional slide. Specifically that it was designed to be a poor mans dimension door - not like the conjurer ability "shift".

I guess what I am looking for is for the community feedback on dimensional slide and if I read that correctly or if I was hallucinating and made it all up. Does dimensional slide work similar to dimension door - specifically that you can take people with you?

Any help on clarifying this would be great! Thanks!


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Thanks everyone - great feedback! Really! We seem to find the grey space in the rules semi-frequently, thus warranting some feedback from the community. We love the mechanics though!

And in all honesty, I wasn't sure about archetyping twice as an archaist because of the exploit/feat losses. That begins to sting quite a bit.

Cheers!


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I read just about every archetype question on here and I cannot find the answer I am looking for - so I was hoping I could get some feedback from the community - probably more like clarification.

I understand that you can have multiple Archetypes for a class, provided the abilities (seems like specific abilities) do not overlap. I.E. - if two archetypes both replace the channeling ability of a cleric, you couldn't take those two because of that ability overlaps with one another.

So the question is, what if the archetype requires a non-specific ability. Case and point, with regard to the arcanist - the two archetypes you are interested in both require a 1st level arcane exploit. Could you use your feat (for extra exploit) and the class exploit and meet the requirements for both archetypes?

Secondly, can you decide to archetype after you have a few levels in the core class?

If I am over complicating this, it's probably because I am still trying to understand the terminology and I think that is tripping me up. Thanks for your help/input!!!!


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I know there are a lot of threads out there regarding this spell, butI can't seem to find the answers I am specifically looking for....I thought you all could help....

1) Can multiple "tentacles" attack one target? Or is the single attack a round representative of the "tentacles" attacking. Is there some rule, like one tentacle a square around the character?

2) If a grappled individual escapes the tentacles and begins to move through them, does that trigger an attack of opportunity?

Thanks!


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Yeah, I get that - but under the subtext of Illusion (glamer) it says glamers specifically change what we see, feel, hear, etc etc etc. So in the case of invisibility I guess I would never need a see invisibility with arcane sight. So I guess what I am trying to say is that glamers might be immune to the basics of detect - and only the glamers.

Magic Aura (glamer) is another one that actually changes the aura of a magic item or completely blocks it making it appear mundane. Just thinking out loud here.....


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bump


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Another rules question.....our group is always finding challenging mechanics to sort through in our gaming sessions.

The short of the question is: what can arcane sight see? Auras - got it. But specifically in relation to illusions, does Arcane sight see ALL the auras of illusions? There are various subclasses of illusions: figments, gamers, etc. Some of these discuss changing sight, sound, touch, taste, etc. - but does that hide from Arcane Sight?

Specifically Glamer, as an example. If I cast Arcane Sight and the illusionist has some sort of glamour up, would I be able to detect, with a successful spell craft check, that the spell was from the school of illusion?

Feel free to elaborate!


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So then you could technically rake, rake - release the grapple, claw, claw, bite - grapple. Correct?


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More specifically: Since the grapple was free to initiate, on the next round I could conceivably rake, then let go of the grapple, claw claw and bite, reinitiating the grapple. Thus getting the rake/claw/claw/bite all in. Thoughts?


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I was hoping the community could help me clarify a rules point with our group.

One of the characters has a pair of Golden Lions and uses them pretty frequently in combat. The question that was raised is:

When the lion makes a successful bite attack and gets to use grab, which initiates a free grapple, would it still get to use both of it's attacks? My contention on it is, yes. Because, if you decided to claw, claw and then bite - it would initiate the grapple. Thoughts?

Also, the "rake" ability while the cat has the creature grappled - is that an extra attack in addition to the bite/claw/claw? I ask only because it talks about "rake" as an ADDITIONAL attack to everything else. Or does the rake replace the claw attacks because you are grappling?

I guess it all depends on how the grapple goes down.....Any clarity is greatly appreciated.


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No one has an answer to this question?


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Bump


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Last Question on this: If I decide to increase the HD of my golem and the HD go above 11 - does the DR increase to DR 10/adamantine? OR does it say the normal DR 5/Adamantine? And would it increase AC as well? Since it does tell me to use the Monster Creation rules.....

I seem to have a disconnect with my DM. He is insisting that the "Pricing a New Golem" guide is what I should be following to price out my super flesh golem. While I continue to point out that that particular guide is specifically for a golem that isn't in the Bestiary - a never before seen golem or abilities added to a golem that the particular golem that exists does't have.

I have also pointed out that the Construct Modifications part, specifically Basic Construct Modifications clearly outlines and supports my argument.

Thoughts, clarifications? Thanks! Trying to put this to bed and it just keeps coming back up....grrrr


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Random clarification for a slam attack - if you animate a creature as a zombie that has some sort of bite attack, does the slam attack apply to it?


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Quick question about DR - some creatures have DR that reads "magic and slashing" and others have DR that says Iron or good. So I would assume that the DR with the "AND" needs to meet both requirements and the DR with the "OR" would need one or the other. Am I correct this logic?

Just double checking.....


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Okay, last question. With the Arcanist Counterspell ability, can I use a dispel magic spell instead of a spell slot? I don't see why I could not....


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I re-read the familiar guidelines and mis-read the area around HD - it was specific only to spells it cast, etc. So that all makes sense. Thanks!


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I have done a lot of reading on familiars and I have seen a few discussions on the improved familiar as it progresses by HD. In those discussions, people have referred to the Monster Creation tables in the back of the Bestiary (specific to HD) to update the creature types details, as it progress with the caster.

Is this at all true? And if so, what supersedes the basic familiar tables or do you use your best judgement when putting together the improved familiar. Case in point is having an Imp as a familiar - as it progresses in HD, skills increase, armor increases and it even gets more feats as it progresses.

I hope this is true because that would make familiars a little more cool than they already are :)

Please share your thoughts or interpretations - I am sure I have missed something.


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Yeah, the problem with the redirect exploit is that is takes a full round action, which sucks. Being able to counter spell with an immediate action is freaking amazing!


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Another question: as it relates to the Arcanist exploit counter spelling: if I take the feats to get Parry Spell, can that be used in conjunction with the Arcanist counter spell?

Arcanist actually make counter spelling viable. It's pretty cool!


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Also, when countering a divine spell, are there any spell crafting penalties for identifying the divine spell (as a wizard)?


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Clearly I am not good at looking this info up, or I read to quickly and skip over it.

That is interesting about a staff versus wand. I did not know that. Is that only for dispel/counterspelling or does the staff use your caster level for everything?

Thanks again!


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I've looked all over for details around Cleric and Wizard counter spell and I am not finding my info. I am specifically looking for whether or not a wizard can counter a cleric spell or vice versa?

Also, if you have a staff with Dispel Magic in it, could you use that spell in the staff to counter a spell potentially?

Thanks!


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Fair enough - but there are rules to create an item with more charges.....just saying'. :)


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Staff of Magi - 50 charges


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All good points by the way - I'm really learning a lot and getting back up to speed. We (the group I play with) just got back into DnD and since 4th and 5th addition are an abomination compared to 3.0 & 3.5....heck even 2.0 - trying to catch up on all of this is challenging!


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Interesting....I didn't know that staves only had 10 charges. I was used to old DnD where they had 50. So with that said, there are staves in Pathfinder that have 50 charges - how do I make one of those?

Do I just create one off of the created magic items page?


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I see your point, but I personally think it semantic. The reason being, you can build a staff with a rechargeable fireball/lightning bolt/cone of cold or whatever the heck you want really. So really, it just comes down to flavor: do you want a staff? Wand? Rod as your main spell casting magic item? Potions I get because they are pretty cheap, even at a really high level if you extended the cost per spell level all the way to 9th.

And if you are crafting an expendable 6th level spell wand - that is expensive. There is your limiting factor.

So if my DM is going to be a hardass about it, I'll just make a staff with all my cool stuff. :)


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Yeah, I get that. I think the DM will let me craft a staff like a wand to get around this....I think it's kind of a lame limitation. That way I need both feats to create a kick ass staff-wand.

With that said, am I able to add a metamagic feat on the fly with a spell used by my wand? Example, Wand of Fireball, Rod of metamagic - could I use a charge from both and combine?


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I was noticing that the Craft Wand feat only allows you to craft wands of spell level 4th or lower. Are there any legal ways to craft a wand with a spell level higher than that? And could I conceivably craft a wand like a staff?

Thanks!


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I am dealing with a bit of an anal DM, so I don't think that'll fly with his first time DMing.


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Yeah, Thurge is a really crappy class now. Any plans to overhaul it? Sheesh....


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Also, how do my arcane exploits that I have progress? Specifically, my dimensional slide ability - do I continue to gain the +10/ft each level while going up in Thurge?


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So one of my players is dual classing as a Clerc-Arcanist, pretty cool actually. My question is that if he takes the trait that boosts his caster level so he doesn't suck and he begins to gain Thurge levels, does he still get exploits as he levels in Thurge? I can't find the rule under prestige classes.....

And also, if he has the boost to caster level, would that grant him more exploits?

Ex: 4 Arcanist/3 Cleric/2 Thurge - so would that be just 2 arnace exploits or would that be 3(with the trait) or a full 4 (trait + thurge levels)

I think I know the answer, just want to make sure.....

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