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Scarab Sages

I do not want to hear your impression, what you would house rule or what you think about the topic; do you know if there exists rules president's for this question:
Can I select a prestige class to level up your spell casting when you go into a second prestige class?
Specific example is Mystic Theurge into Agent of the Grave.
AOTG text:
Spells per Day/Spells Known
When a new Agent of the Grave level is gained, the character gains new spells as if he had also gained a level in a spellcasting class he belonged to before adding the prestige class. He does not, however, gain other benefits a character of that class would have gained, except for additional spells per day, spells known (if he is a spontaneous spellcaster), and an increased effective level of spellcasting. If the character has more than one spellcasting class before becoming an Agent of the Grave he must decide which class he adds the new level to for the purpose of determining spells per day.

"A spell casting class he belonged to before adding the prestige class"
...
Mystic Theurge is a spell casting class
...

1) is there a general rule somewhere that says spells per day has to be a non-prestige class?
2) does the specific text of MT count as different enough that it doesn't sync up?
3) don't tell me what you would do; I already did it. The campaign is over. I want to hear about the academic rules discussion. Thank you

Scarab Sages

Malignor wrote:

I think it's time to make that Headband of INT which gives max ranks in Handle Animal, and Profession Mortician, and start a breeding program of 10-headed hydras.

... and thus begin my herd of (decent-smelling, thanks to the Mortician ranks) Fast Zombie 10-headed Hydras.

Anyone know where I can find a quarry which produces Onyx?

You're all forgetting that command undead only targets one creature at a time. It's great for controlling your large HD creatures. Even if you burn higher level spell slots, I don't think it wouldnt warrant you an army of human zombies that add up to 3000hd.

What I want to know is if spells like unhallow and Desicrate effect the dc of command undead. They both say increase the dc for channeled energy... That applies to the command undead feat, but does it apply for the spell command undead too?
If no then it becomes much more risk reward balance. Yes you can increase the dc of a spell, but my channel energy dc is 26 while my command spell dc is 18... Small bit if a gap there... For the risk of a lower chance to succeed at commanding your undead you're paid off in days / level rather than a higher dc they get to save vs every day.

Scarab Sages

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lemeres wrote:

Nets are also good. They entangle you, which causes -4 dex (or -2 AC). And since they target touch AC, they are highly effective against almost anything regardless of level.

It also prevents charges, and forces casters to make concentration checks. It can be a relatively minor thing for most high level PCs to get out of... but that means they waste actions to do so. You can afford to have a net using minion that doesn't do anything else- the party doesn't have as much slack for a guy wasting time.

so nets and flank tactics- the kobold way.

If you're using outflank make sure to pick up the menacing enchantment on your weapon!

Scarab Sages

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This thread is pretty cut and dry; does something stack and how. RAI or RAW.

1) Undeath: Heal—This works like a standard channel (not halved). Harm—The healing effect is enhanced for undead creatures and those with negative energy affinity.

2) Some variant channeling abilities are enhanced when used on particular creature types. Such channeling increases the normal healing or damage from channeled energy by 50% for that creature type, rather than the default half healing or damage for the alternative channeling

3) Unlife Healer (Su)
At 8th level, the undead lord’s spells, spell-like abilities, and supernatural abilities used to heal undead heal an extra 50% damage. At 16th level, these effects automatically heal the maximum possible damage for the effect + the extra 50%. This does not stack with abilities or feats such as Empower Spell or Maximize Spell.

Obviously it's about channeling negative energy. Since it's a variant and not an ability or feat: does the added negative energy from the variant channeling stack with the added negative energy from the class feature?
Do we call it an ability and limit the optimization to 150%? (it doesn't stack)
If it does stack, does it multiply or add to itself? 100% + 50% + 50% = 200% or 150% x 150% = 225%
And lastly; does it all maximize at 16th level?

Discuss.

Scarab Sages

Kadzuk, Conveyor of Inspiration wrote:
Just be lucky he hasn't found Shadowbard. Swift+Standard = Two Performances simultaneously.

Shadowbard + Virtuoso Performance = three performancecs simultaneously? Shenanegans.

Scarab Sages

bump?

Scarab Sages

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SWAOIK - speak with animals of its kind

http://paizo.com/threads/rzs2pjmz?Familiar-Archetypes-and-Improved-Familiar -Feat#13

GRUMBLE GRUMBLE!

EgyptFanatic First I commend you on being the first person to give an actual well thought out ruling, then I bring attention to your interpretation of the wording of the feat:

d20pfsrd.com said wrote:
Improved familiars otherwise use the rules for regular familiars, with two exceptions: if the creature's type is something other than animal, its type does not change; and improved familiars do not gain the ability to speak with other creatures of their kind (although many of them already have the ability to communicate).

Seems to me like it may be that all improved familiars lose SWAOIK, not just non-animal ones.

One interpretation leads to the choice between archtypes vs improved familiars altogether (sadface.jpg). The other leads to augmented animal familiars qualifying for archtypes while the majority of improved familiars essentially get shortchanged.

If it WERE the latter case that only non-animals lose SWAOIK, MY QUESTION becomes about RAI. Is it a balancing mechanic or a commonsensical fill-in-the-loophole ruling? Are celestial/entropic/resolute/dire animal familiars THAT much less powerful than the rest of the improved familiars that they qualify for archtypes & the others don't?
If it's INTENDED as a balancing mechanic & yes there is that much of a power difference to make a distinction... I'll take my grumbling with me & plead to my DM. If it's just a note that a non-animal can't have an animal feature or something equally arbitrary (or glossed over, kuz I mean it's happened before in the animal archive); I'd like some justice done! I bet lot of crafting wizards would flip their shi.. stuff.. to have an improved Valet familiar!!
I just think it's totally dumb to imagine that a (humanoid) sprite familiar CAN'T be a VALET for a crafting wizard and a "Resolute Owl" CAN! (And why? Because they can't speak with animals of their kind... facepalm.jpg) "Sure I can light that bunsen burner for you master" says the Celestial Hawk *hears glass break from across the room* "stupid sprites and their fingers! He should have used his beak and talons to carry that fragile glass beaker" (maybe it's not a flawless example, I just really don't want to reinvision my whole characters backstory because rules are dumb) :\

Scarab Sages

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http://paizo.com/threads/rzs2pynm?Familiar-question-regarding-Archetype#5

Grumble grumble. The link above leads to the other thread that states that RAW says no. sadface.jpg

MY QUESTION now becomes RAI. Is it a balancing mechanic or a commonsensical fill-in-the-loophole ruling? Are celestial/entropic/resolute/dire animal familiars THAT much less powerful than the rest of the improved familiars that they qualify for archtypes & the rest don't?
If it's INTENDED as a balancing mechanic & yes there is that much of a power difference to make a distinction... I'll take my grumbling with me & plead to my DM. If not I'd like some justice done! I bet lot of crafting wizards would flip their shi.. stuff.. to have an improved Valet familiar!!
I just think it's totally dumb to imagine that a (humanoid) sprite familiar CAN'T be a VALET for a crafting wizard and a "Resolute Owl" CAN! (And why? Because they can't speak with animals of their kind... facepalm.jpg) "Sure I can light that bunsen burner for you master" says the Celestial Hawk *hears glass break from across the room* "stupid sprites and their fingers! He should have used his beak and talons to carry that fragile glass beaker" (maybe it's not a flawless example, I'm just trying to make a point here)

Scarab Sages

My first impression on whether an original item stacks with the same thing in a different slot is; NOOOOOOOO, but when I sit down to rationalize my original impulse I can't help but agree with myself.
First: It's the same item, just in a different slot. Even if it's technically "untyped", the two bonuses are coming from the same source, just on a different place on your character.
Secondly: Changing an item like that out of a head slot increases its value MASSIVELY! Now not only can a cleric get a positive energy boost, he/she can wear +wis headbands. You're overpowering ur PC if u let that happen IMO.
Opening the option to change slots opens the worst case scenario; "Lets get philactory of positive channeling in ALL the slots" (insert meme.jpg here). Unbalancing the game and thinning the line ever further between cakewalk and TPK.

Easy answer; DM gives the bonus a type: Item, Divine whatever. Ultimately it's DM discretion; do you want your players that powerful? Is your party hurtin for healz? I always play with the Golden Rule in mind; It's about having fun! Playtest it for a bit, the DM can have it melt after 50 uses if it's overpowered, but if he/she's cool with it; go hard or go home.

Scarab Sages

Kolokotroni wrote:
Just remember that the Myrmidarch archetype has ranged spell strike, but not ranged spell combat.

That's because you're already casting from ranged spell strike.

Kolokotroni wrote:
That means you still would only be able to use a single attack with a standard action spell. You would not be able to combine ranged spell strike with spell combat for a full attack and a spell.

I'm suprised you haven't read the lvl 11 upgrade that's been posted itt several times already.