A set bonus is a straight numeric bonus. Both your caster level and mythic tier are variables as both change depending on the level and tier of the character. Anything represented in an algebraic equation as a variable is not a set bonus, it is a variable. So, spell perfection would not interact with mythic paragon.
Sin Monk explicitly states it alters high jump but does not say what changed. The fact that the Sin Monk no longer has any Ki Points to spend makes it obvious that the ability to spend Ki points to gain a bonus to jump is what has changed. That means the high jump the Sin Monk gains was altered to lose the ability to spend Ki points, so even if the character gains a Ki pool from another source, he does not have the ability to spend Ki points to increase his jump, because the version of high jump he has does not gain that ability. If the archetype had not explicitly stated it alters high jump it would allow the sin monk that gains a ki pool from another source to use Ki points to boost his jump. That is RAW, but your GM can of course alter that if they wish.
The problem with the Melee cleric is they are a medium BAB class that does not have proficiency in either heavy armor or martial weapons. The lack of martial weapon proficiency can be reduced by a good deities favored weapon, but it still means they do not have all the options. A character with martial weapon proficiency gets proficiency with some decent ranged weapons, that can be useful when melee is not an option. They also have no built-in way quickly and easily boost their combat ability. This puts them at a real disadvantage for combat especially at higher levels. Taking power attack on a cleric reduces their chance to hit even more. A cleric with power attack is effectively a ½ BAB class when using power attack. A warpreist can get away with it because they have things that can boost them up to or past a full BAB class. Taking weapon focus, and latter greater weapon focus while casting divine favor as a swift action more than makes up for their lower BAB. Your build does take those feats, but it is using up a lot of your feats. That means you cannot take any caster boosting feats. Having 9th level spells is great but with such a low WIS the DC of your saves are going to be lower than normal. The lower WIS also means you will get less spells per level because you do not get the extra bonus spells a higher WIS grants. Melee focused cleric is more of a low-level option. As they level up their spell casting becomes more efficient than melee, but that means you need to be spending your resources to boost your casting, or you will not be able to perform as expected.
You only gain a single Ki pool no matter how many sources. The feat is very specific that if you have a Ki Pool for another source, you gain no Ki from the feat. That means the only time you gain Ki from the feat is if you do not have a KI pool from any other source. That means a monk (with a Ki pool), or a rouge with the talent Ki Pool gains no Ki from the feat. The rouge talent does specify you gain half your WIS bonus as extra Ki, but it would not work with the feat. It also specifies that if you have a ki pool or latter gain on you gain half your wis bonus to that ki pool instead of gaining another ki pool.
The way I see it is that there is a difference between having a choice to give up a class feature and removing part of a class feature. In the case of high jump, the class feature is modified because part of it no longer works. The Sin Monk does not have any Ki points to spend therefore cannot use that option. In the case of the abilities the sin monk can trade they either retain the entire class feature or lose it completely. To me a class feature is the ability your character gains, not the choice of which ability it gains. Once you choose the ability that chosen ability becomes the class feature. A good example would be a rouge talent. At 2nd level the rouge gains the ability to choose a rouge talent. Whatever talent the player chooses becomes the class feature. The ability to choose is a one-time (excluding retraining) option of the player, not a class feature.
You confer on the subject the ability to see all things as they actually are. The subject sees through normal and magical darkness, notices secret doors hidden by magic, sees the exact locations of creatures or objects under blur or displacement effects, sees invisible creatures or objects normally, sees through illusions, and sees the true form of polymorphed, changed, or transmuted things. Further, the subject can focus its vision to see into the Ethereal Plane (but not into extradimensional spaces). The range of true seeing conferred is 120 feet. True Seeing completely negates the spell with no need for a saving throw.
The target of the spell is you. Usually a harmful spell allows a target to make a saving throw to avoid some or all of the effect. The saving throw entry in a spell description defines which type of saving throw the spell allows and describes how saving throws against the spell work. The first paragraph of the rules for saving throws state that saves are made by the target. Furthermore, the harmless descriptor specifies the save is usually beneficial, but the target can make a save if they choose. Losing immunity to fear is not a beneficial effect or harmless.
RAW the spell allows the caster of the spell to make the choice as to whether he will attempt a will save to avoid the effect of the spell. The creatures in the area of the spell on the other hand do not get a save to avoid losing immunity to fear.
According to the AoN the Wildblooded replaces the bloodline, not the 1st level bloodline power. Hero Labs allows it both the Wildblood and the Tattooed Sorcerer to be taken. The sage bloodline is a variant of the arcane that has different bloodline powers. Some GMs might not agree, but from the looks of it RAW there is no reason you cannot take both the wildblood and tattooed sorcerer archetype. The headband might help a bit, but the character is still not going to max out INT. Basing a character of access to a late game magic item is not a good idea, especially if the character is not starting out at high levels. Nor is taking feats that the magic item fulfills the prerequisite.
This character would work better as a human instead of a fetchling. Humans get an extra skill point so they can better afford to max out the craft skill. Their FCB for sorcerer is extra spells known, which will give them more spells they can use to meet the requirements. And finally, they can take focused study instead of the extra feat and put that into their craft and later use the others to boost other skills. If they take prodigy by 10th level, they can get a +10 to the craft skill which would more than enough to handle the -5 penalty. If you go with the sage bloodline for a human that would be ideal. If you have enough spells that are worth making into tattoos, and you do not mind only being able to make a few tattoos the archetype could still work without taking the feat.
The big problem with a crafting sorcerer is their limited number of spells, and that CHA is their casting stat. The wizard (or other INT based caster) does not have much problem taking a -5 to the spellcraft (or other skill) to ignore a requirement, but for a CHA based caster with few skill points it is a lot more difficult. Inscribe magical tattoo also used a craft skill instead of spell craft. If you were using spellcraft to create the items, you would at least be able to get some benefit from those points besides creating items. The sorcerer gets very few skill points so maxing out a craft skill will take half the base skill points of the class. Fetchlings do not get a bonus to INT or extra skill points, so you only option to increase skill points is FCB. But even that is going to leave you with very few skill points. Unless you are using a very high point buy you will probably want to focus on CHA, DEX and CON. Since your crafting skill is INT based dumping INT is not an option. Dumping WIS on a race that already has a WIS penalty is a verry bad idea. You can probably afford to sacrifice some STR to get a bit of INT, but this might cause issues with encumbrance. The archetype is not the problem, because it does not use the craft skill. But creating any more than a few tattoos at a time will require the feat and using the craft skill. As far as I know Pathfinder has no way to use CHA for a craft skill.
RAW your opponent does not get a sense motive check. But I must agree with your GM that your target should get a sense motive check. A trait should not be powerful enough to totally negate a character that spent a lot of resources to boost his sense motive. The way I would handle it would be to have the opponent make the sense motive and if that check is higher than the DC set by the trait to use the result of the check as the DC. If they fail the check the DC of the trait is used. Otherwise, I would not allow the trait.
Since the invisible troll does not appear to be 6 feet tall it would not be able to use that as part of the description. As I stated earlier if you use invisible as part of the description then any invisible creature would match the description. If a creature’s appearance is altered by an illusion the spell will go by the appearance of the illusion. That means you cannot use helping hand to confirm an identity. Even a mundane disguise will throw off the spell. If a GM wants to rule otherwise that is of course his right, but that is a house rule not RAW.
When the spell is cast, you specify a person (or any creature) by physical description, which can include race, gender, and appearance but not ambiguous factors such as level, alignment, or class. When the description is done, the hand streaks off in search of a subject that fits the description. The amount of time it takes to find the subject depends on how far away he is, as detailed on the following table. The description of the spell clearly specifies it selects based on the physical description given as part of the casting. As I have said before it is not a matter of being able to see invisible, it is the fact invisibility changes your appearance. The spell is clear that you it only cares about physical appearance and does not target based on identity. If you can give a description detailed enough that no other creature can match the description it can find an individual. But that level of detail can also cause the spell to disregard your preferred creature. For example, if part of the detail is the color of shirt they normally wear and they are wearing a different color shirt then your preferred target no longer matches the description and will be ignored. Any missing or changed detail will do this. If you include the target is invisible it will be able to “find” that target, but only if they are currently invisible. The spell is also clear that it cannot pass through solid objects but can ooze through small cracks and slits. That is enough to show it can enter buildings and travel through liquid.
Detecting an invisible creature does not mean you can see them. Often spotting an invisible target is due to hearing them move. It can also be due to the invisible creature disturbing the environment. Keep in mind that the penalty to spot an invisible creature goes up substantially if it is not moving. Altering the preferred targets appearance in a way so it no longer matches the description given will also mean that it is ignored. The spell does not distinguish individuals in any way all it does is to find the nearest target that fits the description given. This can be as simple as removing an article of clothing that was used in the description or changing the color of its hair or skin. If being invisible is used in the description it can cause some problems. First is that any invisible creature will match the description not just the one you are trying to target. Second is that if the creature is not invisible it will also not match the description and will be ignored. Last you must know the target is invisible and include that in the description.
I have to agree with Pizza Lord that going by name and profession is changing the spell. The big problem seems to be that Pathfinder does not define physical description in game mechanics. Too me a physical description means what the target currently looks like. Basically, what the police would use in an APB is what it needs. If the people at a bar cannot identify the target based on the information given the spell will not either. People at a bar would not recognize the invisible target, so the spell doe not either. To answer the OP question the reason it is God tier spell is because the game you are in is not enforcing the restrictions of the spell.
Since a skald can grant anyone who is under their inspired rage powers, the way to maximize it would be to affect more targets. There is no maximum range for Ragesong, but the target must be able to hear the skald. The best way to do this would be using the spell Clarion Call. It is 1st level spell that makes your voice heard over long distances. The description states it reduces the DC to hear the casters voice by 15. A skald using Clarion Call can probably grant the rage power to an entire army. While 1d8 may not seem like a lot of damage, 1d8 x 1000 is a different story.
TxSam88 wrote:
You completely ignored my point about the description of an invisible creature. So, again I ask how do you describe an invisible creature? To those that cannot see invisible they have no description.
The spell clearly states it targets the first creature that matches the description. Any difference in appearance or any missing details will cause it to ignore a target. The spell also does not state it grants any special senses or that it has any score in any skill. Which means it cannot see invisible creatures. How do you describe an invisible target, so it can be recognized by something that does not have the ability to see invisible object. About the only way I can think would be to say you cannot see it. Which would mean the spell is immediately triggered when cast because it does not see the target when cast. Also, any variance from the description means the spell does not consider the intended target the target. If the half orc woman is not carrying the great axe it will ignore her. If she were invisible that would also be a change in appearance so would not match the description. The same thing goes for any disguises or illusions, unless the disguise or illusion was the description given. If the description given was of the disguise or illusion and the target removes the disguise or illusion it also causes the spell to fail, because they no longer match the description.
DM_aka_Dudemeister wrote:
Are you using a system that has an AI enabled chip and the software on the local system, or are you using a standard system that runs the AI over the internet? When I run a similar test on my Copilot + PC it takes very little time to run.
Fortitude is a low save for a witch. To use the hex the witch must be subject to the effect requiring the fortitude save. That is limits how powerful the hex really is. Its best use is vs another caster with a poor fortitude save to take out the opposing caster that also has a poor fortitude save. Most of the time that is going to be another arcane caster. Most divine casters have good fortitude saves, which limits its effectiveness vs them. This will often be a hail marry action for the witch.
To use to use gift on consumption the witch must be subject to the effect they are trying to share. That means in this case the witch must be subject to a coup de grace. To be the subject of a coup de grace the target (the witch in this case) must be helpless. Using the gift of consumption requires an immediate action. While the helpless condition does not explicitly prevent you from taking an immediate action, many of the conditions that impose it do. Gift of consumption allows a witch to share a condition they have been exposed to that requires a fortitude save. The saving throw of a coup de grace is based on the damage the character takes. That means the saving throw comes after the damage has been determined. For this to work, the witch must be helpless (to be subject to the coup de grace), but still able to perform an immediate action. They then need to survive the damage of the coup de grace, at that point they can use the hex on a legitimate target within 30 feet. At this point both the witch and the target need to make fortitude saves equal to the 10 + damage taken or die. In any case the with still takes the damage of the coup de grace even the subject of the hex is the one performing it. I can see a witch attempting this to try and take down their killer. Considering how difficult it is to pull off, if the witch manages it great.
Despite the description you do not gain a “little buddy”. The Spirit Totem Rage powers do not summon or otherwise create a creature in game terms. The rage power simply gives the barbarian an extra attack he can use once per round without using up any of his attacks. Since there is no creature, you cannot target the totem powers with spells that have a creature as a target. The damage is not defined as a natural attack, weapon or any other type of attack. Nor is the damage linked to the barbarian’s size. Effects that give a general bonus to attack and damage should usually work, but effects that work by boosting specific attacks or must target specific weapons or parts of a creature will not. Nor will affects that create changes to the barbarian. So, none of the things you listed would work. But if the barbarian was under something like divine favor, he would get the bonus to hit and damage on the rage power.
I think the bonus to stats are only for when the creature changes size. Not all races have the same build or muscle structure. You may have a race large race does is slender without a lot of muscle that cannot exert the same leverage that most creatures of its size can. You could also have a small creature with highly efficient muscles that is stronger than other of its size. Orang-Pendak is an example of a small creature with a STR bonus. Almost every other small race has a penalty to STR.
Consumptive Aura does not say anything about what happens if you fail the save for the second time. Usually if an ability causes progression of some sort, it is specifically stated in the ability. The fatigued condition also states that the fatigued character has to do something that would normally cause fatigue. The question is does being in the aura count as doing something?
Is your character using an archetype that trades away spells? The reason I ask is once you get access to instant enemy that can really change things. The target of Instant Enemy is on creature that is not your favored enemy. That means you cannot use it on any creature that is already your favored enemy. This spell is designed for a single powerful creature not massive numbers of low-level threat. If you are going to be using this spell you want to make sure your latter favored enemies are things you will encounter a lot of, not powerful single creatures. You usually want to have your first and maybe your second favored enemy to be common in the campaign and have a high bonus of them. The latter favored enemies should be lower-level threats that are particularly common. That allows you to use Instant Enemy to get a high bonus on the powerful creatures like boss fights. If you did trade away spells ignore this advice.
There is one rogue archetype that does make them the best skill monkey in the game, but it trades away debilitating injury, trap finding, trap sense, and sneak attack. The phantom thief’s refined education makes the character not just a skill monkey but a skill master. It allows you to choose one skill at every odd level and gain a bonus equal to half your rogue level. More importantly starting at 4th level they gain the skill unlock for that level and add half their rogue level to the number of points in the skill to determine what bonus is gained from the skill unlock. At 4th level you gain the 5 rank skill lock with only 3 ranks in the skill. By 8th level it takes only 6 ranks to get the 10 point unlock. By 10th level it takes 10 ranks to get the 15 rank unlock, 5 to gain the 10th level unlock and a single point gives you the 5 rank unlock. At 14th level you can gain the 20th level unluck by having 13 ranks in a skill. While the lower level skill unlock may not be that good some of the higher level are very good. I did not mention it before because this does not do what the original poster wants to do with his character. By 14th level the character could be gaining up to 6 20 rank skill unlocks.
Being reduced to a single move or standard action for up to two rounds is not an answer for a poor fortitude save. To make matters worse you can still fail the save and be staggered and subject to the original effect that required the save. This is not designed to use every time you need to make a fortitude save. What it is for is for when failing the fortitude save means the character dies or is otherwise taken out of the game.
Slayer can take trapfinding as a slayer talent. He can also take ranger combat styles to get two weapon fighting without needing to meet the prerequisites. They get 2 less skill points than a rogue but studied target applies some important skills. They are also a full BAB class with 2 good saves and proficiency in medium armors and martial weapons. Their sneak attack dice is less than a rogue but full BAB and studied strike more than make up for that. You can also take the feat accomplished sneak attacker to bring them to almost the same number of sneak attack dice as a rogue. A STR based slayer can do everything you want you character to do and usually better than a rogue. So, the answer to my favorite sneak attacking, skill monkey that can deal with traps is a slayer.
A spell storing weapon allows a spellcaster to store a single targeted spell of up to 3rd level in the weapon. (The spell must have a casting time of 1 standard action.) Anytime the weapon strikes a creature and the creature takes damage from it, the weapon can immediately cast the spell on that creature as a free action if the wielder desires. (This special ability is an exception to the general rule that casting a spell from an item takes at least as long as casting that spell normally.) Once the spell has been cast from the weapon, a spellcaster can cast any other targeted spell of up to 3rd level into it. The weapon magically imparts to the wielder the name of the spell currently stored within it. A randomly rolled spell storing weapon has a 50% chance of having a spell stored in it already. This special ability can only be placed on melee weapons Spell storing specifies that to cast the spell you must hit and damage the target. It also specifies it is a free action to cast the spell even though it says you can immediately cast the spell. That makes it clear that immediately is using the English definition and not the game term. That means the spell is being cast after the weapon hits and the damage is determined. Splinter resistance does not require any kind of action to take effect, so it is considered part of the attack action to hit the target. Since the only things that can interrupt an action are an immediate action or a readied action splinter resistance would take effect before the shocking grasp is cast. Spellstrike (Su): At 2nd level, whenever a magus casts a spell with a range of “touch” from the magus spell list, he can deliver the spell through any weapon he is wielding as part of a melee attack. Instead of the free melee touch attack normally allowed to deliver the spell, a magus can make one free melee attack with his weapon (at his highest base attack bonus) as part of casting this spell. If successful, this melee attack deals its normal damage as well as the effects of the spell. If the magus makes this attack in concert with spell combat, this melee attack takes all the penalties accrued by spell combat melee attacks. This attack uses the weapon's critical range (20, 19–20, or 18–20 and modified by the keen weapon property or similar effects), but the spell effect only deals ×2 damage on a successful critical hit, while the weapon damage uses its own critical modifier. Spellstrike is a totally different situation. Spellstrike specifies that the attack is part of casting the spell, not a separate action. So, the damage from spell strike occurs at the same time as the weapon damage. You create an aura around the target weapon that weakens a foe’s magical defenses. The first time each round the weapon damages a creature with spell resistance, that creature’s spell resistance is reduced by 5 for 1 round. This reduction is not cumulative for multiple attacks within the same round, even if the target is struck by different weapons, each affected by a different casting of splinter spell resistance. However, the same creature’s spell resistance can be reduced on multiple rounds by subsequent hits. Splinter resistance specifies that it lowers the resistance after the first time the weapon damages the target. Since the damage from spellstrike occurs at the same time as the weapon damage shocking grasps will take effect before splinter resistance. There is no need for a general rule on which spell takes effect first in this case because both situations have specific circumstances that would override any general rule.
Two weapon fighting relies on getting a full attack. That means you cannot move more than a 5 foot step and still get the benefit of two weapon fighting. If you do not have a reliable way to get sneak attack without having to move more than a 5 foot step you will not see much use out of two weapon fighting. From a mathematical point using two weapon fighting increases your chance of hitting most of the time. Because you have two chance to hit, two weapon fighting usually lowers the chance of you completely missing. Keep in mind that a natural 1 always misses and a natural 20 always hits. With factored in if you need a 2 – 16 to hit two weapon fighting increases your chance of hitting at least once. Depending on what you need to roll the increase is between 2.75% to 15%. If you need a 17 to hit it decreases the chance of hitting at least once by 1%, an 18 decrease it by 5.25 and a 19 decreases it by 2.5%.
What are you looking to gain by having multiple familiars? Familiars are not good combatants so having multiple familiars to fight for you is not going to be that helpful. Normally when you have multiple classes that grant familiars they stack with each other to determine the abilities of the familiar. The following was from the familiar section of AoN. “Levels of different classes that are entitled to familiars stack for the purpose of determining any familiar abilities that depend on the master's level.” That indicates classes with the familiar class ability do not gain multiple familiars. Benefit: You can remove your possessed hand, allowing the possessing spirit to animate and control its motion. Removing or reattaching your possessed hand is a fullround action. This deals no damage to you, but you can’t use the hand while it is removed. The hand acts as a wizard’s familiar, using your character level as your effective wizard level, except it doesn’t gain the alertness, share spells, deliver touch spells, spell resistance, or scry on familiar abilities. Use the statistics for a crawling hand (Pathfinder RPG Bestiary 2 59) to represent the detached hand, save that the hand isn’t undead, doesn’t have the mark quarry ability, and shares your alignment. If the hand is destroyed, the spirit regenerates your missing hand in 2d4 days. This process can be accelerated by regenerate or similar magic. You cannot use the Possessed Hand feat or any feat with the Possessed Hand feat as a prerequisite until the hand is fully regenerated. If you have the familiar class feature, you can choose for your possessed hand to become your familiar, granting it all familiar abilities as normal. If selected as a familiar, your possessed hand grants you a +3 bonus on Sleight of Hand checks. The Hand’s Detachment feat says it acts as a familiar, but it gives the option of choosing for your detached hand to become your familiar. That fact it gives you a choice indicates that if you do not want the detached hand to become your familiar it does not. The detached hand does not gain all the abilities of a familiar (unless you choose for it to be your familiar). The detached hand is not really a familiar it is just using some of the stats of a familiar to define it. So, you could have a detached hand and a familiar, but unless the other ability granting the familiar has clause similar to Hand’s Detachment you cannot have more than a single familiar and a detached hand. I am also pretty sure you cannot use familiar archetypes with Hand's Detachment. Since the Detached hand lacks the abilities those trade out it does not qualify for the archetypes.
Half elves have a couple of things that benefit the rogue. The +2 DEX with no penalty to other stats allows for more flexibility. With races that get bonuses to two stats and a penalty to one you need to watch the penalty. Taking a penalty to STR not only affects your damage it also can create encumbrance issues especially for small characters. Penalties to WIS when combined with the low will save of a rogue is something that can be dangerous. A penalty to INT lowers your skill points. Penalties to CON not only lower your Fort save but also reduce your HP. CHA is usually an important stat to a rogue, especially an unchained rogue. A penalty to DEX is obviously something to avoid. Half elves also count as both human and elf. This gives them access to game mechanics of 3 races. Besides being able to take human and elf only feats they can also choose between 3 alternate FCB instead of 1. The extra rogue talents for human would be a good choice. Skill focus is obviously useful for a skill monkey. Putting it into stealth not only boost your stealth it sets you up for the hellcat stealth feat. Perception is another good choice for skill focus. Keen sense is obviously valuable to a rogue and combined with skill focus and possibly alertness can give a 1st level rogue huge bonus. If do this and max out perception your bonus at 10th level will be at least +25 without any magic items or other bonuses. That may be a bit of overkill but even without alertness the bonus will be high. Elven Immunities give you a +2-bonus vs enchantment. While that does not negate the low will save completely it does provide a significant boost vs a lot of problems. The only racial trait that is not directly beneficial to a rogue is multitalented. But Multitalented can be swapped for Blended View to give you both low-light vision and Darkvision. The catfolk also make good rogues but a couple of things to be aware of. The bonus to CHA is nice, but it comes with a penalty to WIS. In addition to the will save issue Perception is based on WIS. That puts you behind on an important skill. You do get low-light vision which is good. Cat’s luck is a once a day reroll on your strongest save. It can come in handy but how often will it make a difference. Since you must decide to use it before the roll, it does not allow you to recover from a failure. Its only real use is to make sure you don’t fail a really critical save, that you have a good chance of making anyways. Natural Hunter gives you a bonus to 3 skills. This is a lot better than keen sight, but the bonus on survival is not that helpful. Survival is a WIS based skill that is not on you class skill list, so you are unlikely to invest anything in it. Sprinter does not do much for a rogue. You cannot run or charge while using stealth, so that kind of limits it. But you can swap it out for climber which is a lot more useful for the rogue. Not only does that give you a +8 bonus to climb you also keep your DEX bonus to AC. This is something any rogue catfolk should take. So, while both races can make decent rogues the half elf has some advantages over the catfolk.
While Deigo Rosssi is for the most part correct UMD does explicitly state that it allows you to use a scroll as if a particular spell was on your class spell list. So as long as the bard has deciphered the spell, they should be able to expend a bard spell slot to cast the spell. Personally, I would probably set the DC based on the spell level rather than the caster level of the spell, but that would be my own house rule. Bards are a CHA based class with UMD on their class spell list. They are also supposed to be dabblers at magic which is why their spell list has a mixture of what is normally divine and arcane spells. They are also the real skill master of the game. Between Bardic Knowledge, and Versatile Performance they will usually end up with a larger number of high skill roles than even a rogue. UMD should be one of those skills. Being able to use cleric spells when the cleric is incapacitated is a huge benefit to the party. What is the party supposed to do when the cleric is killed but has a scroll of raise dead?
When I ask Copilot to generate a random event using pathfinder kingmaker rules this is what I got. I did no training for it just asked for a random event. Event: Plague
Mechanical Effects (RAW)
Does the character have UMD? Use a Scroll: Normally, to cast a spell from a scroll, you must have the scroll's spell on your class spell list. Use Magic Device allows you to use a scroll as if you had a particular spell on your class spell list. The DC is equal to 20 + the caster level of the spell you are trying to cast from the scroll. In addition, casting a spell from a scroll requires a minimum score (10 + spell level) in the appropriate ability. If you don't have a sufficient score in that ability, you must emulate the ability score with a separate Use Magic Device check. The Use a Scroll section of UMD says you can use a scroll as if it were on your spell list. It does not say you have to cast the spell from the scroll, just that you can use the scroll as if the spell were on your spell list. RAW that should allow you to use any arcane scroll with mnemonic vestments. Since you are looking for a way to allow it that seems to be the easiest way without having to create a house rule.
The only way to get any real clarity is to ask your GM. Rule 0 states the GM is the final authority, so even if a developer came out and said this is the answer (which they will not), your GM does not have to accept that. But if your GM says this is the way it is, not even a developer can override him. When you ask a question in the forms you will get a lot of opinions. They do not always agree, but often someone will post something that supports their opinion and may change the opinions of those that disagree. It sometimes takes a while to sort things out, but the process gives you exposure to other ways of thinking.
Multiclassing gives you two separate sets of class abilities, but unless specified they do not stack with each other. Caster leve,l spell list and spell slots do not stack with each other. You can use either class to fulfill the requirements of a magic item but must use all the class features of the class you are using. The multiclassed bard 9 / sorcerer 1 has the casting ability of a 9th level bard and a 1st level sorcerer. Both classes have their own spell list, spells, known and spell slots that do not interact with each other. Fireball is not on the bard spell list so using the bard class feature to cast the spell is not an option. Fireball is on the sorcerer spell list, but the character does not have a 3rd level sorcerer slot to use to cast the spell. So, the answer to question 1 is no they cannot use the mnemonic vestments to cast fireball.
How much AI can do is going to depend on the type of system and what AI software you use. The most common AI software is cloud based so does not have access to the files on your system. Giving a could based program access to the local files on your computer can be dangerous and is usually extremely limited. The software has a lot of built in privacy safeguards to reduce the dangers of other accessing your information. If you have an AI enabled system with an AI enabled chip and the software located on the system, you can do a lot more. It can usually access the files you have on your computer and since the processing takes place on the local system is a lot more secure. There are still safeguards to protect your files, but they are easier for you to suspend and a lot safer to do so. In fact, one of the tasks an AI enabled system can do is to index and search the files on the local system. If you allow it can also access those files to pull information from them. If you had an AI enabled system like a Copilot + PC and a spreadsheet with the kingdom building rules it could be setup to automatically generate events like you want. If you have a document with the rules for kingdom building and a document with the details of your kingdom it could possibly analyze it and give suggestions. This would require giving it access to the proper files, but you could locate them in a single folder and give the program access to that folder. That would be a better way than giving it full access to all your files. AI is far from perfect and often makes mistakes. When I got my Copilot + PC I spent some time playing around with it. For the most part it is fairly good at things like research or summarizing ideas, but it is not perfect. One instance stands out in my memory was I had about an hour-long argument with the system over who the current Pope was. For some reason it thought Francis was still Pope and would not recognize that he had died and Leo was the current Pope. I even had it pull up information on Francis’s Funeral and the election of Leo, but it would not budge even when it was the one who found the websites. The problem looks like it was due to a software glitch, because after I rebooted the system and it applied a Windows update it did not have the problem anymore and recognized the current Pope. I have also caught numerous other errors, but once I call out the error it usually recognizes it and corrects itself.
AI is only a tool. For what you want you would probably need to build a custom program. You will not be able to simply open an AI ap and have it do what you want. If you just wanted it to come up with some random ideas or to assist you in creating a campaign you could probably use something like copilot to help you. I have a Copilot + PC that has an AI chip and can run the AI software locally instead of over the internet. I have been using it to help me create a Fantasy Hero game located in 6th century Brittan and it has been very useful. But it cannot run the game. For research and creating background, it is actually very useful.
A turn is an abstraction that allows the game to work. It is the time where a character and only that character can act. There are two exceptions to this rule. The first is an immediate action that can be performed at any time. The second is the readied action where you have prepared an action to be performed when a defined trigger occurs. Readying an Action: You can ready a standard action, a move action, a swift action, or a free action. To do so, specify the action you will take and the conditions under which you will take it. Then, anytime before your next action, you may take the readied action in response to that condition. The action occurs just before the action that triggers it. If the triggered action is part of another character's activities, you interrupt the other character. Assuming he is still capable of doing so, he continues his actions once you complete your readied action. Your initiative result changes. For the rest of the encounter, your initiative result is the count on which you took the readied action, and you act immediately ahead of the character whose action triggered your readied action. The bolded part states that the readied action interrupted the characters turn. That means during the time the readied action is being performed it is not the characters who was acting turn. After the readied action is completed the character that was acting turn resumes. In a way when you take a readied action you are suspending the current turn and completing your turn. Once you finish your turn it goes back to the turn of the person who was acting. So, when the wizard is using the readied action, it is his turn, not the sorcerers turn. But the only action he can perform is the readied action. The same thing also applies to immediate actions.
That build requires way too many stats to be effective. To get the full benefit from combat reflexes you need a high DEX. Getting a single extra AoO is not going to do much. Combat expertise requires a min of 13 INT. You also need STR for damage, CHA for paladin class abilities, and CON for survivability. Even on a 25 point buy this is going to be extremely difficult. The character has no offensive power at all. Combat Patrol requires a full round action which means giving up all your attacks and relying on AoO for your attacks. You are also using some of those for bodyguard and in harm's way. It looks like you plan to use a reach weapon so have a very low chance to hit because you do not have weapon finesse, nor the points for a decent STR. That also reduces your damage, and you have no way to boost that as you do not have power attack and traded away smite evil. Shared Defenses use lay on hands to activate which reduces the amount available for using to heal yourself as a swift action. That means using in harm's way is dangerous. This build is trading away the abilities that make the paladin effective for things that do not really work well. It also is the most M.A.D. builds I have seen in a long time. I agree with Phoebus Alexandros that a strong offense is the better way to go. One of the most effective paladins builds I have seen is a half orc warrior of the holy light paladin that took ferocious resolve and fey foundling. He used a falchion as his main weapon, and the damage was extremely good. Instead of relying on a high AC to stay up he simply healed himself when he took damage. He wore full plate, so his AC was good, but not great. The extra lay on hands from the warrior of the holy light worked extremely well with fey foundling. Since ferocious resolve gives him the ability to stay up at negative HP you literally have to kill him to stop him. It is a high-level campaign, but he can take over 1,000 HP in a day with just his lay on hands.
The paladin’s deity does not have to be LG, NG deities like Sarenrae also have paladins. Sarenrae has a paladins code listed on AoN. A CG deity may be pushing it but between LG and NG there are plenty of appropriate deities. If you want to be a little unusual for a paladin go for a DEX based dervish dancing paladin. If you do not mind giving up spells, mercies and aura of justice for some swashbuckler abilities the virtuous bravo works well for this build. A human could start with slashing grace at 1st level but would need to give up fey foundling. You could also go with the dervish dance feat but that requires 2 points in dance so does not come online until 3rd level. A DEX based paladin is surprisingly effective. They still have a slow reflex save, but as DEX will be your high stat and you still get CHA to saves it will be your higher save. You also end up with a good touch AC and decent movement. Both of those are something the traditional STR based paladin does not do well at.
I would recommend against a cleric and suggest using a warpreist would be better if you want to have more magic ability. But the paladin is the better choice anyways. The big advantage the paladin has is not smite evil, it is the fact he has the best defenses in the game. Smite evil is a without a doubt a very powerful ability, but the paladin really shines because of his defenses. The paladin already gets two good saves but getting CHA to all saves means his weak save is often better than some characters with good reflex saves. On top of that he gets immunity to disease and fear early and eventually gets immunity to charm as well. His aura’s give the party bonuses to saves with no effort on his part. Being able to use heavy armor and martial weapons gives him decent AC and damage capability. Full BAB gives means his CMD is higher than a clerics or warpreist. For a campaign heavy on undead and evil outsiders the base paladin with power attack is about all you need. Other than that you can pretty much do what you want without worrying about messing up the character. Prioritize STR, CON CHA, DEX, WIS and INT in that order. Fey Foundling is one of the best feats for a paladin, but has to be taken at 1st level. The bonus of +2 HP per die on lay on hands is huge for a paladin. If you are human you can pick and power attack up at 1st level, if not power attack can wait till 3rd level. Going with a two-handed weapon will increase your damage, but a sword and shield build has better defense. The shield is only +2 to AC, but that does not factor in the fact it can be enchanted. In addition to the AC bonus the shield can also have other enchantments.
The thing you are not factoring in is that other than immediate actions all actions must take place on your turn. The Ready action allows to take a single standard, move or swift action when the triggering event occurs. It does not allow you to take any other action besides the readied action unless those actions are part of the readied action. Casting a quickened spell is a swift action, so it can only be done on your turn unless it is done as a readied action. Since reading an action is a standard action a character cannot cast a spell and ready an action in the same turn unless that spell does not take a standard action to cast. You also cannot use an immediate action and a swift action in the same turn. So, if the spell takes a standard action to cast you cannot ready an action in the same turn you cast the spell. If the spell uses a swift or immediate action to cast you could ready an action, but you could not cast a quickened spell because you already used your immediate/swift action for the turn to cast the spell. Very few spells take an immediate action to cast but those could be cast after a readied action assuming you have not used your swift/immediate action for the turn. Counter spell always uses a readied action. Looking at your original example, the sorcerer is already casting a spell, which means he cannot have a readied action. The wizard uses his readied action to complete his turn, during this time it is the wizards turn so the sorcerer cannot make any actions except an immediate action. Casting a quickened spell is not an immediate action so cannot be done. After the wizard completes his action, it is too late to disrupt it with dispel magic because it already was cast. If the wizard had cast another spell instead that had a lingering effect the sorcerer could use his quickened dispel magic to bring that down. But he cannot stop the counter spell because it already happened. In the second example the sorcerer cannot use a quickened spells to interrupt another character’s action that requires an immediate action. Once again, a quickened spell is a swift action, not an immediate action. Even though you can only perform either one swift or one immediate action in a turn they are not interchangeable. If an action uses a swift action, you cannot perform it as an immediate action. Since an immediate action can be used at any time you can perform it when you would normally perform a swift action.
The spontaneous cures allow the character to function as a cleric; it also means that not only do I not need to memorize cure spells I do not even have to have to know the spell. Considering it is only costing the character 1 standard spell that is not that bad of a price. It also gives the character the ability to quickly heal massive amounts of damage if needed. The idea behind the build is to be able to handle anything that comes up. Being able to get an entire party up in a short number of times is not something that comes up often, but it is still something that could be needed. Slayer gives full BAB and the ability to cover anything a martial character could do. Studied strike, sneak attack, trapfinding and tons of skills gives the character the ability to cover anything a rogue can do. The witch is a full 9th level caster that with a wide selection of spells including healing spells. Healing Patron gives the character the few condition removal spells the witch normally does not get. This gives the character the ability to cover what normally is covered by both arcane and divine casters. The gauntlet witch even gives the character a limited bardic lore ability. Armored marauder and armored swiftness combined with the gauntlet witch’s ability to cast while wearing heavy armor means the character can cast spells and move in full plate with almost no hinderance. |