Rather simple question as I have a Oracle6/SoulDrinker6 character soon to get his spell like abilities and I want to clarify something. ======================= At 7th level, the souleater is granted more power by her patron, gaining a spell-like ability usable at will, but costing 1 soul point for each use. Patron A—contagion (DC 10 + the souleater’s class level + her spellcasting ability score modifier). Patron B—vampiric touch. Patron C—rage. Patron D—bestow curse (DC 10 + the souleater’s class level + her spellcasting ability score modifier). ================= At 10th level, the souldrinker gains further power from her patron. The spell-like abilities listed here are usable at will, but cost 3 soul points for each use. Apollyon—creeping doom (DC 10 + the souldrinker's class level + her spellcasting ability score modifier).
=================== As Charon is my Patron level 10 is nice and simple. It isn't level dependent. However what is the caster level of Vampiric touch? Oracle 6/ Soul Drinker 7 is it CL13? Or CL7? Is there any point in a 3d6 vampric touch? As an example it seems rather pointless for a Horrid Wilting (Trelmarixian) with CL10...
Well the source material has the following information Requisite Ability to cast 3rd level spells. (Note as above poster mentioned there is no indicator if its divine or arcane... normally they specify) The table however just mentions +1 level of existing arcane spellcasting class. Throw in the topic I mentioned and the hero lab program and I'm confused.
I've seen a couple of references towards divine casters with regards to this prestige class. 1) Hero Lab allows you to select Divine class for spell progression.
The combination of these 2 has me wondering if I've missed an errata or ruling. I would really love for this to be allowed for divine as it fits into the character background. If not well the search continue for any hope of a decent divine PRC for oracles...
All, I'm looking at creating an oracle of bones character focusing on the Raise the Dead revelation. It would potentially be the character I would run past 12th so I'm looking at how his main ability beyond heals and buffs would work. At 12th level with racial bonuses you can get summon an 18HD skeleton and make it advanced. I'm completely confused as to how you go about doing this. Can you use any reasonable base creature and apply the skeletal template to it ? Could I apply the skeletal template to a Cloud Giant (16HD) and add 2HD? Or 2 class levels to it. Do I just add HD to a human skeleton ? In which case does it ever increase in size ? Can I add levels instead of HD ? I've looked for guides to this and cannot find them and other threads I've found haven't been really of any help. Regards Nierak
The distinction between gaining the benefit for the mount only and gaining the feat is quite big. For instance how would amplified rage work raging beast mounting barbarian. Would they both gain the amplified rage bonuses, or just the mount. Thats just 1 example of where this distinction would make a difference.
Hi Guys, I have a group I run a weekly game for and I was mapping out their adventure path till 12th. They don't play anywhere else. However 2 players joined in later than the rest so the current XP is 22/22/22/22
At 9th level the ones that are ahead will go slow for a level bringing it to
Quite close to balancing the party. My query though is once the xp gets to 32/32/32/32/31/30 . Can I run the Ruby Tournament module giving the 32xp players 1xp 1/3rd gold/pa. The 31xp player 2xp and 2/3rd gold/pa and the 30xp player full gold/xp/pa? If I cannot do this can anyone suggest anything to allow them all to hit 33xp at once. Leaving players out of a game is not an option. Regards
He is still at the table, he just won't go through the portal. So yes its a split party. Unfortunately the optional encounter is worded as being inside the portal. Remember he is just 13/14. I want to be harsh but fair and not drive a normally pretty good player away from the game. He is however stubborn.
Hi Guys, We are in the middle of this mod and I'm running it for 13-14 year olds at the local school. This is run over 2 afternoons and we are halfway through right now. Spoiler:
The situation is that one of the players (usually one of the better ones as well) became very stubborn and refused to enter the portal to save Dralneen. The remaining 5 players moved into the room. He was aware that the paracountess was there and this was stressed to him alot. He was reminded that the whole mission was to bring her back and 100 years of pathfinder work would go down the drain. Despite all this he still refused.
He does have a week to think about his actions and rejoin his group and help (3 rounds of combat in). If he does so everything is just about fine. Can his actions be justified ? I think they are anti society especially considering the stakes. Any advice ? I have been a GM a long time but I want to know from other PFS Gms what I should do here. It is a particularly hard combat, especially a man down.
I'm looking to combine bracers but I don't know how this would work. My understanding is it is +50% cost (not sure if its the higher or lower priced item that is +50%). The 2 items I'm looking to combine are below. Bracers of the Avenging Knight These silver bracers are polished to a mirrored sheen, but otherwise shift their appearance to match whatever suit of armor they are worn with. If the wearer has levels in a class that grants a smite ability (such as a paladin, or a cleric with the Destruction domain), her smite damage is treated as though she were a member of that class four levels higher. If the wearer is not a member of such a class, once per day she may make one smite attack, gaining a bonus on the attack roll equal to her Charisma bonus, and a +5 bonus to the damage roll on a hit. Silver Smite Bracelets This heavy silver bracelet is etched with icons of purity, fidelity, chastity, and honor, and glows with a soft white light whenever its owner prays. The wearer of this bracelet treats her paladin level as 4 higher than normal for the purpose of her smite evil class feature. A) Would these stack
The current system is fine. However I think there should be exceptions. For instance at a big convention, surely you are better to run 3 adventures twice than 6 different adventures. Much easier to prepare 3 adventures for a con than 6. Here though you should get 6 credits worth. Failing that surely they should open up certain races for the number of GM ***** you have ? Becuase to get to 3rd or 4th star requires quite a bit of effort.
Currently have an almost 3rd level wayang shadow witch. Trait Magical Lineage Shadow Evocation/Conjuration.(you decide - I went evo) Going to boost caster levels and DCs with the following. +1 DC Race
Total +6 DC +2 CL Spell Specialization
Total +4 CL If I play her above 11th level I would get Varisian Illusion Feat for +1 CL. Please note there is 1 feat spare at this point which I will be taking Intensified Spell because Magical Lineage will allow me 15 Dice fireballs at 11th level without increasing the spell slot. DC for spells at 11th is going to be about 29-30 If I can afford all the items. DC 30 without factoring debuffs is sick. Witch of Shadow focusing on Shadow Evo/Conj is legit and powerful.
Quote:
Trade off is 4 evo points and the cost of pumping in Ghost touch onto an amulet whose price scales very high very fast. As it is the shadow form is useless. Unless of course energy damage etc is not reduced in which case you could try stacking as many of them on as possible.
I appreciate the responses. Regarding the ghost touch weapon property in Shadow Form feat it only refers to ghost tough with regards to incorporeal not corporeal which is the issue I am having.
Price +1 bonus
A ghost touch weapon deals damage normally against incorporeal creatures, regardless of its bonus. An incorporeal creature's 50% reduction in damage from corporeal sources does not apply to attacks made against it with ghost touch weapons. The weapon can be picked up and moved by an incorporeal creature at any time. A manifesting ghost can wield the weapon against corporeal foes. Essentially, a ghost touch weapon counts as both corporeal or incorporeal. ------------------ Ghost touch allows you to bypass the 50% damage rule against incorporeal. It also allows ghosts to do damage with weapons vs corporeal. Essentially would the ghost touch ability work in reverse to allow a shadow form eidolon to do full damage vs corporeal.
Hi, I'm currently trying to build a Wayang Shadow Eidolon concept for a new character. I'm currently having an issue with the rules interation between Shadow Form and having a ghost touch amulet of mighty fists. The way I read the Shadow Form Feat is that essentially you do 50% damage to corporeal creatures and 100% to incorporeal. Essentially the opposite of normal. However a ghost touch weapon allows you to do 100% to both. The wording on the Shadow form feat unfortunately leaves it open to debate whether this would be the case. As this is a PFS character I would like to know in advance what the ruling should be on this. Regards D
Hated this module with a passion. Not so much with the story side but with the encounters that are designed to kill. Flying archer that does tonnes of damage and displacement, fair enough we eventually struggled through. However the combat that actually left me angry was the one with the multi arm thing with a CMD of 40+ as I constantly failed to tumble through as it just sat on the square to enter the room. 1 on 1 fighting with that thing used up all our resources and perma blinded one of our characters. At this point we walked away to rest and they bad guys all dissapeared. First time I've left a game angry and I rate this as the worst adventure i've played in a long long time. 3PA 2xp and 4 gaming nights wasted so to top it off my character has fallen even further behind in the gold / pa front. Not happy. |