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Notabrick's page
Organized Play Member. 78 posts. No reviews. No lists. No wishlists. 1 Organized Play character.
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so what does the figment give up to gain it's ability to reform after death?
Can you give a summary of the Figment familiar archetype? Does it make the familiar into some type of illusion?
Thanks Skeld. I wish I didn't have to wait until January 28 to buy the PDF.
The Evocation familiar grants additional damage from spells his master casts?
I am curious about the new familiar archetypes, specifically, the "Evocation" and "Mascot". I would appreciate a quick summary of how they work.
Thanks
Also, can you give names for the new archetypes.
Thanks!
How does "Merge with Familiar" work?
What does the School Familiar do?
I am trying to create a huge object (to be possessed) that can either be shrunk, stored or be able to move through a dungeon with us. I was thinking of getting a very long chain (possibly a thick anchor chain) and animating that, but I have not been able to find how much chain would be required, or how large the chain would need to be. (I am guessing somewhere between 300-1000 ft)
If I use HP to determine the amount of material required, a huge animated object has the same hit points as about 16 lengths of chain (10 ft each). This seems a bit low on what i would expect.
Alternately I was thinking of having someone make a snake statue out of metal, but the chain would potentially be more useful for other stuff (stuff that you might normally use a huge freaking chain for).
Any suggestions?
Thanks
This ability allows the sorcerer to emulate the effect of a bardic performance. Is the sorcerer then free to cast other spells without ending the effect or does this mean he must maintain the effect by performing like a bard would?
http://www.d20pfsrd.com/classes/core-classes/sorcerer/bloodlines/bloodlines -from-paizo/racial-bloodlines/imperious-bloodline-sorcerer-human
Thanks
BornofHate wrote: If you don't want to play an awakened animal you are gonna have a tough time.
What is it about Awaken that you don't want?
Is playing an awakened animal an allowable race option?
BornofHate wrote: If you don't want to play an awakened animal you are gonna have a tough time.
What is it about Awaken that you don't want?
Isolating an awakened animal an allowable race option?
Use Kitsune, take the feat that let's you change into a fox and then "re-skin" it to look like a cat instead of a fox.
I agree with you statement, but I am under the impression that the base attributes of animated objects include CP based on their size. Also, the vast majority of animated objects are brought into existence by the spell "Animate Object"(the spell is even referenced in the Bestiary entry). It seems odd that the game designers would put effort into making special rules for a creature that would seldom be able to use them.
PS: Yeah I had been drinking coffee all day and was a bit impatient yesterday (well.. more so than normal).
Where did you read that the spell does not grant CP? I saw a number of posts that seem to indicate that the spell "Animate Objects" did grant CP. Here is one example.
http://paizo.com/threads/rzs2pbpr?Clarifying-Construction-Points-Animated-O bjects
Good point. They were in the same sentence, so I must have just read them as being related.
One other question
7- it says you cannot cast spells because you cannot talk, but can you cast spells with no verbal component (or using silent spell)? How about SU or SP abilities granted by a class feature?

I am sure others have asked these questions (possibly many years ago), but I didn't see them when searching the forums.
1- Can I use this to send my character's familiar's mind into the object instead of my character's?
2- How does this work with spells like "Shrink item"? If I shrink a huge boulder (to a tiny rock) and then possess it, does it have hit points and CP as per a huge object or as per a tiny object? What if "Shrink item" is dismissed after possessing the object?
3- Can I choose to possess volume of soil or stone, a pillar or part of a wall as an object?
4- Is it possible using this spell (or Animate Object) to gain more CP than would be allowed by it's size? For example, with animate objects, instead of animating a huge object (CR 7)to instead animate a large object (CR 5) and raise it's CR to 7 by adding 4CP to it?
5- Can you take any of the Special Abilities more than once (for instance taking "Faster" 4 times to gain +40 to speed?
6- How does one get his caster level to 32 so that he can animate a colossal object? I know of ways for a 20th level character to get as much as +5 CL, but not +12.
Feats and spells that work with Evolutions are all written to apply only to the Eidolon. Can these be used on a Summoner who has evolutions through his "Aspect" ability or on an Evolved Familiar?
I am aware that a variety of bats exist and that many don't have echolocation, however to my knowledge only "bat" and "bat,dire" exist in the pathfinder rules.
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This feat allows the character to change into a bat as per Beast Shape II. Bats are normally diminutive and have echolocation (blindsense). Unfortunately, that does not allow anything smaller than tiny nor does it allow blindsense.
Was this intentional, or was it meant to be as per Beast Shape III (which does allow both diminutive creatures and blindsenese)?
I am curious about the spell "Gate"'s potential for offensive uses. Would these uses work?
Opening a portal to the elemental plane of water to cause a massive flow of high pressure water through a 20ft wide hole. I could calculate the actual pressure would be arbitrary, but I think it would wash most characters away and flood an enclosed area in a hurry.
opening a portal to the void of space (in some other plane) thus causing a massive vacuum effect into the portal.
Readying an action and then casting gate directly in front of a creature as it moves so that it moves through into some hostile plane.
Casting it directly under someone thus causing them to fall through the gate.
Closing the Gate while a large creature moves through it so as to cut it in half.
Thanks again Feros. I appreciate the periodic updates from you during my study breaks (and Windows crash breaks) so far this weekend. I am very much looking forward to this book.
Are there any more new spells (other than the one you mentioned?) You don't have to type them out, just something like "lots", "a few but they suck", or "nope" is good enough.
Are there new feats that other races could benefit from? (I'm working on a Kitsune Summoner with an Elf Cleric cohort.) Once again, don't feel the need to type them out.
Thanks
Using it to grant cover (the only reason one would use a tower shield in the first place) is a standard action each round. This means that all you can do is move. It does not allow you to grant anyone else cover, nor to cast spells or even attack those who don't have cover against you.
Maybe I am missing something, but In what situation would this be useful?
Is there any way to cast a spell (other than a quickened spell) while using a tower shield for cover? (Perhaps a spell, feat or other ability?)
Here is my suggestion:
Sentient Dark mages:
Size: Small (0rp)
Stats: +2 int(focused minds), -2 wis (poor sense of reality), +2 Con (surprisingly hearty) (Standard= 0RP)
Half construct (7RP)
Darkvision (60 feet) (2 rp)
Iron will (Static Bonus Feat 2rp)
Great fortitude (Static Bonus Feat 2rp)
Elemental Affinity (1rp)
Total: 14 rp build
I would then simply build them all as cross-blooded sorcerers with Sage and Elemental bloodlines. They really only seemed to have elemental attack spells so they wont notice the loss of spell diversity
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Solar dependence (-3 rp)
You are fatigued any time you go more than 24 hours without spending at least 1 hour in the sun (or 2 hours if it is cloudy). After 48 hours you become exhausted and cannot regain daily abilities until you spend at least 1 in the sun.
Solar feasting (+1 RP)
As long as you spend at least 1 hour in the sun each day, you do not need to eat.

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Unstable animation (-2RP or more?)
Prerequisite: Construct or half-construct
The magic giving you animation can be disrupted. When effected by effects such as dispel magic or break enchantment, the creature is stunned for 1d4+1 rounds. A successful fortitude (or will??) save reduces this to only a single round. This occurs regardless of if you were the intended target, or if the caster was aware of your vulnerability. If the effect is generated by someone aware of your weakness, they can target your animating magic specifically to increase the DC by 2.
Ongoing effects that dispel or suppress magic (like anti-magic field) require you to make a save each round or be stunned. On a successful save you are merely staggered.
Spells that can permanently remove magic from items (like disjunction) utterly destroy you on a failed save.
Haunted construction (-1 RP )
Prerequisite: construct or Half-construct
Unlike most constructs, you are animated by the undead spirit of a sentient being. As a result of this, you take damage from positive energy as if undead, and are considered undead for effects that harm undead creatures and for prerequisites. You neither take damage or heal from negative energy, although level drain and other effects from negative energy function as normal for your creature type.
Artificial life (0 RP)
Prerequisite: Half-construct
You share more in common with constructs than living creatures. You do not heal normally and cannot benefit from use of the heal skill. However, You can be repaired by use of the craft skill and spells such as Make Whole, although both are only half as effective as normal for constructs. You do not regain hit points from positive energy. You can still benefit from other types of spells that use positive energy (such as restoration, regeneration, and remove disease) although any numerical effects are reduced by half.
Likewise, you do not loose hit points from negative energy and other necromantic effects have numerical effects reduced by half.
Flammable construction (-2 rp)
Whenever you take fire damage, you must make a reflex save or catch fire taking d6 damage each round.
Cloth Construction (-1 RP)
Your body is made out of flexible cloth. This gives you a +2 on escape artist checks. Also, you only take half damage from pure bludgeoning weapons. Unfortunately, attacks that deal slashing damage deal an additional 50% damage.
Weak power source (-2RP)
Your internal power source is not able to sustain constant activity. After 12 hours of activity, you must rest for 1 hour or become fatigued. If you go more than 24 hours without resting, you become exhausted, after 36 you are staggered & exhausted and after 48 hours you are paralyzed. Healing magic is ineffective against these penalties. 1 hour of rest reduces penalties by one step. You are still alert and aware of your surroundings while resting, but may not take any standard actions or move actions.

Lightbringer
Drawback: Anytime you are in darkness, magical or mundane, you are shaken. Visual senses you might have such as darkvision, tremor sense, and blindsight no longer work in darkness. Each round after the first, you must make a will save or become panicked. The will save is equal to the DC of the spell that created the darkness (treat mundane darkness as 0th level). The save increases by 1 each round until you fail a check. Being in dim lighting does not cause you to panic, but you must make a will save each round or become shaken.
1st level: Add “light” and “Farie Fire” to your list of spells known. These do not count against the number of spells you know. Also, you cast all spells with the “Light” descriptor at +1 caster level.
5th Level: Add Continual flame and Burst of Radiance to your list of spells known (as 2nd level spells).
10th level: You are immune to being blind, dazzled, and any other effects that use bright light to overwhelm your vision.
15th Level: Add Sunbeam to your list of spells known

Talisman Spellcasting:
Each spell you know has a unique talisman that you must have in hand and use as a focus. In order to cast a spell, you must first draw and focus on the talisman (as a move action). Once you have a talisman in hand, you can then cast that spell as normal. If you wish to cast a different spell the next round, you must spend another move action to draw the talisman associated with that spell. If a talisman is lost (or destroyed) you are unable to cast the associated spell, but it does not function for anyone else. Replacing a talisman requires 1 hour of work and materials costing (spell level squared X25gp) in materials.
1st level: Choose one spell the Druid spell list (no higher than 1st level). Add that to your list of spells known.
5th level: Choose one spell from the Druid spell list (no higher than 2nd level). Add that to your list of spells known.
10th level: Choose one spell from the druid spell list (no higher than 5th level). Add that to your list of spells known.
15th level: Chose one spell from the druid spell list ( no higher than 7th level). Add that to your list of spells known.

Here is revision 1 with some of your recommendations implemented. Changes are bold
Curses
Martyr:
You are connected with a fallen Martyr who has chosen you:
Drawback: You must do your best to protect innocent people or your allies. Must defend allies in combat. Must defend innocents. Must help others unselfishly and without reserve. If you fail to do any of these, you become sickened for 24 hours.
1st level: 1 /day +4 to any roll to protect others. (or constant status or deathwatch effect?)
5th level: Shield of faith
10th level: sacrificial oath (or breath of life)
15th level: ??
Patron
Your powers are granted by a patron being who expects your loyalty and obedience
At first level you choose one type of aligned being (Azata, Angel, (LG celestial), Deamon, Demon or devil,
Drawback: You must strive to appease your patron and gain a code of honor similar to a paladin, although relevant to the specific alignment of your patron. Failing to follow the code will result in loss of magical class abilities:
Azata: You must always be CG, must strive to free the imprisoned and help innocent and good causes. You can never associate with evil beings or
Angel: You must always be NG, must strive to remove
Outsider:
Drawback: you are affected by spells and effects as if you had the “outsider” type and “good” subtype. You are also effected by spells that target summoned or extraplanar creatures. Damage from evil aligned weapons or spells deals an additional 50% damage (min 1). Effects that would banish you cause you to be nauseated for 1 round and then sickened for 1 minute per level of the spell or effect:
1st level: You can use Detect Evil at will as a spell like ability (or don’t need to eat or sleep as an outsider?)
5th level: Weapon and natural attacks you make are considered “good” for overcoming damage reduction.
10th level: You gain the “Truespeach” ability.
15th level: You gain the ability to smite evil as a celestial creature. (or perhaps just gain the celestial template??)
Magic in the blood:
Your magic and body are intertwined.
Drawback: Whenever you are fatigued or exhausted, treat your charisma as being reduced by the same amount as your strength and dex. (Spell DCs are lowered and bonus spell slots may be lost.)
1st level: As a standard action, you can sacrifice hit points and gain a number of spell levels equal to the hit points you sacrificed. You can only sacrifice up to your character level in hit points this way each day. These hit points can only be healed by convalescence. (For example if you were a 5th level caster, you could sacrifice up to 5 hit points to gain 5 first level spells, or 2 second level spells and 1 first level spell or 1 second level spell and 3 first level spells.)
5th level: If you use all of the spell slots from your highest spell level you become fatigued until you regain spells again. If you are already fatigued, you are now exhausted. Magic and effects that reduce exhaustion to fatigued work as normal, but the fatigue cannot be removed until you regain spells. You gain 1 additional spell slot and 1 additional spell known for each spell level you are able to cast. This applies to higher level spells as you gain access to them.
10th level: When casting a spell, you can choose to take up to 2 damage to both strength and dexterity and increase your caster level or spell DC by 1 for each point of damage taken.
15th level: The amount of damage you can inflict to hit points to regain spells is doubled and the amount of damage to strength & dexterity you can inflict to increase spell DCs increases to 3.
Lincoln;
Thanks for your feedback. I agree with your points. I struggle with the cost/benefit of existing curses are all over the place as far as how much of a drawback they are and how much of a benefit they are. I think "Blackened" is a great example of paying me for something I'd have done for free and "Obscured Vision" has nasty limitations with only minimal benefit in many situations.
Mr Sin: Thanks for your input. The curse can easily be adjusted to simplify record keeping. Also,at first level you can only sacrifice 1 HP to gain 1 spell level back. "You can only sacrifice up to your character level in hit points this way each day"

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I am a bit underwhelmed by the options for Oracle Curses. Here are a few that I think might be fun. These are just outlines and some are not done.Let me know what you think:
Martyr:
You are connected with a fallen Martyr who has chosen you:
Drawback: You must do your best to protect innocent people or your allies. Must defend allies in combat. Must defend innocents. Must help others unselfishly and without reserve.
1st level: 1 /day +4 to any roll to protect others. (or constant status or deathwatch effect?)
5th level: Shield of faith
10th level: sacrificial oath (or breath of life)
15th level: Resurrection??
Outsider:
Drawback: you are affected by spells and effects as if you had the “outsider” type and “good” subtype. You are also effected by spells that target summoned or extraplanar creatures. You must make a will save or be unable to attack a creature warded by Protection from Good or similar effects. Effects that would banish you cause you to be nauseated for 1 round and then sickened for 1 minute per level of the spell or effect:
1st level: You can use Detect Evil at will as a spell like ability (or don’t need to eat or sleep as an outsider?)
5th level: Weapon and natural attacks you make are considered “good” for overcoming damage reduction.
10th level: You gain the “Truespeach” ability.
15th level: You gain the ability to smite evil as a celestial creature. (or perhapse just gain the celestial template??)
Magic in the blood:
Your magic and body are intertwined.
Drawback: If you ever become fatigued, your effective caster level is reduced by 1 and your spell DCs are reduced by 1. If you ever become exhausted, these penalties increase by 1 and you also loose 1/3rd of your total spell slots for each level you can cast.
1st level: As a standard action, you can sacrifice hit points and gain a number of spell levels equal to the hit points you sacrificed. You can only sacrifice up to your character level in hit points this way each day. (For example if you were a 5th level caster, you could sacrifice up to 5 hit points to gain 5 first level spells, or 2 second level spells and 1 first level spell or 1 second level spell and 3 first level spells.)
5th level: If you use more than 2/3rds of your total spell slots (or all of the spell slots from the highest level you can cast), you become fatigued until you regain spells again. If you are already fatigued, you are now exhausted. Magic and effects that reduce exhaustion to fatigued work as normal, but the fatigue cannot be removed until you regain spells. You gain 1 additional spell slot and 1 additional spell known for each spell level you are able to cast. This applies to higher level spells as you gain access to them.
10th level: When casting a spell, you can choose to take up to 2 damage to both strength and dexterity and increase your caster level or spell DC by 1 for each point of damage taken.
15th level: The amount of damage you can inflict to hit points to regain spells is doubled and the amount of damage to strength & dexterity you can inflict to increase spell DCs increases to 3.
Patron
Your powers are granted by a patron being who expects your loyalty and obedience
At first level you choose one type of aligned being (Azata, Angel, (LG celestial), Deamon, Demon or devil,
Drawback: You must strive to appease your patron and gain a code of honor similar to a paladin, although relevant to the specific alignment of your patron:
Powers granted would be similar to "Outsider" or similar to weakened versions of Paladin or Anti-paladin abilities.
I agree that it seems a bit powerful. Was there ever an "Official" ruling?
Fair enough, I guess I just wonder why there isn't an item that increases level for Oracle mysteries or Domain powers ( also secondary powers that aren't that powerful).
This item seems like almost a "must have" for sorcerers, and is available at a great price. It seems unfair that no other spell-casting class gets something like this. Why is that not unbalancing? Is the sorcerer underpowered? Are other items available for Oracle Mysteries, Wizard Schools, or Cleric Domains? Or is it just that the bloodline powers are not good enough that this breaks things?

I am not sure on the level of a spell like this.
School: Transmutation (Polymorph)
Level: Cleric X+1, Druid X, Wiz/Sorc X
Casting time: 1 minute
Duration: 1hr/level
Range: Touch
Target: Creature touched (must be of the correct alignment)
You draw the power of an aligned plane (or a creature on it) into the target. When casting this spell, you must choose what alignment to connect with. The target must have that as part of their alignment or else the spell fails. You choose any one the following:
Lawful: The target gains the "Resolute" template. When determining what abilities they gain, treat their HD and CR as 1/2 your caster level,
Chaotic: The target gains the "Entropic" template. When determining what abilities they gain, treat their HD and CR as 1/2 your caster level,
Good: The target gains the "Celestial" template. When determining what abilities they gain, treat their HD and CR as 1/2 your caster level,
Evil: The target gains the "Fiendish" template. When determining what abilities they gain, treat their HD and CR as 1/2 your caster level,
I am not sure on the level of a spell like this.
School: Transmutation
Level: Cleric X+1, Druid X, Wiz/Sorc X
Casting time: 1 minute
Duration: 1hr/level
Range: Touch
Target: Creature touched
You draw the power of an elemental plane or an elemental spirit into the target. When casting this spell, you must choose an energy type to infuse the target with. For the duration of the spell they gain resistance ZZ to that energy type. In addition all natural and weapon attacks (ranged or melee, but not spells, SP, or SU abilities) deal an extra (die size) of damage. In addition their body radiates this energy. Any time a creature attempts a melee attack against them, it is dealt (die size) in damage.
As is, it is a lot like a lesser version of "Bestow Grace of the Champion"
Actually the more I think about it, the more I think that the spell should just read:
For the duration of this spell, you gain the benefits of the Celestial, Fiendish, Anarchic, or Resolute template, as appropriate for your alignment. Treat your HD and CR as 1/2 your caster level.
Good points, although there are ways for divine characters to gain polymorph abilities (ex: wildshape, mystery powers, and domain spells in some domains.)
Personally, I think that divine casters have a lot of options and are equally powerful to wizards (although in different ways).
This didn't take much effort. It took less than 20 minutes to type this up using "Dragon form" as a template.
Beckett: I thought about that, but Wizards & Sorcerers do have connections to the relevant planes. For example, they can summon celestial/fiendish creatures and gain resolute/anarchic familiars. Maybe it should be a higher level spell for Arcane casters though.

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It seems that you can polymorph into just about anything, but for some reason, there aren't any spells that turn one into an alignment based outsider. Here is my idea:
Celestial/Fiendish/Anarchic/Resolute Body I
School transmutation (polymorph);
Level: Witch 6, Cleric/Oracle 6, Sorcerer/Wizard 6
CASTING
Casting Time 1 standard action
Components V, S, F (A symbolic item relative to that alignment )
EFFECT
Range personal
Target you
Duration 1 min./level (D)
Saving Throw see below;
Spell Resistance no
EFFECT
You take on the form of an outsider relative to your alignment. When you cast this spell, you choose which aspect of your alignment you want to manifest (if more than one is available to you). You retain your normal size an general appearance with the following changes:
Celestial (Good): You take on an angelic appearance with a halo and feathery wings. You gain:
Darkvision 60
Fly speed of 60 (average)
+4 size bonus to Con
+2 size bonus to Str
+2 bonus to Nat
Immunity to disease & poison
Acid, Cold & Electricity resist 10
DR 5/Evil
Radiate white light as per the spell “light”.
Special Attacks smite evil 1/day as a swift action (adds Cha bonus to attack rolls and damage bonus equal to 1/2HD (Max 10) against evil foes; smite persists until the target is dead or the spell ends).
Fiendish (Evil): You take on a hellish appearance with horns and dark, leathery wings. You gain:
Darkvision 60
Fly speed of 60 (average)
+4 size bonus to Con
+2 size bonus to Str
+2 bonus to Nat
Immunity to disease & poison
Cold & Fire resist 10
DR 5/Good
Radiate darkness as per the spell “darkness”.
Special Attacks Good evil 1/day as a swift action (adds Cha bonus to attack rolls and damage bonus equal to 1/2HD (Max 10) against good foes; smite persists until the target is dead or the spell ends).
Entropic (Chaotic): You take on an unstable appearance. You gain:
Darkvision 60
Fly speed of 60 (average)
+4 size bonus to Con
+2 size bonus to Str
+2 bonus to Nat
Immunity to disease & poison
Acid, & Fire resist 10
DR 5/Law
Radiate light with constantly changing colours as per the spell “light”.
Special Attacks smite Law 1/day as a swift action (adds Cha bonus to attack rolls and damage bonus equal to 1/2HD (Max 10) against lawful foes; smite persists until the target is dead or the spell ends).
Resolute (Lawful): You take on a more ordered appearance. You gain:
Darkvision 60
Fly speed of 60 (average)
+4 size bonus to Con
+2 size bonus to Str
+2 bonus to Nat
Immunity to disease & poison
Acid, Cold & Fire resist 10
DR 5/Chaotic
Radiate golden light as per the spell “light”.
Special Attacks smite Chaos 1/day as a swift action (adds Cha bonus to attack rolls and damage bonus equal to 1/2HD (Max 10) against chaotic foes; smite persists until the target is dead or the spell ends).
Celestial/Fiendish/Anarchic/Resolute Body II
School transmutation (polymorph);
Level: Witch 7, Cleric/Oracle 7, Sorcerer/Wizard 7
CASTING
EFFECT
Range Touch (or personal)
Target Creature touched
Duration 1 round/level (touch) or 1min./level (D) (personal)
EFFECT
As per: Celestial/Fiendish/Anarchic/Resolute Body I except as noted. Darkvision increases to 90, bonus to Str increases to +4, Fly speed increases to 90 (good). Each form also gains the following ability:
Protective aura: The target is constantly under the effect of a Magic Circle against (Evil, good, Law or Chaos) while under the effect of this spell.
Detect Opposing alignment: The target is constantly under the effect of a detect spell for the opposing alignment.
Thanks for your input
Mabven:
I know all about the limitations of Imbue. It can still be very useful to hand out limited healing/protection to non-healers and familiars.
Parka:
I had never thought of that before. I think that Imbue causes you to loose the spell slots that you hand out, in addition to the 4th level slot to cast it, but you might be on to something.

I love Imbue with Spell Ability, but I was surprised to not find higher level versions of it. I was hoping there would be a variant that allowed one to bestow more spells and/or higher level spells. The only variant I have seen is "Spellcasting contract" but that seems to have a totally different feel to it. Before bugging my GM for a homebrew variant I thought I would get thoughts and feed back from you. Do you know why there is no higher level of this spell?
Also, below are my proposed improved versions. It looks like the spells granted by Imbue follow the spell/day progression of an Adept (using the HD as the adept level).
The current 4th level version gives:
[HD] (1st) 2nd
[1-2] (1)
[3-4] (2)
[5+] (2) 1
as a 6th level spell you could get:
[HD] (1st) 2nd (3rd) 4th (5th)
[1-2] (1)
[3-4] (2)
[5-6] (2) 1
[7-8] (3) 2
[9+] (3) 2 (1)
As an 8th level spell
[HD] (1st) 2nd (3rd) 4th (5th)
[1-2] (1)
[3-4] (2)
[5-6] (2) 1
[7-8] (3) 2
[9-10] (3) 2 (1)
[11-12] (3) 3 (2)
[13+] (3) 3 (2) 1
And as a 9th level spells you could imbue
[HD] (1st) 2nd (3rd) 4th (5th)
[1-2] (1)
[3-4] (2)
[5-6] (2) 1
[7-8] (3) 2
[9-10] (3) 2 (1)
[11-12] (3) 3 (2)
[13-14] (3) 3 (2) 1
[15-16] (3) 3 (3) 2
[17+] (3) 3 (3) 2 (1)
I thought they are listed as casting spells as a 2nd level sorcerer and advance as a sorcerer.
I haven't noticed any rules regarding if/how the spell casting abilities change for creatures that cast spells as a (sorcerer, cleric, wizard, whatever).
I think that their CL does increase with HD.
I wonder though, does their sorcerer level increase with HD?
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