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Hello there friends i was looking through forum but i cant seems find answer for my question

One of my players want to take 1 lvl Dip in School Savant for teleportation subschool
then he want take School understanding exploit with his Exploiter Wizard to stack his Wizard lvls with Arcanist lvls for determining the powers and abilities of her arcane school

it is legal by rules?
because when i was looking at arcanist i saw that clause

"A school savant cannot select the school understanding arcanist exploit."

his argumentation is that although School Savant can't take school understanding technically speaking he's using his wizard to take it
so its ok
sorry for Bad english :)


4 people marked this as FAQ candidate.

Hello, everyone
Had this come up in my game the other day and couldn't find a suitable answer on Google, so I'm here.

School evocation [force]
spell Tiny Hut creates unmoving, opaque sphere of force

Can I assume that Incorporeal creatures can't enter it ?

Tiny Hut:
Tiny Hut
School evocation [force]; Level bard 3, sorcerer/wizard 3

CASTING
Casting Time 1 standard action
Components V, S, M (a small crystal bead)

EFFECT
Range 20 ft.
Effect 20-ft.-radius sphere centered on your location
Duration 2 hours/level (D)
Saving Throw none; Spell Resistance no

DESCRIPTION
You create an unmoving, opaque sphere of force of any color you desire around yourself. Half the sphere projects above the ground, and the lower hemisphere passes through the ground. As many as nine other Medium creatures can fit into the field with you; they can freely pass into and out of the hut without harming it. However, if you remove yourself from the hut, the spell ends.

The temperature inside the hut is 70° F if the exterior temperature is between 0° and 100° F. An exterior temperature below 0° or above 100° lowers or raises the interior temperature on a 1-degree-for-1 basis. The hut also provides protection against the elements, such as rain, dust, and sandstorms. The hut withstands any wind of less than hurricane force, but a hurricane (75+ mph wind speed) or greater force destroys it.

The interior of the hut is a hemisphere. You can illuminate it dimly upon command or extinguish the light as desired. Although the force field is opaque from the outside, it is transparent from within. Missiles, weapons, and most spell effects can pass through the hut without affecting it, although the occupants cannot be seen from outside the hut (they have total concealment).

from universal monster rules :

Incorporeal:
An incorporeal creature has no physical body. It can be harmed only by other incorporeal creatures, magic weapons or creatures that strike as magic weapons, and spells, spell-like abilities, or supernatural abilities. It is immune to all nonmagical attack forms. Even when hit by spells or magic weapons, it takes only half damage from a corporeal source (except for channel energy). Although it is not a magical attack, holy water can affect incorporeal undead. Corporeal spells and effects that do not cause damage only have a 50% chance of affecting an incorporeal creature. Force spells and effects, such as from a magic missile, affect an incorporeal creature normally.

An incorporeal creature has no natural armor bonus but has a deflection bonus equal to its Charisma bonus (always at least +1, even if the creature’s Charisma score does not normally provide a bonus).

An incorporeal creature can enter or pass through solid objects, but must remain adjacent to the object’s exterior, and so cannot pass entirely through an object whose space is larger than its own. It can sense the presence of creatures or objects within a square adjacent to its current location, but enemies have total concealment (50% miss chance) from an incorporeal creature that is inside an object. In order to see beyond the object it is in and attack normally, the incorporeal creature must emerge. An incorporeal creature inside an object has total cover, but when it attacks a creature outside the object it only has cover, so a creature outside with a readied action could strike at it as it attacks. An incorporeal creature cannot pass through a force effect.

An incorporeal creature’s attacks pass through (ignore) natural armor, armor, and shields, although deflection bonuses and force effects (such as mage armor) work normally against it. Incorporeal creatures pass through and operate in water as easily as they do in air. Incorporeal creatures cannot fall or take falling damage. Incorporeal creatures cannot make trip or grapple attacks, nor can they be tripped or grappled. In fact, they cannot take any physical action that would move or manipulate an opponent or its equipment, nor are they subject to such actions. Incorporeal creatures have no weight and do not set off traps that are triggered by weight.

Thx for all the answers:)


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small bit information on Arcane Bond
"If a bonded object's owner dies, or the item is replaced, the object reverts to being an ordinary masterwork item of the appropriate type."

But what if the wizard is bring back to life? If I enchant a bonded ring with ring of invisibility and protection effects will I get those enchantments back upon returning to life or are they gone for good?

by RAW i think nope :( but im not 100% sure about it


Main Question in topic name :)

second question
is this combo legal ?

1 lvl hunter for Evasion from Animal Focus(keep your animal companion dead)
take feat "Twist Away"

then take X lvls in Lore Oracle (take Sidestep Secret (Su) revelation)

now you use your Charisma modifier instead of your dex on your Reflex

saving throws and to AC and in Feat Twist Away , correct ?

+

(Steadfast Personality feat... for more charisma fun)


Hi there fellow Gamers,Players Sir's and Madam's
first) i want apologize because i'm not really skilled at using English

Second) My problem is with this funny spell and i need Advice how should i make it "work"
one of my players want to create a simulacrum of Vampire Sorcerer(lvl10)
he meet before. OK
what's i understand from spell

Newly Created Snowman Vampire would be now 5 HD Vampire Sorcerer
(this part is simple) with appropriate feats etc for this current lvl.

i Would Delete his ability to create spawn (cuz its clearly made him more powerful and the spell Ban's this, another simple thing)

My problem is with rest of his abilities.

Some time ago i readed on this messageboards (and that was stated by James Jacobs in one of many theards about simulacrum spell )
"Nope. Fast healing (and regeneration) are both "healing effects" and thus don't work"

My Question 1) is : if this statement is correct soooo Vampire should not have Fast Healing yes ?

second question if answer for up = yes

2) what would happen to mr.SnowPire (Vampire) after his hp = 0 ?
Vampires dont die on 0hp they change in to "smoke" form and go back to coffins and after 1 hour they gain fast healing but problem is...
our Vampire dont have fast healing....

and i need advice ... should i restore temporaly his Fast healing (or dont delete it at all) ability or let him rot in coffin in gasesous form ?

or let my player use simulacrum implemented repairing methods on body in coffin ?

Thx a lot for All your help

yes i know its a bit Rules Question to...
Really sorry if my bad,bad English make this... unreadable :P

EDIT:
Last Question :would negative energy in this case count as "healing effect" for snowy vampire ?