Raistlin

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RPG Superstar 9 Season Star Voter. 343 posts (345 including aliases). 2 reviews. No lists. No wishlists. 1 alias.




Can you select a lower level class feat?
For example, can a 8th level wizard select a 2nd level class feat (as opposed to an 8th level one)?


Hey

I am a long time fan of the old Dark Sun setting and I love the idea of meshing arcane magic and mental powers together.

The best way to replicate what I have in mind, seems to be an arcanist with the blood arcanist archetype and a draconic bloodline related to one of the esoteric dragons. The problem is I am unsure on how this specific interaction works out.

esoteric dragon bloodline arcana says: wrote:


When selecting spells known, you can choose spells from the psychic class spell list. The psychic spells you select must normally be unavailable to your class. You can know only a number of psychic spells equal to the highest level spell you can cast from your class spell list, based on your current class level. When you’re casting these spells, they function as psychic magic instead of arcane. You use thought and emotion components (Occult Adventures 144) instead of verbal and somatic components when casting these spells.

but then again the arcanist class descriptions says

arcanist spellcasting class feature wrote:


Feats and other effects that modify the number of spells known by a spellcaster instead affect the number of spells an arcanist can prepare.

Am I restricted to knowing a number of psychic spells equal to the highest level spell I can cast,

or

Am I restricted to PREPARING a number of psychic spells equal to the highest spell I can cast?

Thanks!


2 people marked this as FAQ candidate.

How long does it take to create a new runic focus for the runesage?

The archetype says:

runesage runif focus wrote:
(...)replacement runic foci can be created using the standard rules for replacing a bonded object for a wizard’s arcane bond. When a runesage creates a new runic focus, she can focus it on a different school of Sin magic than her previous focus as long as the new school is not one that was an oppositional school from her previous focus.

The wizard arcane bound class feature says

wizard arcane bound class feature wrote:
(...)if the object of an arcane bond is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 200 gp per wizard level plus the cost of the masterwork item. This ritual takes 8 hours to complete. Items replaced in this way do not possess any of the additional enchantments of the previous bonded item. (...)

So do you need a week to replace your runic focus? Or does that part only apply if it gets destroyed? In other words, can you instantly replace your runic focus if you perform the 8 hour ritual and pay the gold price if it hasn't been destroyed?


10 people marked this as FAQ candidate. 1 person marked this as a favorite.

Should the spells magic circle vs. evil/good/law/chaos be added to the psychic class list? I find it odd that they have lesser planar binding, planar binding, greater planar binding, agonize and dimensional anchor in their list but have none of the magic circle spells nor the thaumaturgic circle spell to complete the calling ritual. Please hit faq if you feel this needs clarification.

Thanks!


Knockout (Ex):
At 4th level, once per day a brawler can unleash a devastating attack that can instantly knock a target unconscious. She must announce this intent before making her attack roll. If the brawler hits and the target takes damage from the blow, the target must succeed at a Fortitude saving throw (DC = 10 + 1/2 the brawler’s level + the higher of the brawler’s Strength or Dexterity modifier) or fall unconscious for 1d6 rounds. Each round on its turn, the unconscious target may attempt a new saving throw to end the effect as a full-round action that does not provoke attacks of opportunity. Creatures immune to critical hits or nonlethal damage are immune to this ability. At 10th level, the brawler may use this ability twice per day; at 16th level, she may use it three times per day.

What is the action required to perform said ability? Is it a standard action? Or does it function more or less like stunning fist, where you can use this ability during a full-round attack?


As the title says.

For reference:

Versatile Spontaneity:

You made a good name for yourself in part because you knew how to prepare for the challenges before you, even if your natural magical abilities lend themselves less to preparation and more to spontaneity.

Prerequisite(s): Int 13 or Wis 13 (see Special), ability to spontaneously cast 2nd-level spells.

Benefit: When you regain spell slots at the start of the day, you may opt to prepare one spell you don’t know in place of a daily spell slot 1 level higher than the prepared spell’s level. To do so, you must have access to the selected spell on a scroll or in a spellbook, and the spell must be on your spell list (even if it is not one of your spells known). This process takes 10 minutes per spell level of the selected spell.

You can cast the selected spell a single time, expending the spell slot as though it were a known spell being cast by you. Preparing a spell in this manner expends a scroll but not a spellbook. A spell prepared in this way is considered its actual level rather than the level of the spell slot expended. You can apply metamagic feats to the spell as normal, as long as the spell’s actual level plus the increases from metamagic feats is 1 level lower than the highest-level spell you can cast. For example, a 12th-level sorcerer with this feat, a scroll of fireball, and the Empower Spell metamagic feat could prepare an empowered fireball spell in her 6th-level spell slot.

Special: If you spontaneously cast arcane spells, you must have an Intelligence score of at least 13 to take this feat.

If you spontaneously cast divine spells, you must have a Wisdom score of at least 13 to take this feat.

If you have both arcane and divine spellcasting classes, you can use this feat to prepare a spell using a given class’s spell slot as long as you meet the associated ability score prerequisite.

psychic sorcerer bloodline arcana:
Your sorcerer spells and spell-like abilities count as psychic instead of arcane. You use thought and emotion components instead of verbal and somatic components when casting your spells.


Hi,

I am a DM looking to create a generic half-giant race for use in one of my campaigns.

Here is what I currently have in mind. Any advice or constructive feedback is greatly appreciated!

Jotunbrud Racial Traits
+2 Strength, +2 Constitution a Half-giant posses incredible strength and amazing physical resistance.
Large Jotunbruds are large creatures and receive the appropriate modifiers due to their sizes
Reach As large tall creatures jotunbruds have a reach of 10 ft.
Normal Speed Jotunbruds have a base speed of 30 ft.
Low-Light Vision Half-giants can see twice as far as humans in conditions of dim light.
Clumsy Half-giants are clumsy and receive a -4 penalty on acrobatics checks.
Giant blood Half-giants count as both humans and giants for any effect related to race. They are considered humanoids with the giant subtype.
Bonus Feat Jotunbruds select an extra feat at 1st level.
Languages Half-giants begin play speaking Common and Giant. Half-giants with high intelligence can choose from the following languages: Draconic, Dwarven, Auran, Ignan, Terran or Aquan.

Jotunbrud
TYPE
Humanoid (giant) (0 RP)
SIZE
Large (7 RP)
BASE SPEED
Normal (0 RP)
ABILITY SCORE MODIFIERS
Paragon (1 RP) +2 Strength, +2 Constitution
RACIAL TRAITS
feat and skills racial traits
Clumsy (-1 RP) -4 penalty on Acrobatics checks
Flexible Bonus Feat (4 RP)
offense racial traits
reach (1 RP)
senses racial traits
low-light vision (1 RP)
Total 13 RP


Hey,

My real life group is going to start Skulls and Shackles in a week or two.
Usually I am the DM of the group, but this time I will be a player.

I was thinking about doing a blaster sorcerer and, as I was told there will be naval battles, hoping to eventually become a ship's "battle mage".

What are the things I should avoid in this adventure path? Is the arcane bloodline a good one to go with? What about alignment? Are good aligned characters hard to manage in this APG?

Thanks!

PS.:I understand that the theme of the adventure path is piracy, but I haven't read or played it before, so if possible, please avoid spoilers.


What price would you give to this custom made magic item? Why?

Verdant Heart
PRICE ? GP
AURA faint Transmutation
CL 5th WEIGHT 2 lb.

This fist-sized bright green jewel is vaguely shaped in the form of a heart. Three time per day, while holding the verdant heart, the owner can use a command word to cast barkskin as the spell. In addition, the wearer can similarly cast plant growth, once per day.

CONSTRUCTION REQUIREMENTS COST ? GP
Craft Wondrous Item, barkskin, plant growth.


7 people marked this as FAQ candidate.
Quote:

Haunting Mists

School illusion (figment) [fear, shadow]; Level bard 2, sorcerer/wizard 2, witch 2
CASTING

Casting Time 1 standard action
Components V, S
EFFECT

Range 20 ft.
Effect cloud spreads in 20-ft. radius, 20 ft. high
Duration 1 minute/level (D)
Saving Throw Will partial (see text); Spell Resistance no

DESCRIPTION

An illusion of misty vapor inhabited by shadowy shapes arises around you. It is stationary. The illusory mist obscures all sight, including darkvision, beyond 5 feet. A creature 5 feet away has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target). All creatures within the mist must save or take 1d2 points of Wisdom damage and gain the shaken condition. The shaken condition lasts as long as the creature remains in the mist.

1) Is the wisdom damage applied every round?

2) If you leave the area of the spell, and then return... do you save/take damage again?

3)Is the 20 ft range supposed to mean that the mist is created around the caster? If so, does he take damage as well from his own illusion?


For convenience, here follows the spell:

battering blast wrote:


Battering Blast

School evocation [force]; Level sorcerer/wizard 3
CASTING

Casting Time 1 standard action
Components V, S
EFFECT

Range close (25 ft. + 5 ft./2 levels)
Target one creature or unattended object
Duration instantaneous
Saving Throw Reflex partial (see text); Spell Resistance yes

DESCRIPTION

You hurl a fist-sized ball of force resembling a sphere of spikes to ram a designated creature or object. You must succeed on a ranged touch attack to strike your target. On a successful hit, you deal 1d6 points of force damage per two caster levels (maximum 5d6). For every 5 caster levels you possess beyond 5th, you gain a second ball of force.

A creature struck by any of these is subject to a bull rush attempt. The force has a Strength modifier equal to your Intelligence, Wisdom, or Charisma modifier (whichever is highest). The CMB for the force’s bull rush uses your caster level as its base attack bonus, adding the force’s Strength modifier and a +10 bonus for each additional blast directed against the same target. Each sphere of force makes its own separate bull rush attempt—if multiple spheres strike one target, you make multiple CMB checks but only take the highest result to determine success. If the bull rush succeeds, the force pushes the creature away from you in a straight line, and the creature must make a Reflex save or fall prone.

This spell pushes an unattended object struck by it 20 feet away from you, provided it weighs no more than 25 pounds per level (maximum 250 pounds). This spell cannot move creatures or objects beyond your range. Used on a door or other obstacle, the spell attempts a Strength check to destroy it if the sheer damage inflicted by the spell doesn’t do the job.

Now, my question is:

What does the part marked above mean? Do you get only a second battering blast (as implied by the word second)? or do you get up to 4 blasts at level 20th?

4 sounds way too good for a 3rd level spell...

Thanks


1 person marked this as FAQ candidate.

Hi all,

I have a doubt concerning wizard elemental schools.
I've noticed that several spells (e.g. resist energy, protection from energy etc) are listed as belonging to two or more elemental schools.

Being that the case, how many slots am I supposed to use to prepare those spells?

For exemple; An air elementalist wizard preparing resist energy (both an air and earth spell)... how many 2nd level spell slots am I supposed to use?

My first thought was that resist energy (acid) should take 2 slots and resist energy (eletricity) could be prepared on the bonus spell slot. The problem is... you don't need to choose which version of the spell you are preparing. You only need to designate the energy subtype associated with the spell as you cast it.

Suggestions?

Thank you in advance.


Hi
recently it seems like I cannot buy pdfs from your website.
the following message is displayed:

"The payment method you selected was declined for the following reason:

Insufficient funds in the account.

Please select a different payment method."

But this doesn't seem to be right. My credit card is working normally so I am clueless on what this is supposed to mean.

Thank you.


tiger claws:

Prerequisite: Improved Unarmed Strike, Tiger Style, base attack bonus +6 or monk level 5th.

Benefit: While you are using the Tiger Style feat and have both hands free, you can use a full-round action to make a single unarmed strike with both hands. Use your highest base attack bonus, rolling unarmed strike damage for each hand separately and multiplying both if you score a critical hit. If you use Power Attack in conjunction with this attack, can add half your Strength bonus to one of the damage rolls. If you hit, you can attempt a bull rush maneuver with a +2 bonus on the combat maneuver check. This bull rush attempt provokes no attack of opportunity from your opponent, but you cannot move with that opponent if your bull rush is successful.

http://www.d20pfsrd.com/feats/combat-feats/tiger-claws-combat

Now consider a monk with a str score of 16 and 1d8 unarmed strike damage. If you use tiger claws what is your damage (while using power attack)?

1) 2d8+3 (1 hand str mod)+ power attack bonus+ 1(1/2x3)

2) 2d8+4 (1 1/2 for 2 hands)+ power attack bonus+ 1(1/2x3)

3) 2d8 (no Str mod as there is no mention of it in the description)+ power attack bonus+ 1(1/2x3).

thanks in advance.


I don't mean to spam, but the other thread appears to be malfunctioning.

To the point:
I am considering an invulnerable rager barbarian with the stalwart feat so,simple question:

Can a barbarian use the combat expertise feat during rage?

3.5 Rage restrictions
He can use any feat he has except Combat Expertise, item creation feats, and metamagic feats. A fit of rage lasts for a number of rounds equal to 3 + the character’s (newly improved) Constitution modifier. A barbarian may prematurely end his rage.

Pathfinder rage restrictions
While in rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.

So basically:

1)any ability that requires patience or concentration = you can use combat expertise now

or

2)any ability that requires patience or concentration = generic way of saying that things like combat expertise and metamagic feats won't work?


What order (class feature) would be appropriate for a knight belonging to the order of Ozem (Last Wall)?

Thanks in advance.


Hi all,

I'm looking for advice on a shapeshifter druid kind of guy.
So far, I'm a little disappointed with what I was able to do; I'm getting very low ac and barely improved combat capabilities with the new rules.

Maybe I'm doing something wrong.
Can someone please suggest a more o less useful built (as in he is able to pull his own weight rather that hold the party back)?

We use standard fantasy points and, while I would prefer a built centered around levels 5-8, any suggestions would be appreciated.

Thank you

Silver Crusade

My obvious guess being that Blight is specific to 3 types of things while Infected wounds could apply to any creature...


9 people marked this as FAQ candidate. Staff response: no reply required. 1 person marked this as a favorite.

This refers to the Witch-bounded archetype twin soul ability.

While I am excited about using this, I am a little unclear on how it actually triggers. For the purposes of this ability, what would "gravely injured or about to die" be (rule wise)?

Furthermore, what kind of action you spend to activate it? None? Standard?

Help please.


"School necromancy [evil, pain]; Level inquisitor 1, sorcerer/
wizard 1, witch 1"

"You question the target, backed up by the threat of magical
pain. You may ask one question per two caster levels."

The way it is written, this spell would be useless for a 1st level character. Should it allow 1 question at first level + 1question/2levels?

Suggestions?


Scrollmaster (wizard archetype)

I'm a little confused with this. As far as I know casting a spell from a scroll already works exactly as this ability.

Now, I've re-read pathfinder's rules regarding scrolls, and I can't find any relevant change (from 3.x) to the rules on how scrolls work.

Am I missing something?