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All i have for this one is Cheese. Have your high level caster Marionette (or other possession) your fighter who is wearing a ring of continuation then cast Shapechange then leave the fighter. Fighter should now be able to use shapechange for the next 24 hours and assume giant form. Actually ....don't do any of this. Basically the only spells that i know of that get you larger than Large are Giant Form 2, and Form of the Dragon 3, both are 8th level spells and Personal. So you probably won't be getting huge before 15th unless you are a Synthiest then 13 possibly. ![]()
From what it says ...sure if you WANTED use something that had spell like abilities and keep them as a Zombie / Skeleton you COULD add the template and raise their CR by an additional 1+CL (most likely =+1+HD) .... Same way they qualify for prestige classes. Since they are "spell casters" and that is all it requires. Again you would be making stupidly high CR creatures that are actually really bad but ....sure. That said a player generally can't make variant undead so it's mostly a GM tool to make interesting enemies ....so they can fudge the CR to bring it more into balance. Again you CAN but it's like making the super stacked template monster....CR 20 ...one hit dice ....dies to a level 1 paladin smite lucky hit ....not a good CR20 encounter. (probably not even a good CR5 encounter) Incidentally making it a drider pops it up to a laughable Cr 27 encounter with basically a slightly tougher 19 HD fight ....same Drider as a lich however is only a CR 20 encounter i believe off the top of my head. ![]()
kevin_video wrote:
First of all it's a skeletal champion or zombie lord.BUT it keep it's caster level (up to 5) so it should be 10 hit dice skeleton = Cr 5 + Skeleton Champion = +1 cr total CR6 +Magus = Cr +1 +caster level = for a CR12 total That said i personally doubt it actually deserves to be cr12 ![]()
If someone casts greater possession (new from Occult Adventures) does it suppress their continuous use items? (It's specifically NOT a poly-morph effect) Specifically would say would a headband of Int be suppressed or continue to function? For that matter does suppressing an item reset items that require attuning before use? ![]()
It sure reads to me that you can use it with any weapon, same as Elemental Fist and Punishing Kick. That said since you can attack with multiple weapons with different Crit multipliers the text is incomplete. I think they should have just said something like, If it succeeds, the entire attack is a confirmed critical hit with a x2 multiplier. ![]()
Calth wrote: You are reading way too much into the spell. The line is: Your[b]armor[\b] gains a +1 enhancement bonus to your AC. That's exactly the same as any other armor enhancement bonus. You know looking at some Unique magic items the text has been said to give Enhancement to AC before even though that isn't what it actually does. Rhino Hide armor for instance says "In addition to granting a +2 enhancement bonus to AC" while Page 179 of the CRB states "Enhancement Bonuses: Enhancement bonuses apply to
So while this spell is not the first to incorrectly state what it provides a bonus to it either breaks the general rules and stacks since it doesn't enhance armor bonus it enhances AC. Or they need to come up with a consistent usage. This can be especially important if you take into account the other abilities provided by Enhancement bonus. While it may seem minor armor Enhancement is also providing the armor +2 hardness and 10 extra hp (potentially causing the item to be destroyed when a spell ends, great memory of a cleric that used magic vestment, and had their full plate with +7 worth of special abilities crumble one night when they didn't recast it in the evening) It has also happened with weapon bonuses, the demon sub-domain for instance "Fury of the Abyss" provides you, not a weapon an enhancement bonus If i am dual wielding does this affect both weapons?
Am i supposed to read that and go ..."Well most Enhancement bonuses that involve attacking work this way, so i should probably assume they meant i can Enhance one weapon?" Where as other abilities that imbue weapons state specifically what they affect? Or should i assume when they say "You" they meant "you?" Similarly an AoMF should grant it's full bonus to casters using touch spells since they are "armed" unarmed attacks" according to the combat section. While sure in a home game you can always just decide something and go with it, it is much better if they publish with a consistent use of language specifically when they state something does something it specifically does not, at least not directly. Especially when it is around core components, including stacking of sub-stats. ![]()
Darksol the Painbringer wrote:
Err except it isn't that spell at all. Since that spell increases the armor value of your armor. This one DIRECTLY increases your AC very different mechanics. Technically it would for instance stack with Mage armor the way it is worded where Magic Vestment will not as they are both providing ARMOR BONUS to AC. This is providing ENHANCEMENT to AC ...Mage Armor is providing ARMOR BONUS to AC. I know the spell is MEANT to work the same but it expressly does NOT. Much like Enhancement bonus to Natural Armor and just Natural Armor bonus are different. I suppose this could have been fixed by the line being "to it's AC" or using the basic text of "Magic Vestment" where it doesn't actually say where the enhancement bonus is going making it the same as any permanent armor enhancement bonus. ![]()
LazarX wrote: I implement a house rule for consistency. Reincarnation means that ALL racial modifers, including mental ones from the old race are replaced by new ones. This means of course that you may have a different skill point total than you did before. Which is not a problem for me as the player gets to choose which skill points to jettison or add to make the numbers come out right. I encourage such players to roleplay a changed personality as they see fit. Not sure how that is a house rule. While i might not like it as i often play casters. "First eliminate the subject's racial adjustments (since it is no longer necessarily of his previous race) and then apply the adjustments found below to its remaining ability scores." No where does it suggest that is only PHYSICAL racial adjustments. ![]()
Well they have gone and done something with this spell that was probably not intended. It has always been clarified that "Armor Enhancement bonus" increased the "Armor Bonus" to AC, and that "Shield Enhancement bonus" increased "Shield AC bonus" This spell however "your armor gains a + 1 enhancement bonus to
So we now have an Enhancement bonus directly to AC...provided by armor. That probably still hits the +5 enhancement bonus cap...maybe? So i guess the questions are, 1)Does this stack with magical "Armor Enhancement bonus" 2)Does this hit the armor +5 enhancement bonus max if combined with magic armor 3)Does this add a new "type" of bonus available to AC Thanks ![]()
Why does it auto break links anyway? It didn't before. Is there a trick to it? Also it was more the are linking to the older post where James basically says it doesn't work at all. It also doesn't even touch on the specific situation of an oracle using UMD to simulate a second mystery to use mixed revelations like the later clarification does. Though both still leave the very dark grey (i'm going with no and i'm totally for letting anything fly) non-oracle for revelations with no minimum oracle level required and no activation. Such as side step. Because While UMD grants a class feature and was presumably intended to emulate a class with said feature due to it's text it doesn't explicitly do so. And the item states you need to be said class. ![]()
hargoyle wrote:
Short answer yes you can and people should stop ignoring everything in UMD except scroll/wand use http://paizo.com/threads/rzs2l7ns&page=410?Ask-James-Jacobs-ALL-your-Qu estions-Here#20475 I've submitted this to PFSRD before ...but they don't care and quote the old post ;( ![]()
Diego Rossi wrote:
Good point. Then how about a Marilith then (less likely as a pc but i can't assume every GM ever will only use 6 one handed weapons). The fact is there are currently NO published rules that clarify exactly how multi-armed creatures should be allowed to attack with (2 handed) weapons. Or for that matter larger weapons. If it takes 2 hands worth of effort to wield a 1 handed weapon 1 size category larger. Can i use 4 arms to wield a 1 handed weapon 3 categories larger (NO ... but it would be cool) ![]()
Every time i read one of these "No matter how many times I read this ruling, I can't get over that they let SLAs get you into these things early" type comments, i laugh a little. Due to the fact that it was specifically allowed in 3.5 to begin with. Yes this is a new game but it is designed to be compatible with 3.5. So i'm not sure why there is so much surprise about it. (Though SLA that don't mimic spells is a bit murky i'll admit.) ![]()
If i remember this correctly from all the recent info, the essential answer is ... PC's can only ever get what was originally 1.5 str bonus two-handed = 1.5x two weapon = 1x + .5x = 1.5x Back in 3.5 era people saw things like armor spikes and that you can always make an unarmed off hand attack. And took that to mean that you could now get Two-handed = 1.5x + .5x for 2x total ....and it was good...too good So a while back the Pathfinder dev's decided that using a 2 handed weapon used up your "off-hand" FAQ states this about armor spikes. This apparently includes all weapons that are not held. (unarmed, armor spikes, blade boot, tail blades) (interestingly items like the Barbazu Beard break that but provoke an AoO so i guess it balances out) They then gave ways to gain extra hands both physical such as the alchemist that they decided can not gain you more advantageous attack options (so does not give "extra hands" just ...limbs?) And now the Kasatha who are explicitly listed as having ONE "Main hand" and "3 Off-Hands" who essentially by current FAQ do not gain any mechanical advantage over 2 armed beings due to the "two metaphorical hands" issue. Personally i expect them to decide for balance reasons to limit them to Primary 1x + Offhand .5x, +offhand b .5x, +offhand c .5x = 2.5x total
Basically the current rule of thumb is without an ability that specifically allows you to break the multipliers you should not be able to gain an "unfair" advantage over a basic pc who has invested the same amount of build resources. The hypothetical mystical hands are just a (bad) way to try to explain that. ![]()
AS to the first situation i'm seeing how it doesn't stack 20 levels of Wizard and 17 Levels of "Sorcerer" ...the same as if you had 10 levels of wiz and 10 levels of sorcerer would give you a level 20 familiar. A sorcerer "Arcane Bond(SU)" ability is a different class ability when compared to a wizards "Arcane Bond(EX or SP)" so they are not coming from the same source. And they are called out specifically in the description of the class abilities as stacking. I personally don't see any reason to have an insanely intelligent massively AC'd ...half my hp and my BAB familiar but...as far as i can tell you could. ![]()
This isn't specific to pathfinder but many powerful mage robes described in DnD based novels are described as being woven with things to make them more resilient. Drow have mithril mesh as supple as cloth, several others were described as woven from impossibly tight silk. All for the specific purpose of protecting the mage without hampering his ability to cast. So it's not impossible for something as epic as an item worn only by near legendary magi to be made from exotic materials that could grant armor but not have check penalties (though personally i would think flowing robes would interfere in most activities). Though in this case i think it's magic since it only works for arcane casters and personally think that it would not stack due to the fact that Robes take a specific slot, same as rings or bracers or boots. |