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Two rules questions that have come up in my game on the animal shamans. (Saurian, Eagle, Bear shaman et al.)

1. Can a creature have the same template more than once? Can a creature given the advanced template via the animal shaman archetype's abilities also be given the advanced template by Atavism?

2. Can a shaman apply both the young template and the advanced or giant template to a summon, resulting in no change of level? RAW, it seems very clear that they can apply the young template, and also apply another template. Obviously, this yields some considerable advantages with no downsides.

Relevant text:

Advanced Player's Guide wrote:
She can apply the young template to any bear to reduce the level of the summoning spell required by one. She can also increase the level of summoning required by one in order to apply either the advanced or the giant template, or increase it by two to apply both the advanced and giant templates.


So, I've been brewing around with the idea of creating a Razmiran Priest for a 10th level campaign. Now, the archetype is really cool and gets my creative juices flowing, but I keep hitting upon a sticking point with the 9th level ability, False Channel. If I want to make it look like I'm actually casting these divine spells, I need a method to disguise my scroll use. False Casting is one, but it has a really unfortunate feat tax that means it would eat up almost half my feats for something that's really just flavor. Does anyone else know of another way to hide the fact that you're using a scroll to cast a spell? I realize this may well be impossible, but there's a lot of content out there and lots of very knowledgeable people on these boards, so I may as well try.


"Unconventional Inspiration (Ex): An investigator can pick
any one skill that he is trained in but that he can’t use his
inspiration with. He can use inspiration with that skill. An
investigator must be at least 17th level to select this talent."

This ability, as written, does not seem to do anything at all. An investigator can already use inspiration on all skills at first level. Am I missing something here?


Okay, so one of my players has just reached level 18 and is thinking of taking the Summon Spirit witch hex. Asking me as to what she can do with it, I found myself rather confused by the lack of information in the description, as well as information available online, hence, I'm coming here for help. Namely, she's thinking of trying to use summon spirit on two characters that died in the previous session, a former PC and an antagonist.

1. Although it's not mentioned, if these characters have been looted, I'm assuming they current possess no equipment. Is this correct?

2. Are spirits called by this considered ghosts, as in the ghost template? Or are they spirits physically called back to this plane?

3. If the spirits are "killed," what happens? I'm inclined to think they just return to whatever outer plane they resided on, but I'm not sure.

Finally, I just want to know what experience people have had with this hex, so I can decide how exactly this will work.


So, this was an idea that sprung from inspiration from these forums, where someone mentioned the possibility of a single class that hybridized the Rogue and Wizard/Sorcerer, in the same way that the Magus hybridizes the Fighter and Wizard. This role has traditionally been filled by prestige classes, but the Magus has proved it can be done very well with a single class. I was inspired, and just had to give the class idea a try. After a bit of work, this is my first draft of the Guilemage. Please give it a look!

The Guilemage

I may have pitched the power level on the class on the high side with the first draft, (I had way too much fun coming up with Guilemage Knacks, the class equivalent of Magus Arcana or Rogue Talents) however, I was aiming to create a powerful and customizable class on roughly the same level as the Magus or Summoner, including discounting higher leveled spells in theme with the class in the same way the Summoner does. I'm worried that the class overshadows the Rogue it is derived from, but the problem, from how I see it, is that the Rogue is such an underpowered class that it's almost inevitable in a comparison that the Rogue will be overshadowed. There are several improvements I think should be made to the Rogue, including Rogue Talents sucking less and having a full BAB, but that's not the topic of discussion here and I tried not to constrain myself by that in design.


Relevant Text:

Quote:
In all ways, a metamagic spell operates at its original spell level, even though it is prepared and cast using a higher-level spell slot.
Quote:
Spells modified by a metamagic feat use a spell slot higher than normal. This does not change the level of the spell,
Spell Recall wrote:
With a swift action he can recall any single magus spell that he has already prepared and cast that day by expending a number of points from his arcane pool equal to the spell’s level (minimum 1).
Pearl of Power wrote:
Once per day on command, a pearl of power enables the possessor to recall any one spell that she had prepared and then cast that day. The spell is then prepared again, just as if it had not been cast. The spell must be of a particular level, depending on the pearl.

So the question is, can you recall/POP a heavily metamagic-ed level 1 spell with a single arcane point/a level 1 pearl? Everything seems to point to you being able to do so, but I want to confirm this.


If you are resolving your attacks against touch AC, say, using a touch attack spell or Accurate Strike, and you roll a critical threat, do you need to confirm against the regular AC or the touch AC? I couldn't find a clear answer to this.