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So if a creature has the two claw attacks and a bite attack from the eldritch template and gets the ability damage ability for one of his natural attacks,claws in this case, does the creature deal ability damage with one of the claw attacks or both?


Thanks guys


In short, a creature with spell like abilities gets wizard levels. Does the CL of the Spell likes stack with the wizard level or no?


So Im working on a humanoid Wizard and wanted to put in the Simple Wizard Class template to bolster his ability to be this intense, well gifted wizard that will appear in the campaign from time to time. Im wondering if by RAW, adding the Wizard class levels and the Wizard like spellcasting given by the simple class template would just increase the number of spells he could cast or would it just change his effective wizard level and give him a higher than level spellcasting ability?

Any insights guys?


Dasrak wrote:
TheDisjointed wrote:
Questionably so since there are many items that create spells at will such as the Robe of Stars casting Plane Shift, Treasure Hunter Goggles with Detect Secret Doors, and Apprentice's Cheating Gloves casting Mage Hand and Prestidigitation.
There are specific items published by Paizo that do cross this line, but a choice selection is very different from a free buffet of whatever you want. Again, that's the purview of wands and scrolls; you can slap any spell you want on those, and that's the intent. Wondrous items are supposed to be more limited than that. It can be hard to delineate a line in the sand when the problem isn't any individual custom item, which is why a lot of GM's just flat-out say no.

I hear you. Ive had more "issues" when the item combo-ed spells. Like any spell effect from the item and the effects of Ill Omen. Kinda on the extra side but it is damn effective to force the creature to roll twice vs any of the save or suck grade spells like charm person or some higher level spell like Phantasmal Killer. its Asinine really. especially since Ill Omen doesn't have a save to negate.

That or using Cure Light Wounds or False Life to gain temporary hitpoints each round + Stunning Barrier, Greater to stun anyone who attacks whether or not they get through the temp HP. Throw in Windy Escape for more defensive stacking. Side note: thats using Cure Light Wounds abstractly so that its not fast healing.


Zelda Marie Lupescu wrote:
Yea. abusing the rules is using your knowledge of the game (sometimes but not always knowing more about the game that the GM) to gain an unfair advantage. Just because you can make a half-dragon half-demon troll lich that now regenerates like the tarrasque, doesn't mean the GM has to allow it. (That example is from the winner of a silly contest or something Paizo did in Dragon magazine back in the day, make the most broken creature you can, that still follows the rules as written.)

Yeah. That whole more knowledge than the GM thing always bothered me but its a social mechanic that comes with the game. That does help clarify things though. Thanks.


Dasrak said wrote:
It's a custom magic item that would be up to GM discretion. The biggest issue here in my view is that you appear to be trying to get around crafting feats, since this sort of use-activated item is usually the purview of wands and scrolls. In terms of cost-value, three wands will cost you 2250 gp, which is comparable to the cost 2000 gp of the at-will permanent item, but 150 charges between them will easily last a full campaign. So this looks to be an attempt to use Craft Wondrous Item to duplicate Craft Wand, which is a bit dodgy at any level.

Questionably so since there are many items that create spells at will such as the Robe of Stars casting Plane Shift, Treasure Hunter Goggles with Detect Secret Doors, and Apprentice's Cheating Gloves casting Mage Hand and Prestidigitation.

The rules for crafting items are odd/off because of things like this. There is an oddity when it comes to constant mage armor costing 16000 instead of 2000gp but thats another conversation. it doesnt actually add up based on the typing.


James Risner wrote:

It means, hyper optimizing to be significantly more powerful than is expected or designed to be by a certain level.

What is the expected power level say at Lv. 5. I keep getting reasonably off scales from people. Or does this tie into the sensibilities deal Dasrak stated.

One of my personal favorite is using Wonderous item at Lv 3 to get a combat spell, like burning hands or magic missile, as a unlimited use activated item so that I'm not sitting there looking at my hands when I run out of spells for the day.

Always sets people off. Is that out of place at Lv. 3?


Lmao. Thanks guys.


So I found this blurb "Abusive to the rules" in the monsters as PCs section and I wanted to know what this means. Can anyone help?


Weables wrote:
the important part of what you're asking about is this text: "when determining the powers and abilities of her bloodline" why would you progress further as a crossblooded sorceror? it only counts for the powers/abilities gained at the levels, because it specifically says so in the text i bolded. That's what it means.

I wanted to be sure because the group I usually play with would say otherwise and I was looking at this at 2 am and all bets are off when it comes to fully understanding the dynamics involved.

so with this combo you would progress gaining the bloodlime powers at 1, 3, 9, and so on from both bloodlines. Correct?


So the question is how does this interact:

The Crossblooded Sorcerer gaining two bloodlines and the Bloodline Development exploit.

What the Crossblooded get:

Class Skill
A crossblooded sorcerer receives the bonus class skill from both of her bloodlines. If these are the same skill, this does not grant any additional benefit.

Bonus Spells
A crossblooded sorcerer may select her bonus spells from either of her bloodlines. The sorcerer also has the choice to learn a lower-level bonus spell she did not choose in place of the higher-level bonus spell she would normally gain. Lower-level bonus spells learned this way always use the spell level that they would be if the sorcerer had learned them with the appropriate bonus spell.

Bonus Feat
A crossblooded sorcerer combines the bonus feat lists from both of her bloodlines and may select her bloodline bonus feats from this combined list.

Bloodline Arcana
A crossblooded sorcerer gains the bloodline arcana of both her bloodlines.

Bloodline Powers
At 1st, 3rd, 9th, 15th, and 20th levels, a crossblooded sorcerer gains one of the two new bloodline powers available to her at that level. She may instead select a lower-level bloodline power she did not choose in place of one of these higher-level powers.

Drawbacks
A crossblooded sorcerer has one fewer spell known at each level (including cantrips) than is presented on Table: Sorcerer Spells Known.
Furthermore, the conflicting urges created by the divergent nature of the crossblooded sorcerer’s dual heritage forces her to constantly take some mental effort just to remain focused on her current situation and needs. This leaves her with less mental resolve to deal with external threats. A crossblooded sorcerer always takes a –2 penalty on Will saves.

What the Bloodline Development Exploit is:

Bloodline Development

The arcanist selects one sorcerer bloodline upon taking this exploit. The arcanist gains that bloodline’s 1st-level bloodline power as though she were a 1st-level sorcerer. The arcanist must select an ordinary bloodline with this ability, not one altered by an archetype. As a swift action, the arcanist can expend 1 point from her arcane reservoir to bolster her latent nature, allowing her to treat her arcanist level as her sorcerer level for the purpose of using this ability, which lasts for a number of rounds equal to her Charisma modifier (minimum 1). She does not gain any other abilities when using this exploit in this way, such as bloodline arcana or those bloodline powers gained at 3rd level or higher. If this ability is used to gain an arcane bond and a bonded item is selected, the arcanist can only use that item to cast spells of a level equal to the level of spell that could be cast by her equivalent sorcerer level (limiting her to 1st level spells unless she spends a point from her arcane reservoir). If the arcanist already has a bloodline (or gains one later), taking this exploit instead allows her arcanist levels to stack with the levels of the class that granted her access to the bloodline when determining the powers and abilities of her bloodline.

Copied from the d20PFSRD.

The big piece is the last line of the BLD Exploit. "If the arcanist already has a bloodline (or gains one later), taking this exploit instead allows her arcanist levels to stack with the levels of the class that granted her access to the bloodline when determining the powers and abilities of her bloodline." So...Do the levels stack so that you progress further as a Crossblooded Sorcerer and its progression or does it only count for the bloodline abilities/powers gained at 1, 3, 9, and so on?

Also, for clarification what is a bloodline ability?