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So currently playing a technomancer, level 5, and wondering if I should be feeling this useless. I have +6 to hit, as I took versatile specialization before versatile focus, and I have the Fabricate Weapon hack. However, I always feel like I don't have time to use the hack, because I never go early enough in combat to not have something jump into my face and start attacking. At that point, my not stunning EAC and KAC don't keep the character up for long. I also feel like I never hit things, which given my low number of spells makes me feel like the character can't do anything in combat. What role should I be trying for, given a supporting shoot-y character doesn't seem to be on the table, and there aren't enough spells to be like a Pathfinder style wizard?
Major Mind Swap, like Possession, does not let you use activated Ex, Su, or Sp abilities of the form you swap into. However, Major Mind Swap only lets you swap into something of your race. Why would this spell ever be used then? It doesn't have any real benefit, beyond maybe tweaking some physical stats slightly. And if you have any racial abilities, you lose them, despite going to your same race. I had contemplated maybe seeing if Instant Enemy could combo with the spell, but it just treats something as a creature type, not a race, so even that doesn't give any benefit to Mind Swap. The spell is pretty atrocious for a 9th level spell, other than the fact it is permanent. But a 18 level Psychic (or 17th level wizard with the Necronomicon) has many, many other ways of infiltrating someplace than a spell that will at best do little and at worst completely screw you out of a lot of racial stuff. Is there some benefit to this spell I'm not seeing?
I'm getting ready to play in a game of WotR, but I wondered if this archetype of Druid is a good choice? We may be gestalting if we can't get a fourth character, and if so are there any good companion classes to the Halcyon Druid? We currently have no full arcane caster in the party, the other two people playing a Cavalier and a Paladin. I was also thinking Urban Druid for a caster focused Druid, how does that compare?
So Gate says: Quote: The second effect of the gate spell is to call an extraplanar creature to your aid (a calling effect). By naming a particular being or kind of being as you cast the spell, you cause the gate to open in the immediate vicinity of the desired creature and pull the subject through, willing or unwilling. The extraplanar subtype says: Quote: This subtype is applied to any creature when it is on a plane other than its native plane. So, since a creature is not "extraplanar" when on its home plane, does this mean Gate cannot grab creatures from their home planes? Like, if you use it call a Balor, does the Balor have to be coming from a plane other than the Abyss?
Long story short, my wizard has hit 17th level, and instead of taking just another feat, I asked my GM if I could take True Name again, but instead of a new creature buff the current creature I have currently with True Name (taken at 15th level). He said if I could find a template and come up with an in character reason for both entreating the outsider to undergo some process and for why the outsider would go along with it. I currently have an Uinuja Azata, I am CN, and am a wizard focused on gaining knowledge/taking down Cheliax. This is a post-Campaign Skull and Shackles game. So my question is what templates would be within the power level, I would think bumping up 2, or 1 if it's flavorful, CR for the Azata. HD advancement is probably on the table too, but limited to the same limitations from my GM. My character's end goal is to create either a highly powered outsider/Empyreal lord to balance out the fact that our party helped a demon achieve nascent demon lord status to repay a debt we owed the demon. I don't intend to have an Empyreal Lord bound, that's just the in character end goal of this process.
How do Azatas improve to become stronger and eventually Empyreal lords? Devils, Archons, Angels, and Kytons can change to a stronger form over time, either with enough souls or thanks to a stronger devil helping them. Daemons too, although to a lesser extent since some daemons start fairly strong once emerging from their petitioner state. Even demons can gobble souls or power or whatever to change into stronger types of demons, and eventually nascent demon lords. But how do Azatas do it?
I'm in a game right now, it's high level, and the GM has allowed us to pay for/meaningfully exchange something for templates. Several of us have templates that give spell resistance, as CR+11. We have been using level+11, since that's easier to calculate. Then the issue arises of level increases. Like, for example, monsters that have racial SR (like specific types of demons, for example) don't have their spell resistance increase if they gain class levels. So my character, with the Fey template, shouldn't gain more SR as he levels, correct, because it's from racially being a Fey that it happens in the first place? Or should the SR increase, since PCs are based on levels rather than racial hit dice? Would it be the same for an undead template that grants SR, or different?
So the free RPG guide had some conversions for player stats for monsters as PCs. Is there going to be a guide to that in the core rulebook, or will we have to wait for the bestiary book later? I ask because I want to play a Yithian. Don't need all the powers, but trying to build a race with some little bits of a Yithian seemed like a lot of work. I had the idea of playing a young member of an ancient time traveling race, on the run and bumming around the universe because he considered his people a tad boring and stuffy (cookie for getting the reference).
So Torpid Reanimation's text says:
Horror Adventures, pg. 130 wrote:
Does this mean that undead controlled by it count to the limit to animate dead itself, or that this spell, since it functions as animate dead, has its own pool of HD you can control?
My question is two-fold. Can someone explain where it says that Simulacrum can't be healed by anything but the process listed at the end of the spell? I read that as giving wizards, who were originally the only ones that could cast the spell, a way of healing the Simulacrum since they don't have access to cure spells. My second question is, since an Alchemical Simulacrum is not an illusion but is specifically a living creature, even if normal Simulacrum could not heal, what is stopping a living creature that is specifically not a supernatural thing but is actually a living from being healed with Cure spells?
So the spell Animate Objects has this little side note added in the Skull and Shackles guide: A ship under the control of a pilot
If you use the Craft Construct feat to make an animated object boat, would this still hold, or do you have to decrease the Boat's hitpoints if they are more than the stated hit die for a Colossal Construct?
As far as I know, the DC for using Craft Construct to repair a construct is 5 less than the DC to make it, but there isn't a DC to make the homunculus. And since Make Whole and Rapid Repair are not Alchemist spells, is the only way to heal your homunculus by just having a large supply of cure light wounds extracts on hand, basically limiting yourself from taking any other extracts at the risk of your homunculus dying and you having to spend 100 or more gp to bring it back? Or by spending an exorbitant amount of gold to have a large supply of wands of infernal healing? Or did I miss something in the section explaining the homunculus? Also, can these homunculi be modified using craft construct like other constructs?
I'm preparing to run Children of the Void, and I noticed that part of it requires the party to hang around Zincher and not just kill him outright. They know that he put a snake in the kitchen of the Golden Goblin, sent thugs to attack the place multiple times, and even after they negotiated with the wizard school to negotiate with Zincher his men still tried to sabotage the Party's boat. Why would they stop to even listen to him? They were actually getting friendly with him, but then his men attacked their boat, and now the party is out for revenge right now. I have several ways to get around this problem, but how have you gotten around this problem? Frankly I hope the PCs listen to him and don't kill him, but I have a rather murder happy group so I'm doubting that will happen.
So, I have a couple friends who wanted to learn how to play Pathfinder, and I decided to use Second Darkness as the campaign, as it was also my first time GM'ing. The first snarl though has been that one of the new guys was dead set on playing a Paladin, and has so far played his character as refusing to talk to evil individuals. Well, I got around it the first night by giving Saul a potion to hide his alignment. But I'm curious if anyone else has any experience with something like this, and possible ways to get around the issue.
Reading through PFS rules, it appears you need any book you wish to use. Does this mean I need to purchase the correct Bestiary to use a Wizard's familiar, since the stats proper for the creature are not found in the Core Rulebook? I would assume so, but I was just curious and wanted to find out before I bought the Bestiary. |