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Unmitigated's page
Organized Play Member. 83 posts (85 including aliases). No reviews. No lists. No wishlists. 9 Organized Play characters. 1 alias.
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If you cannot see, you cannot target (invisibility, blind - you can attack a square, but an invisible defender is ineligible for a targetted spell or effect, you cannot exclude them with channel energy, et al, unless you can target them). I'm not sure that needs to be debated here, but if you do feel the need, please cite why this would/would not be the case with RAW passages, as it's not the point of my thread.
Based on this premise, how does a blind attacker go about using Sunder or Disarm? Sunder and Disarm are both attack rolls, however they obviously target to some degree (are you disarming an object on the creature at the higher CMD, or a held object? are you sundering armor? shield? necklace? spell effect (if a barbarian)?).
My question is, can a blinded character sunder against a foe they know is in a particular square? Different question, what about an invisible defender? How about if the attacker walks up to a foe with mirror image, and closes his eyes for the attack?
Separately, when choosing to close your eyes, can you do so mid-round? Gaze attacks force you to make this choice at the start of the round, however there is a clear need as there are effects that happen relevant to that choice at the start of the round. Unfortunately, the RAW is fairly silent on closing your eyes as a combat maneuver (or portion of one).
This isn't a "build" persay, so much as it is a smaller combo that opens up possibilities and advantages for the character using it.
Core:
The core of the combo is the interaction between the Foresight Subschool (Wizard) power Prescience (Su) (and other powers that are similar to it), and the Luck of Heroes feat.
Mechanics:
Prescience (Su): At the beginning of your turn, you may, as a free action, roll a single d20. At any point before your next turn, you may use the result of this roll as the result of any d20 roll you are required to make. If you do not use the d20 result before your next turn, it is lost. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Luck of Heroes: Whenever you spend a hero point, roll a d20. If the result is greater than 15, the hero point is not spent. You cannot use this Feat when you use the cheat death Hero Point option.
(Given that the last sentence of the feat exists, and the first two sentences appear redundant, I am going with the first sentence referring to an earlier revision of hero points, whereby hero points could *only* be used for the first two; otherwise specifying you cannot use it to Cheat Death would be irrelevant as the usage would have already be restricted to the uses which are permitted, negating the need to call out uses that were not permitted)
Luck of Heroes can be obtained one of two ways. The more expensive (but more reliable/earlier) version involves taking Blood of Heroes (a prerequisite, which expands your Hero Point reservoir to 5 and gives you a hero point immediately) and then Luck of Heroes. This is available at level 3 (or 1 for Humans*), and opens up several tricks.
Ideally, we prefer Elves, Half-Elves (using their Elf-ness for favored class bonus) or Tieflings (or any other race with the same favored class bonus) for maximum usage of this combination. You should generally have between 6 and 12 uses depending on stat, level and race. Well-optimized builds can have in excess of 15 by mid levels, enabling you to reliably capitalize on what is essentially random chance.
Usage:
On the start of your turn, you use Prescience. If you roll a 15 or better, use a hero point on your turn. If you roll a 15 or better on the Luck of Heroes roll, keep it and use the Prescience roll for something else useful. If not, substitute the 15. This allows for recovering spells for free a la Magus, but using a much more widely available (and more versatile) resevoir of plot coupons, or alternately letting you cast multiple spells in a round with no comeuppance through the use of extra actions.
Prescience is decent enough on it's own, as whenever you roll a natural critical threat, it will tend to shape your turn as it allows you to guarantee a particularly effective course of action, and any class feature that not only opens up options but encourages effective play (or increases the effectiveness of a character) generally gets my approval.
Note: This isn't limited to offensive uses. You can preserve the roll (or the hero point!) for things like immediate-action interrupting (with a guaranteed kept hero point) or a possibly crucial saving throw.
As a GM, I've played against this, and let me tell you, it's fantastic. Frustrating, but fantastic. I once had a fight in Jade Regent (the burning boat, to avoid spoilers) and the party's wizard started his round with a '20'. He pulled out his wand of Scorching ray, and rolled on one enemy, and naturally crit (confirming normally), killing him. He then spent a hero point, and naturally rolled a 16, using his second standard action to crit (using the Prescience die) and then convert on another enemy. Without this class feature, rather than remove 2 opponents from the combat completely, the wizard would have instead cast Haste and been done. Ultimately, the haste would have proven wasteful as the combat was over quickly, but the Wizard's ability to both go first, and alpha strike to remove two enemies saved at least one party member from the devastating opening attacks of the invisible enemies.
3 people marked this as FAQ candidate.
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Oracle - Misfortune (Ex): At 1st level, as an immediate action, you can force a creature within 30 feet to reroll any one d20 roll that it has just made before the results of the roll are revealed. The creature must take the result of the reroll, even if it’s worse than the original roll. Once a creature has suffered from your misfortune, it cannot be the target of this revelation again for 1 day.
Witch - Misfortune (Su): The witch can cause a creature within 30 feet to suffer grave misfortune for 1 round. Anytime the creature makes an ability check, attack roll, saving throw, or skill check, it must roll twice and take the worse result. A Will save negates this hex. At 8th level and 16th level, the duration of this hex is extended by 1 round. This hex affects all rolls the target must make while it lasts. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.
Ill Omen (Witch/Dual-Cursed Oracle 1): You afflict the target with bad luck. On the next d20 roll the target makes, it must roll twice and take the less favorable result. For every five caster levels you have, the target must roll twice on an additional d20 roll (to a maximum of five rolls at 20th level).
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I am a dual-cursed oracle. The two standard actions prior to mine are to afflict the goblin with Misfortune hex, and to cast a CL 1 Ill Omen on him. I then cast an unpleasant spell on him (let's say... Color Spray because in this example I'm a Heavens oracle). He somehow succeeds (rolling 3 dice and taking the lowest), and I want to use Misfortune (DualCursed Oracle) on him as an Immediate. How many dice does he roll?
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Arcane Gun (Su): "A spellslinger can cast any ranged touch attack, cone, line, or ray spells through his arcane gun."
In accordance with the rulings on Sorcerer Arcana (namely Orc + Dragon and/or Primal Elemental) "any [...] spells" means *any* spells, so that should mean any spell you've got regardless of class.
Arcane School: "A wizard who prepares spells from his opposition schools must use two spell slots of that level to prepare the spell."
Given that this says "A wizard who prepares spells [...]" rather than a character who prepares spells leads me to believe this affects only wizard spells, rather than any spells prepared by a character who has wizard levels with opposition schools.
It just feels weird that what's good for the geese isn't good for the gander. I want it to work this way, I just am not convinced that it's the case.
Basically, I want to make a Spellslinger Wizard 1/Magus X that can shoot spells from a gun, without having to be a Myrmidarch (and who can also shoot *all* the rays from a Scorching Ray through his gun for example). Seems like this is going to be the closest I can get to a gunmage (a la Iron Kingdoms)
Can a Paladin use Vital Strike to deliver a Lay on Hands to an undead creature?
What about Antipaladin and Touch of Corruption?
Same question regarding Ghosts and Corrupting Touch.
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Quote: At 10th-level, if the witch or her familiar is gravely injured or about to die, the soul of the dying one immediately transfers to the other’s body. The two souls share the surviving body peaceably, can communicate freely, and both retain their ability to think and reason. The host may allow the guest soul to take over the body temporarily or reclaim it as a move action. They can persist in this state indefinitely, or the guest can return to its own body (if available) by touch, transfer into a suitable vessel (such as a clone), or take over another body as if using magic jar (with no receptacle). Here's how I see it:
Only the actual takeover part references magic jar (and as a Su ability, it bypasses SR and scales saves like all other witch powers, i.e. 10 + 1/2 level + Int mod though it begs to be Ability Focus'd), everything else would revert back to the description of this ability. Ergo:
Duration would not be 1 hr. / level - it would be (as above) until the jar-ing "soul" dies. The entire effect is worded as if an "instantaneous" magic jar. Furthermore with no recepticle, the existing "consciousness" or "soul" will be shunted into the ether and die. (probably at GM's discretion coming back as some variety of ghost or revenant given the circumstances) However, since this is "instantaneous" and you can only jar when you are a guest soul (or force your familiar to jar while it's a guest soul in you) then it's hardly an at-will magic jar as once you take over a body, it's taken over. You have to be pushed back into a guest soul status to be able to jar again.
I would even go so far as to say that so long as either familiar or master is alive, the Twin Soul effect should also prevent death from the Jar ending (due to the body being slain) just as much as by negative levels, con drain, HP damage or any other effect. Basically the only way to kill either one is to kill both. Obviously in this situation, the Witch's first priority would be to find a hardy body for the familiar (likely involving some sort of ritualistic binding of a stronger host like a medium-high level druid's animal companion and several castings of enervation, then killing the existing familiar, and forcing it to jar into the companion, with misfortune, fortune, evil eye and other hexes up - or for the lazy but rich witch, a homonculus as you can create them at most any HD total given enough gold and basically you get a "free" Improved Familiar feat), and then the same for themselves (ideally one with good to great physical stats and a bad will save).
The big draw for getting Improved Familiar is the ability to use "activated" Su-abilities/spell-likes and carry the "mentally" based ones over to it's new host, as well as the ability to start out with higher mental stats. Otherwise, you can use your original familiar and put it in a body with suitable passive (or more accurately non-activated) Su/Ex abilities (such as defenses, vision modes, SR, anything that does not have to be used actively - though it would be debatable whether or not you could suppress SR in a Jar'd body as that isn't really "activating" an ability, and you have the ability to do so from spell-created SR even if you don't have SR naturally so I would generally give this a thumbs up).
I would go so far as to say that you would lose your standard familiar bonus when Jar-ing a familiar into a new body, but that's almost debatable in my mind. I would go so far as to say that it's a connection between familiar and master, not between body and master. Soul being the same, I would want to argue the side of keeping the +4 initiative, +1 to Fort saves, +1 Natural Armor or whatever you chose to take originally. It wouldn't be the most broken thing to come out of this ability. ;)
Before this gets into a debate over what can and cannot be tripped, I'm aware that you cannot trip a flying creature normally. However, I was wondering if Ki Throw bypasses this by permitting you to physically move the creature. Basically, I want to know if I can use Ki Throw to throw a flying creature to the ground. I'm not looking to (necessarily) inflict falling damage, but it would be nice.
This somewhat feels like a RAI/Houserule question, but I figured I'd ask anyway.
TL;DR - Since Ki Throw is physically moving a flying creature and not relying on gravity to knock them prone, can it be used to trip a flying creature, or at least reposition one if not make it prone.
15 people marked this as FAQ candidate.
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If a Barbarian/Synthesist Summoner enters a rage while his eidolon is fused, what happens?
Rage spell, same question.
Mutagen, same question.
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As the title says. With siege weapons being objects of a size equal to their space (i.e. a Cannon is size Large), and normal weapons being two size categories smaller than the creature wielding them, can a Huge creature wield a Large cannon as a two-handed weapon?
If so, and since large creatures are considered to be four members of a crew for the purposes of reloading a weapon, a huge creature would (in theory) be at least 8 creatures, if not 9 or 16 (depending on how the 1:4 was initially figured for crew). How long would it take this huge creature to reload the cannon?
[url=http://www.d20pfsrd.com/classes/core-classes/cleric/domains/paizo---domains/community-domain/family wrote: Family Subdomain[/url]]Binding Ties (Su): As a standard action, you can touch an ally and remove one condition affecting the ally by transferring it to yourself. This transfer lasts a number of rounds equal to your cleric level, but you can end it as a free action on your turn. At the end of this effect, the condition reverts to the original creature, unless it has ended or is removed by another effect. While this power is in use, the target is immune to the transferred condition. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. Can you use this on a condition that you would be immune to? Such as a character with Protection from Evil cast transferring a Dominated or Charmed type condition?
[url=http://www.d20pfsrd.com/classes/core-classes/cleric/domains/paizo---domains/community-domain/family wrote: Family Subdomain[/url]]Binding Ties (Su): As a standard action, you can touch an ally and remove one condition affecting the ally by transferring it to yourself. This transfer lasts a number of rounds equal to your cleric level, but you can end it as a free action on your turn. At the end of this effect, the condition reverts to the original creature, unless it has ended or is removed by another effect. While this power is in use, the target is immune to the transferred condition. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. Can you use this on a condition that you would be immune to? Such as a character with Protection from Evil cast transferring a Dominated or Charmed type condition?
What happens when an Eidolon is taken to 0 Con?
What about a Synthesist's Fused Eidolon?
Items against Characters wrote: When an item has an Ego of its own, it has a will of its own. The item is absolutely true to its alignment. If the character who possesses the item is not true to that alignment's goals or the item's special purpose, personality conflict—item against character—results. Similarly, any item with an Ego score of 20 or higher always considers itself superior to any character, and a personality conflict results if the possessor does not always agree with the item.
When a personality conflict occurs, the possessor must make a Will saving throw (DC = item's Ego). If the possessor succeeds, she is dominant. If she fails, the item is dominant. Dominance lasts for 1 day or until a critical situation occurs (such as a major battle, a serious threat to either the item or the character, and so on). Should an item gain dominance, it resists the character's desires and demands concessions such as any of the following:
Dominate Person wrote: You can control the actions of any humanoid creature through a telepathic link that you establish with the subject's mind.
If you and the subject have a common language, you can generally force the subject to perform as you desire, within the limits of its abilities. If no common language exists, you can communicate only basic commands, such as "Come here," "Go there," "Fight," and "Stand still." You know what the subject is experiencing, but you do not receive direct sensory input from it, nor can it communicate with you telepathically.
Once you have given a dominated creature a command, it continues to attempt to carry out that command to the exclusion of all other activities except those necessary for day-to-day survival (such as sleeping, eating, and so forth). Because of this limited range of activity, a Sense Motive check against DC 15 (rather than DC 25) can determine that the subject's behavior is being influenced by an enchantment effect (see the Sense Motive skill description).
Let's say that my character has an intelligent magic item, and it's ego is well out of range of me regularly making my save. Let's say that in combat, I get dominated by an enemy that is diametrically opposed to my alignment. My sword is aware that my actions are not jiving with it's special purpose, and forces me into an Ego contest. I fail to exceed his ego with my Will save. What happens?
a: The sword's personality takes over completely, as the dominate effect is against my mind, and the sword is unaffected both because it is a construct and because it is subsuming my personality for it's own.
b: A contest of wills (opposed charisma check) ensues between the sword and the controller of the Dominate effect
c: Nothing, the sword - in replacing my personality with it's own but not explicitly being a mind-affecting effect - replaces my dominated personality but becomes subject to the dominate itself, perhaps gaining it's own (attended) saving throw.
Part 2:
Protection from Evil wrote: While under the effects of this spell, the target is immune to any new attempts to possess or exercise mental control over the target. Does this prevent an intelligent magic item from taking control of a character? As I read it, the intelligent item is replacing the character's personality, not exercising control per se. Seems like splitting hairs, but this is magic we're talking about here.
[url=http://www.d20pfsrd.com/magic/all-spells/m/mirror-image wrote: Mirror Image d20pfsrd[/url]]When mirror image is cast, 1d4 images plus one image per three caster levels (maximum eight images total) are created. These images remain in your space and move with you, mimicking your movements, sounds, and actions exactly. Whenever you are attacked or are the target of a spell that requires an attack roll, there is a possibility that the attack targets one of your images instead. If the attack is a hit, roll randomly to see whether the selected target is real or a figment. If it is a figment, the figment is destroyed. If the attack misses by 5 or less, one of your figments is destroyed by the near miss. Area spells affect you normally and do not destroy any of your figments. Spells and effects that do not require an attack roll affect you normally and do not destroy any of your figments. Spells that require a touch attack are harmlessly discharged if used to destroy a figment. While in 3.5 there was simply a random roll among yourself and X number of figments, given the fact that now missing by 5 or less on the original target simply destroys a figment anyway is it possible we need to revisit and ask if this means you are rolling 50/50? I.e. You are randomly determining from 2 outcomes, whether it's real or a figment, as opposed to 1d4+1 (+1/3 levels) outcomes, where all but 1 are figment.
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