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![]() Hi, I haven't played the game in a while. I am finding out that Blood of Angels and Demons races are no longer allowed in PFS. Are there any allowed races that give Spell-Like abilities that satisfy some of the spellcasting requirements for some Prestige Classes? Also, does the FAQ still state that those abilities can be used to satisfy the requirements of those prestige classes? ![]()
![]() I understand how "impossible" scoring a hit is against a high AC.
Echoes of the Overwatched:
"Echoes of the Overwatched" has a construct with 25 AC (and great offence as well). Armor cannot be sundered, DR 5/ Adamantine, and all in all the best monster in the 1-5 range I have seen that does not use magic (other than haste) stat-wise. Sure a PC can have more (AC), few ever try, why?, because GMs would complain that they have nothing that can score a hit other than with a nat 20, so, yes I can understand their frustration. On the other hand I saw the tenacity of players before they realized, hey, I am not top dog here (or top pack). I am not saying that game mechanics are perfect or that they need to be changed, that would be another topic. In the mean time I wanna see what you think about the system as it is. IF I was to create a character based on AC defense, it would be a fighter, with the Defender of the Society trait (+1 to AC) and the Taldor trait Expert Duelist. The thiefling's Armor of the Pit feat fits with this build as well. So, that is 4 extra armor than "normal", 5 if enough dex mod. and Armor Expert fighter class ability. Normally, a character can have a +1 Full Plate and a +1 Tower shield for ~ 4K GP and with 14 dex that would make 31 AC right there(+ the 5 from above), level 3. +1 for dodge and +1 for shield focus fighter feats, and that's 33. Shield of faith and that is 35. So, now a +15 AB boss needs a 20 to hit, good luck! Obviously obvious, a touch attack would go around most of that armor, but I rarely see touch attacks in a 1-5 game and lets not mention the Thiefling resistances to all 4 energy types after the level 3 feat investment. The only attribute needed being 5 points in dex, while the rest can all go to con and str or whatever. Go mithral, and you can drop the tower shield for a heavy one, getting +2 to attack (yes, more dex needed but full speed ahead). Get a Sash of the war champ, and you can do it all with a level of fighter (minus the level 2 fighter feat). Got more gold? enhancements await and so on. Everybody does this and we are talking Israel vs. Pals, inhumane : ) (poster's bias). If we consider how much more difficult it is to add AB to a roll, options like touch attacks and DC based spells, or firearms, become much more lucrative. Now, I know I have been labeled a "power player" before, but I care most about having fun, and I have the most fun when everybody is having a good time, not just me. However, holding "punches" (or power, even healing power, or AC) on purpose seems like I like getting hit, which I naturally don't. I like specializing characters, so that they are really good at "one" thing, with as much support for that one thing as possible, but AC CANNOT be one of them, given the example. I can see how spellcasters/firearms are good against high Nat AC monsters, how high AB creatures are good against low AC creatures, and how high CMB grappling creatures are great against spellcasters (with few anti-grapple spell caster abilities as the exceptions) so there is some argument against the "imbalance" claim, but I have not seen much of that mix in a 1-5 adventure. Maybe 3-7, 5-7, and 7-11 has some answers to the 35+ AC debacle, but animals and all non-spellcasters are just braking whatever they are swinging at you minus some 5% of resistance. Go crane style/deflect arrows and GMs will kick you off the table, lol. With all the options/mix out there a PC can easily have the upper hand in most situations, as they should (at least in a pack), but a happy GM is another game offered and a better time for all non-sadists. The reason I even bring this up is because I wanna make a Style Master monk with the highest progression of Snake Style at level 3 (any class at level 9). I like the idea of being a flowing, impenetrable, whirling, stunning, predicting, vehicle of doom, but as soon as it stops being funny and cool, I would just be one of those bearded, shaolin temple, monks resembling Jubei Yamada (King of Fighers) and Pai Mei (Kill Bill) (A things : ). I guess I am just complaining that hitting high Nat AC creatures is too hard (maybe they should have more HP instead) and that Combat Maneuvers get near impossible on Large and bigger creatures, and that I don't want to be a Magus/Paladin/Barbarian just to raise my AB a little more. Thanks for reading : ) ![]()
![]() Hi, guys, I really like the Growth (Plant) domain ability and would like to consider the possibility of having that ability without levels in Cleric or Paladin. I just got the idea that an inquisitor may be good for that, but if I have any other options that you know about, I am all ears. I wander if any feats/items give domain abilities.
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![]() Hi, guys, I really like the Growth (Plant) domain ability and would like to consider the possibility of having that ability without levels in Cleric or Paladin. I just got the idea that an inquisitor may be good for that, but if I have any other options that you know about, I am all ears. I wander if any feats/items give domain abilities.
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![]() Combined Spells (Su):
A mystic theurge can prepare and cast spells from one of his spellcasting classes using the available slots from any of his other spellcasting classes. Spells prepared or cast in this way take up a slot one level higher than they originally occupied. This ability cannot be used to cast a spell at a lower level if that spell exists on both spell lists. At 1st level, a mystic theurge can prepare 1st-level spells from one of his spellcasting classes using the 2nd-level slots of the other spellcasting class. Every two levels thereafter, the level of spells that can be cast in this way increases by one, to a maximum of 5th-level spells at 9th level (these spells would take up 6th-level spell slots). The components of these spells do not change, but they otherwise follow the rules for the spellcasting class used to cast the spell.
Spontaneous spellcasters can only select spells that they have prepared that day using non-spontaneous classes for this ability, even if the spells have already been cast. For example, a cleric/sorcerer/mystic theurge can use this ability to spontaneously cast a bless spell using a 2nd-level sorcerer spell slot, if the character had a prepared bless spell using a 1st-level cleric spell slot, even if that spell had already been cast that day. Which spells would he be able to cast using this ability if no class offers prepared spells? ![]()
![]() Magus Spell Combat: 1.Includes the line "and can also cast any spell from the magus spell list with a casting time of 1 standard action". A magus/sorcerer can use spell combat with a spell that is on the magus list, as in snowball, if the sorcerer spell slot is used to cast it? I am only reading RAW, is there anything that I am not taking into account?
At 1st level, a magus learns to cast spells and wield his weapons at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. To use this ability, the magus must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand. As a full-round action, he can make all of his attacks with his melee weapon at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If he casts this spell defensively, he can decide to take an additional penalty on his attack rolls, up to his Intelligence bonus, and add the same amount as a circumstance bonus on his concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. A magus can choose to cast the spell first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapon attacks. SOUL FORGER (ARCHETYPE): 2.Can a firearm be the chosen weapon? 3.Can a bow be the chosen weapon? 4.Can such a weapon be used with acid splash or ray of frost as part of spell combat with the selected weapon? 5.Can a dagger be thrown as part of spell combat?
SOUL FORGER (ARCHETYPE)
The soul forger has learned the skill of infusing the raw magical essence of his soul into armaments of surpassing power, combining the mystic arts with the arts of war in a unity of steely perfection. Diminished Spellcasting: A soul forger casts one fewer spell of each level than normal. If this reduces the number to 0, he may cast spells of that level only if his Intelligence allows bonus spells of that level. Arcane Bond (Su): At 1st level, a soul forger gains a weapon as an arcane bond item. This is identical to the wizard class ability, but the soul forger must select a weapon. Spell Combat (Su): A soul forger may use this ability only when wielding his bonded weapon. Spellstrike (Su): A soul forger may use this ability only when wielding his bonded weapon. Master Smith (Ex): A soul forger adds... Thank you. ![]()
![]() A human wizard can have a level of the Bloodmage prestige class at 2 HD (any race in PFS) and by 5 HD one can have up to 4 prestige class levels. At 5 HD, with 5 ranks in knowledge arcana and one level of draconic sorcerer, 3 Bloodmage levels can be retrained into another prestige class like Draconic Disciple? Right? When retraining a prestige class into another, does your hd or skill rank attribution change? Are hp from constitution, skill ranks from intelligence affected by your class? Essentially, this is about skill ranks as the limiting factor to prestige class acquisition. ![]()
![]() Admonishing Ray:
You blast your enemies with rays of nonlethal force. You may fire one ray, plus one additional ray for every four levels you possess beyond 3rd (to a maximum of three rays at 11th level). Each ray requires a ranged touch attack to hit and deals 4d6 points of nonlethal damage. This is a force effect. The rays may be fired at the same or different targets, but all rays must be fired simultaneously and aimed at targets within 30 feet of each other.
The rays hit about as hard as a punch from a strong adult human, and can knock away unattended objects weighing up to 10 pounds if that amount of force could normally do so.
Can you damage undead with it as well in that way using elemental damage?
Elemental Spell: Elemental Spell (Metamagic)
You can manipulate the elemental nature of your spells. Benefit: Choose one energy type: acid, cold, electricity, or fire. You may replace a spell’s normal damage with that energy type or split the spell’s damage, so that half is of that energy type and half is of its normal type. Level Increase: +1 (an elemental spell uses up a spell slot one level higher than the spell’s actual level.) Special: You can gain this feat multiple times. Each time you must choose a different energy type.
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![]() http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/c-d/claws -of-the-ice-bear
Claws of the Ice Bear:
Strapped to the hands, these spiked climbing claws grant a +2 competence bonus on Climb checks and Acrobatics checks made when using both hands to aid in movement, and allow the wearer to ignore the normal penalties on those skills for slippery or icy surfaces. In addition, up to 3 times per day, the wearer can activate the claws as a swift action to gain the benefits of spider climb for 1 round. The wearer cannot hold anything else in her hands while using claws of the ice bear. If used as a weapon, claws of the ice bear function as spiked gauntlets. A few questions. First, are these considered weapons as well? Second, what would be considered "using" in the "cannot hold anything else in her hands while using"? As in, can I cast a spell if I am wearing them and not "using" them? Third, if wearing=using, can I rotate the strap so that the spikes are not in my palm, but more like where a spiked gauntlet spikes would be, and use that hand as a "cestus" to cast spells. And if not, how quickly can I remove a claw of the ice bear and put it back on? Thanks ![]()
![]() I am trying to picture a deaf oracle in the game. I can't seem to figure out if they can have intelligible speech/verbal communication. Sure they can still cast. But if sign language is the word, there will be some large amount (if not the whole lot) of NPC's that can't "speak" sign. I can see how your party would be more tolerable to your inability to communicate normally, but for the rest of the game, IDK. I mean, if able to talk as normal and only one skill to read lips, to be as good as anybody else, the benefit of silent casting would seem more playable than if you can't even speak from birth. ![]()
![]() http://www.d20pfsrd.com/bestiary/monster-listings/outsiders/devil/bearded It seems like a bearded devil can summon another bearded devil, and then that bearded devil another and so on. If you have to fight one more bearded devil each round things can get crazy. Hellknight Commanders can summon one at level 3. Does that mean that by doing so they can summon a whole infinite army of them for a limited time? Thanks ![]()
![]() Well, I just wanted to make sure that I knew all options for early prestige class requirement satisfaction.
Level 3 spell like abilities:
This is the link http://paizo.com/paizo/faq/v5748nruor1fm#v5748eaic9qow Did I miss anything? Make any mistakes? Thanks ![]()
![]() I believe I once found an item that can give a +1 enhancement bonus to a thrown weapon (like a bomb) once per round (something like Bodywrap of Mighty Strikes). Bodywrap of mighty strikes:
This long cloth is wrapped around the chest multiple times like a bandage. Once per round, the wearer may add an enhancement bonus of +1 to +5 on one attack and damage roll for an unarmed strike or natural attack (for one specific attack, not all attacks made with an unarmed strike that round). The wearer may use this item an additional time per round when his BAB reaches +6, +11, and +16.
Choosing to enhance an unarmed strike is not an action and may occur when it is not the wearer's turn (such as when making an attack of opportunity). The wearer must decide to use the item before the attack roll is made, but does not have to expend all uses at the same time. For example, if the wearer can use the item twice per round, he can use it once on his turn when making an attack and save the second for the possibility of making an attack of opportunity. Additionally, the bodywrap can grant melee weapon special abilities to a creature's unarmed attacks, so long as those special abilities to be added apply to unarmed attacks. Special abilities count as additional bonuses for determining the market value of the item, but do not modify attack or damage bonuses. Any special abilities are set at the time of creation. A bodywrap of mighty strikes cannot have a modified bonus (enhancement bonus plus special ability bonus equivalents) higher than +7. Unlike an amulet of mighty fists, a bodywrap needs to have a +1 enhancement bonus to grant a melee weapon special ability. Does this exist or did I just make it up? ![]()
![]() Masterwork Transformation:
You convert a non-masterwork item into its masterwork equivalent. A normal sword becomes a masterwork sword, a suit of leather armor becomes a masterwork suit of leather armor, a set of thieves’ tools becomes masterwork thieves’ tools, and so on. If the target object has no masterwork equivalent, the spell has no effect. You can affect 50 pieces of ammunition as if they were one weapon. You decide if the object’s appearance changes to reflect this improved quality.
The material component for the spell is magical reagents worth the cost difference between a normal item and the equivalent masterwork item (typically 300 gp for a weapon, 150 gp for armor, or 50 gp for a tool). If an object has multiple masterwork options (such as a double weapon, or a spiked shield that could be made masterwork as a weapon or armor), you choose one option of the object to affect (though you can cast the spell again to affect another option). OK, so I can convert 50 arrows into masterwork arrows for 300GP. Does the MTW arrows' +1 bonus to attack stack with the MTW +1 bonus of the bow (if MTW)? I never thought I would ever pay 300GP for a masterwork arrow : ) ![]()
![]() The Sacred Servant gives Paladins the ability to chose a domain from the cleric domains.
Spells:
At 4th level, when a sacred servant gains the ability to cast spells, she also chooses one domain associated with her deity. Her effective cleric level for this domain is equal to her paladin level –3. In addition, she also gains one domain spell slot for each level of paladin spells she can cast. Every day she must prepare the domain spell from her chosen domain in that spell slot. Can the paladin chose a subdomain as well, or are there restrictions? Thanks. ![]()
![]() Example 1: 2d8+3 (level 2 cleric cure spell) vs. 4d6 (wizard scorching ray). Averages 10 vs. 14.
I know you can miss, or have fail chance, but the math is not even close. Also, it is much easier to add damage with bloodline arcana than it is to increase healing. A simple 1d4 health per caster level seems like the answer to me, but what do you think? ![]()
![]() The original idea was to cast Blood Money and then Raise Dead. I also wanted to do it faster than a Witch can at level 11. If I go for a level of arcane caster, I might as well go Mystic Theurge, which seem to be the best option right now. Also, a Witch cannot cast Restoration, which would complete the whole idea. I have looked into wands and scrolls, but they are a standard action minimum, and I believe the 1 min casting time of Raise Dead would allow for nothing more than a swift action for that same turn, which Blood Money is. Even a move action would be out of the question. Ancient Lorekeeper Elf Oracle can do it at level 10 as well and is another option, but maybe not as good as the Theugre at level 10. Any ideas and the like? Thanks. ![]()
![]() http://paizo.com/paizo/faq/v5748nruor1fm#v5748eaic9qow
Let me give you some theoretical scenarios and you tell me if this is overpowered. For simplification let's say that we are talking about a race with the ability to cast Alter Self, a clearly arcane spell caster level 2. Angel Blooded Aasimars and Oni-Spawn Thieflings can cast it at level 1. To meet the requirements of Mystic Theurge, all one would need, other than the skill rank requirements which one can meet at level 3, would be 3 levels of cleric, druid, or shaman and one level of any arcane caster class. So at level 5 I can start taking levels of Mystic Theurge rather than level 7. This is not overpowered in theory, or nobody brought this up before? The other example is an Arcane Trickster with the same ability to cast Alter self as before, but this time instead of 3 levels of cleric, druid, or shaman we have 3 levels of Ninja or Rogue. The skill requirements are met at level 4 and we proceed with Arcane Trickster at level 5. Is this not overpowered as well? If this is OK in your eyes and would like to hear actual complains from people, I would gladly tell people to complain to you when they are unhappy with my character. What say you? Thank you. P.S. I would rather have this issue addressed and this ruling reversed, but if not, then it is perfectly reasonable to suggest this to others. ![]()
![]() I just saw Ultimate Mercy (feat) and I can't believe my eyes. Are there any rules against having another player cast Raise Dead on your character? What if he wasn't using that character at your game? What if he didn't play at your table? What if you just call him on the phone? : ) Are there any restrictions? I mean, free rez..... ![]()
![]() How does the delivery work? It says that "If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the “toucher.” The familiar can then deliver the touch spell just as the master would." Does that mean all bonuses to attack instead of the familiars bonuses? Can it use it's natural attacks to discharge the spell? Does it get a free touch attack as part of casting the spell?
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![]() I want to make sure that a sorcerer/wizard with the draconic bloodline arcana gets the extra damage when he casts wizard spells. As well as that a wizard can use Evocation/Admixture on the sorcerer spells. I believe I saw an FAQ that said that the class given powers are not limited to that class unless that is specified. Can somebody help me find that FAQ in case there is a misunderstanding?
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![]() I did some research on this, but I still have some questions.
Thanks
About Sarenae ElmaranCurrent Effects:
None. Physical Description: Sarenae has shoulder-length brown hair and bangs which almost appear to have been dipped in crimson. She wears studded leather armor underneath a thickly woven cloak, the clasp of which keeps the cloak covering most of her front. Two wide sleeves were crafted into the sides of the cloak allowing her to move her arms freely. Defenses AC: 15 (+2 Dex; +3 Studded Leather Armor) (Touch 12; Flat-footed 13)
Fortitude: +0
Combat Initiative: +2 Speed: 30 feet BAB: +0
Melee: +1
Quarterstaff (both ends) +0/+0 Melee (1d6+1/1d6) (x2) Bludgeoning
Racial/Class Features:
+2 Ability Score (Charisma); Low-light vision; Adaptability (Skill Focus: Spellcraft); Elven Immunities; Elf Blood; Keen Senses; Multitalented; Languages: Common, Elven, Draconic
Class Features:Cantrips; Eidolon; Life link; Summon Monster I.
Traits:
N/A Feats:
Combat Casting, Two-Weapon Fighting Skills:
Acrobatics +1
Equipment:
Armor: Studded Leather. Weapons: Quarterstaff; General: 5 packages of rations, waterskin, torch, small tent, winter blanket. Potions: Other:Money: Animal Companion:
None Backstory:Unknown. |