Chained Spirit

Vyctor Cross's page

9 posts. Alias of Kevin Murphy 340.




Is this a typo or intended?

Grand mutagen: The alchemist’s mutagen now grants a +6 natural armor
bonus, a +8 enhancement bonus to one ability score (Strength, Dexterity, or Constitution), a +6 enhancement bonus to a second physical ability score, and a +4 [b]enhancement[b/] bonus to a third physical ability score.

Noticed that most of the others had been changed to alchemical. The True mutagen also has the same wording. Is this intended or were they overlooked?


A player made a summoner,hey used the exotic weapon Proficiency feat to equip themselves with a bastard sword, but did not spend any points on the weapon training evolution. However after looking through the ability it does not specify an Eidolon must have weapon training in order to use any weapon at all. I think this needs to be clarified or added onto the evoluion so the the player has to take the evolution before picking any feats to allow it specific weaponry.


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This is a list of changes made to the various abilities on the familiar to make it feel less like walking a toddler through a demon infested dungeon of maniacal evil.

Hitpoints:
Hit Points: The familiar has the witch’s total hit points (not including temporary hit points), regardless of its actual Hit Dice.

Commune with familiar:
Commune with Familiar (Su): She and her familiar can communicate with each other verbally as if they were using a common language only if they are in range to hear one another. Other creatures do not understand the communication without magical help.
Otherwise a witch has an empathic link with her familiar to a distance of 1 mile. The witch can communicate empathically with the familiar, but cannot see through its eyes. Because of the link’s limited nature, only general emotions can be shared. The witch has the same connection to an item or place that her familiar does.

Share Spells:
Share Spells: When a witch casts a spell with a target of “you” on her, the familiar also gains the benefits of the spell. A witch may cast spells on her familiar even if the spells do not normally affect creatures of the familiar’s type (magical beast).

Damage Reduction:
Damage Reduction (Ex): If a witch is 3rd level of higher, her familiar gains damage reduction of 2/-, and every four levels thereafter, the familiar gains an additional +2 damage reduction.

Deliver Touch spells:
Deliver Touch Spells (Su): If a witch is 3rd level or higher, her familiar can deliver touch spells for her. If the witch and the familiar are in contact at the time the witch
casts a touch spell, she can designate her familiar as the “toucher.” The familiar can then deliver the touch spell just as the witch would. If the witch casts another spell before the touch is delivered, the touch spell does not dissipate as the familiar itself is considered to be the caster of the spell.

Imbue with Spells:
Imbue with Spells (Su): If a witch is 5th level or higher, she can imbue her familiar with a number of spells that the familiar can then cast on its own. At 5th level, she can imbue a single 0-level spell. Unlike other cantrips, the familiar can only cast this spell once. At 7th level, and every two levels thereafter, the witch can imbue another spell into her familiar, each one level higher than the previous (1st at 7th level, 2nd at 9th level, and so on, up to a 5th-level spell at 15th level). This spell is cast as if the witch had cast it, using her caster level and save DC. Every spell imbued in this way consumes two of the witch’s available spell slots of that level until the spell is cast (0-level spells reduce the number of 0-level spells she can prepare by 2). When the witch prepares spells, she can remove imbued spells from her familiar.

Spell Resistance:
Spell Resistance (Ex): If a witch is 5th level or higher, her familiar gains spell resistance equal to the witch’s level + 5. To affect the familiar with a spell, another spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the familiar’s spell resistance.

Arcane Connection:
Arcane Connection (Su): The familiar is granted the same equipment based bonuses as the master, though the familiar does not actually posses the equipment and cannot use spell-trigger abilities, this only applies when the familiar is within five feet of the witch or has a spell to deliver a touch attack.

Scry on Familiar:
Scry on Familiar (Sp): If the witch is 13th level or higher, she may scry on her familiar (as if casting the scrying spell) once per day, gaining one additional use at level 17.

Familiar Death:
If a familiar is lost or dies, it can be replaced 1 day later through a special ritual that costs 500 gp per witch level. The ritual takes 8 hours to complete. A new familiar begins knowing all of the 0-level spells plus two spells of every level the witch is able to cast. These are in addition to any bonus spells known by the familiar based on the witch’s level and the familiar’s type (see Bonus Spells).

based on the Character Wealth chart on page 399.

A second level character should have 1000. So according to the mecahincs above if a familiar should die at that level the Witch has to lose all their waelth to bringing it back, implicating a hefty death for a pitiful game mechanic. Even if the player loses the familiar during second level not necessarily at the beginning the estimated amount of gear at level 3 is going to be reduced by 1500 when the player only should have 3000. This also takes into account that the familiar dies only once during a level. This overly punishes the caster should the familiar die. Once again if the Eidolon a superior pet dies can return full health and for free, while the useless familiar penalizes the caster unfairly.


A caster may apply any metamagic feat to a spell if they succeed in spellcraft check as a full round action. The number of times per day this is useable depends on the modifier for their specific class. If the player fails the check they lose an attempt for that day, though they still succeed in casting the spell. The character must have the corresponding feat in order to use this ability. A player’s spell power ability, or bloodline ability may be augmented by these feats as well, but it will still count against their total amount of metamagic feats for that day. The number of times a player can cast a metamagic feat cannot exceed more than half the player’s caster levels (minimum 1).

The DC’s of the spells go as follows.
Empower Spell: DC 15 +spell level.
Enlarge Spell: DC 10 +spell level.
Extend Spell: DC 10 +spell level.
Heighten Spell: DC 10 +spell level +2 per increased spell level.
Maximize Spell: DC 20 +spell level.
Quicken Spell: DC 20 +spell level.
Silent Spell: DC 10 +spell level.
Still Spell: DC 10+spell level.
Widen Spell: DC 20+spell level.

Complete Arcane:
Black Lore of Moil: DC 10 +spell level. (Removal of expensive reagent.)
Born of Three Thunders: DC 10 +spell level.
Chain Spell: 20 +spell level.
Delay Spell: No check needed.
Energy Admixture: DC 25 +spell level.
Energy Substitution: No check needed.
Explosive Spell: DC 15 +spell level.
Fortify Spell: DC 10+spell level+2 per spell level increased.
Lord of the Uttercold: DC 10+spell level.
Nonlethal Substitution: DC 10+spell level.
Persistant Spell: DC 30 +spell level.
Repeat Spell: DC 20 + spell level.
Sanctum Spell: No check.
Sculpt Spell: DC 10 +spell level.
Split Ray: DC 15 +spell level.
Transdimensional Spell: DC 10+spell level.
Twin Spell: DC 25 +Spell level.

Complete Mage:
Retributive Spell: DC 10 +spell level.

Player’s Handbook II:
Blistering Spell: DC 10 +spell level.
Earthbound Spell: DC 15 +spell level.
Flash Frost Spell: DC 10 +spell level.
Imbued Summoning: DC 10 +spell level

Libris Mortis
Energize Spell: DC 10 +spell level.
Enervate Spell: DC 15 +spell level.
Fell Animate: DC 20 +spell level.
Fell Drain: DC 20 +spell level.
Fell Frighten: DC 15 + spell level.
Fell Weaken: DC 10 +spell level.

Complete Divine:
Consecrate Spell: DC 10 +spell level.
Corrupt Spell: DC 10 +spell level.
Rapid Spell: DC 10 +spell level.
Reach Spell: DC 15 +Spell level.

Spell Focus: Allows an extra Metamagic feat to be used as long as it is in the same school as the spell focus.


In the Pathfinder Beta it says Magic Weapon can be used on a monk to give them the enchantment bonus, as such I was wondering if the same rule applied to permenantly enchanting a monks "unarmed strike"?