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Shin Bilirubin wrote:
Not sure if you two still care, but I have a spreadsheet with everything up to Bestiary 4. ![]()
My gf is playing a summoner and wants an Elk form eidolon. I'm trying to help her make it as a quadruped and noticed hooves suck since they do the same damage as claws but attack at a -5 penalty. So I figured I'd just give it slam attacks instead. Per Slam for Eidolons: An eidolon can deliver a devastating slam attack. This attack is a primary attack. The slam deals 1d8 points of damage (2d6 if Large, 2d8 if Huge). The eidolon must have the limbs (arms) evolution to take this evolution. Alternatively, the eidolon can replace the claws from its base form with this slam attack (this still costs 1 evolution point). This evolution can be selected more than once, but the eidolon must possess an equal number of the limbs evolution. Well s%#*, it has 2 Leg evolutions, no arms. Unfortunate. Then I noticed the Mammoth Eidolon Model from Ultimate Magic. Mammoth
Since I see no Arm evolutions anywhere, should I just go ahead and pick slams for her? Edit: lol, I really appreciate how the text filter is random generated every time you load the page, that made me chuckle.
Is there an actual rule / FAQ / Errata / Developer saying that Summoners can use Superior Summoning?
Is there an actual rule / FAQ / Errata / Developer saying that Summoners can use Superior Summoning?
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Sounds good. Now I just need to come up with a great way to approach him about it. (I'm seen as a "powergamer" new addition to the group since my Kineticist was accidentally significantly stronger than everyone. And my new wizard is ungodly good at crafting) This is all for another player who is upset at their feeling weak, and being told they can't do muc to be stronger.
Is there an actual rule / FAQ / Errata / Developer saying that Summoners can use Superior Summoning?
Is there an actual rule / FAQ / Errata / Developer saying that Summoners can use Superior Summoning?
Is there an actual rule / FAQ / Errata / Developer saying that Summoners can use Superior Summoning?
Is there an actual rule / FAQ / Errata / Developer saying that Summoners can use Superior Summoning?
Is there an actual rule / FAQ / Errata / Developer saying that Summoners can use Superior Summoning?
Is there an actual rule / FAQ / Errata / Developer saying that Summoners can use Superior Summoning?
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I think if they wanted it to have a specific casting time they'd actually include it in the spell. I went through a ton of spells last night and I couldn't find any that just referenced a spell and left the cast time blank other than this. I found something similar in greater restoration that didn't have a listed cast time, but it's pretty easy to see the one above and below it had a cast time. ![]()
I don't thinking Make whole was ever part of any abuse. It's hardly even used. How often do you need to repair magic weapons? It's for the rare people that make constructs, which is rare due to how massively expensive they are. I can't imagine there's a reason to nerf their ability to heal their summons. The undead repair is a standard action level one spell. And animate dead is far more powerful and prevalent than constructs. Mending was changed because it's now an at will unlimited use ability. It's would be silly to leave it a standard. Also, none of the other 160 something odd spells referencing another spell leave off that kind of information. This is one of very few spells that has no listed cast time. ![]()
In previous versions make whole has always been a standard action cast time. In Pathfinder it has no listed cast time. http://paizo.com/pathfinderRPG/prd/coreRulebook/spells/makeWhole.html Greater Make Whole has a cast time of 1 standard action just like it always has. Can there be some clarification on the cast time of Make Whole? Why is it (as far as I know) one of the only spells without a listed cast time?
About KalayaKalaya
Special Attacks
Spells & Hexes:
Known: 0 level -Arcane Mark, Bleed, Dancing Lights, Daze, Detect Magic, Detect Poison, Guidance, Light, Mending, Message, Putrefy Food and Drink, Read Magic, Resistance, Spark, Stabilize, Touch of Fatigue, Create Water* 1st (7)- Cause Fear, Ear Piercing Scream, Ray of Enfeeblement, Mage Armor, Cure Light Wounds, Hypnotism, Mask Dweomer. 2nd (1)- Haunting mists, Dust of Twilight,Blood Transcription Mythic (1): Mythic Ear Piercing scream The damage dealt increases to 1d8 points of sonic damage per 2 caster levels (maximum 5d8) and the duration that creatures in the area are dazed is a number of rounds equal to your tier. Augmented (3rd): If you expend two uses of mythic power, the spell affects a 30-foot cone rather than a single target. Prepared:
Hexes
Other Gear
Class Abilities:
• Cantrips -Witches can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Witch under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again. Cantrips prepared using other spell slots, due to metamagic feats for example, are expended normally • Weapon and Armor Proficiency: Witches are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor interferes with a witch’s gestures, which can cause her spells with somatic components to fail (see Arcane Spells and Armor on page 83 of the Pathfinder RPG Core Rulebook). • Hex - Witches learn a number of magic tricks, called hexes, that grant them powers or weaken foes. • Patron - At 1st level, when a witch gains her familiar, she must also select a patron. This patron is a vague and mysterious force, granting the witch power for reasons that she might not entirely understand. While these forces need not be named, they typically hold influence over one of the following forces. Patron spells:Stars
•Familiar - At 1st level, a witch forms a close bond with a familiar, a creature that teaches her magic and helps to guide her along her path. Familiars also aid a witch by granting her skill bonuses, additional spells, and help with some types of magic. This functions like the wizard’s arcane bond class feature, except as noted in the Witch’s Familiar section. A witch must commune with her familiar each day to prepare her spells. Familiars store all of the spells that a witch knows, and a witch cannot prepare a spell that is not stored by her familiar. A witch’s familiar begins play storing all of the 0-level witch spells plus three 1stlevel spells of the witch’s choice. The witch also selects a number of additional 1st-level spells equal to her Intelligence modifier to store in her familiar. At each new witch level, she adds two new spells of any spell level or levels that she can cast (based on her new witch level) to her familiar. A witch can also add additional spells to her familiar through a special ritual. Whisperwing
Mythic Abilities:
Hard to Kill (Ex): Whenever you're below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don't die until your total number of negative hit points is equal to or greater than double your Constitution score. Mythic Power (5/day)(Su): Mythic characters can draw upon a wellspring of power to accomplish amazing deeds and cheat fate. This power is used by a number of different abilities. Each day, you can expend an amount of mythic power equal to 3 plus double your mythic tier (5/day at 1st tier). This amount is your maximum amount of mythic power. If an ability allows you to regain uses of your mythic power, you can never have more than this amount. Surge (Su): You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the result. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll. Mythic Spell Lore:You have learned how to unlock the power of your spells, combining them with your mythic power. Prerequisite(s): Ability to cast spells. Benefit: You can learn a number of mythic spells equal to your tier and can expend mythic power when casting them to enhance the results. To select a mythic spell, you must be able to cast the non-mythic version or have it on your list of spells known. Every time you gain a new tier, you can select an additional mythic spell. Special: You can select this feat multiple times. Each time you select this feat, you must select different spells. Wild Arcana:As a swift action, you can expend one use of mythic power to cast any one arcane spell without expending a prepared spell or spell slot. The spell must be on one of your arcane class spell lists and must be of a level that you can cast with that arcane spellcasting class. You don't need to have the spell prepared, nor does it need to be on your list of spells known. When casting a spell in this way, you treat your caster level as 2 levels higher for the purpose of any effect dependent on level. You can apply any metamagic feats you know to this spell, but its total adjusted level can't be greater than that of the highest-level arcane spell you can cast from that spellcasting class. Mythic Hex:Your hexes are more effective against non-mythic targets. When you use a hex that requires a saving throw against a non-mythic target, that target is automatically affected for 1 round (which doesn't count toward the hex's duration) and can't attempt a saving throw to resist the hex. On your turn the next round, the creature attempts its saving throw as normal. If it succeeds at this saving throw, it breaks free of the hex; otherwise, it's affected as normal. You must have the hex class feature to select this ability. You can select this ability twice. If you select it a second time, it also affects your major hexes.
Traits:
Scholar of the Great Beyond Your great interests as a child did not lie with current events or the mundane— you have always felt out of place, as if you were born in the wrong era. You take to philosophical discussions of the Great Beyond and of historical events with ease.
Two-World Magic You have bridged the gap between the natural magic of the Mwangi peoples and the refined magic of the Chelish colonists.
• Background
Spoiler:
Kalaya's parents were active members of the Hand of Jorin, her father a skilled warrior, her mother an adept escape artist, both of whom found themselves continuously on the front lines of the guerillar war against the Jarlmoot. Time and time again their expertly planned raids brough freed prisoners and reappropriated wealth from their dwarven oppressors, until the day when one of their own, angry over her mother's refusal to become involved in an illicit tryst, betrayed the group's plans. At the age of thirteen, Kalaya witnessed her father's death at the hands of a dwarven axemaster, her mother taken down while attempting to escape, the young girl fled for thhe wild forests. Lost and terrified, hiding desperately with her entire world in shambles, the young girl would have died of thirst, yet as she lay weakly in a rare clearing, a great horned owl alighted on her chest, staring into her eyes with an intensity that seemed to swallow up her soul. As she met its gaze, the world seemed to collapse in on itself drawing her down until she stood alone and naked in an endless void. Yet she was not alone. With her stood a being of great beauty, grace and elegance with a predator's fireceness, she knew at once to be the true form of the raptor astride her physical body so far away.Delicately, yet powerfully the creature reached out to her mind. Wordlessly they spoke for what felt like days, Kalaya learning of the old powers, far beyond the likes of Baal, who had seen enough of the domination of the world and sought to awaken a lost age of power and awareness. She learned of the bond that would allow her to access greater knowledge through her interaction with Whisperwing the name of her companion in human words. Abruptly she was once again in her own body, her mind and body infused with purpose and a growing strength. And more...knowledge, a wealth of knowledge that would ensure that she would never be a victim again. Never see another like her see everything they loverd torn from them. She learned to survive in the wilds, to call upon the power and knowledge from beyond the stars, to work her way into the fringes of society, hiding her magic, seeming little more than a medicine woman. Yet she knew that one day, she would stand over the corpes of the warrior that had taken her parents, and see the look in his eyes as he drew his last breath at the hands of a simple human girl. Kalaya is a beautiful woman, if wildy so, possessing an untamed intensity that possesses the pull of danger, with an exotic naturalism. |