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Just to put my random two cents in, even the least powerful interpretation of the ability wildly changes the usefulness of teamwork feats.


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Scotty, this is why you fail... None of that gives him a bite with grab. He'll, near add i cantell, none of that gives him grab.


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Actually, Khan, I didn't notice that either, so thanks for telling me. It's a pretty good spell for this purpose. Even just a 40 foot radius can be down right devastating on, say, a battalion going through drills or an army marching in ranks. Recruit camps? Wiped out. Bases on their monthly uniform inspections? Leveled. Hell, we're assuming a tenth level caster. He could Widen it and use himself as bait to lure most of an army into an 80' radius. My character once lit himself on fire to escape the belly of something that had eaten him. Centering the spell on himself would be right up his almost-suicidal approach to warfare.


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Quote:

Maelstrom of Life

School evocation [Force, Positive]; Level cleric/oracle (4/5?), druid 6, inquisitor 4, shaman 6, Paladin 4

CASTING

Casting Time Special (see Discription)
Components V, DF

EFFECT

Range Long
Target One or more creatures
Effect One or more bolts of energy
Duration Instant
Saving Throw none; Spell Resistance no

DESCRIPTION

The caster of this spell creates a sphere of energy that, when released, breaks into a number of bolts of energy meant to devestate the undead.
~Though the spell can be cast as a standard action that generates a single bolt, if charged for two or more rounds, the spell generages a number of bolts equal to the number of rounds charged squared.
~Each bolt deals the caster's caster level in damage, half of which is force, half of which is positive energy.
~Any number of creatures up to the number of bolts generated can be targeted, but a single creature can only be targeted by a number of bolts equal to the number of rounds it is charged. Any bolts not directed at a creature, or directed at a creature past this limit, are wasted.
~The spell may be charged for a number of rounds equal to the caster's level, though as part of the charging action on the last round of charging, the spell may be recast to continue charging further.
~Each time the spell is recast, a concentration check must be made, equal to 15 + 2 for each previous casting, including the initial one. Concentration checks made to maintain the spell through damage also incur the penalty for extra castings.
~Failing a concentration check does not cause the entire spell to be lost, but it does end the charging time and force the caster to allocate targets.
~As the sphere is created, it generates visible, bright light in the space of the caster and breaks immediately breaks invisibility of all types affecting the caster. Each round the spell is charged increases the light radius by 5 feet, with no upward maximum. The light does not eminate past this radius, simply ending abruptly. This effect also suppresses any magical darkness in it's area until the spell is released. This effect doesn't hurt or drive off light-fearing undead, rather causing any undead in it's area to consider the caster a grave threat. Any undead that can see the caster, but who aren't in it's area, consider the caster a serious threat. Undead that can see the light, but not the source, consider the light a threat, but may or may not be compelled to investigate it, depending on the circumstances.

I was listening to the Wheel of Time books, and one of the scenes inspired me a bit.


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It IS a restraint, but the condemned usually have their hands tied behind their backs. Even if your GM politely considers the touch attack automatically successful because it's touching your skin already, don't forget about falling to the ground. And archers. And pikemen. :P


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Wording of Dismissal:

Quote:

Dismissal

School abjuration; Level cleric/oracle 4, inquisitor 4, shaman 4, sorcerer/wizard 5, summoner 4, unchained summoner 5; Bloodline abyssal 5

CASTING

Casting Time 1 standard action
Components V, S, DF

EFFECT

Range close (25 ft. + 5 ft./2 levels)
Target one extraplanar creature
Duration instantaneous
Saving Throw Will negates; see text; Spell Resistance yes

DESCRIPTION

This spell forces an extraplanar creature back to its proper plane if it fails a Will save. If the spell is successful, the creature is instantly whisked away, but there is a 20% chance of actually sending the subject to a plane other than its own.

Dismissal says nothing about the caster being on it's home plane. I could never Banish myself, but I could Dismiss myself. I read them before asking. :P


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Hireling/cohort? o.o


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Fuzzy-Wuzzy wrote:
Fuzzy-Wuzzy wrote:
I don't know of any way to get through the lead with existing magic.

Wait, yes I do, maybe. Let's literally get through the lead.

1) Get a Diminutive familiar with darkvision and detect magic. (Tiny might be enough, in which case an imp is perfect, but Diminutive is better.)
2) Cast enlarge person on the holder of the box. This will double the box's dimensions unless it's an artifact; if it's an artifact you're screwed anyway.
3) Using the share spells ability, cast reduce person on the familiar, followed by ethereal jaunt.
4) Have the now Fine-sized (or Diminutive-sized) familiar move into the enlarged box and terminate the jaunt.
5) Familiar uses detect magic from inside the lead lining.
6) Retrieve familiar (left as an exercise for the student).

You could also dimension door the familiar instead of sending it to the Ethereal plane, but then it'll take damage if it turns out the box is too full for it to materialize there.

Fuzzy, you are insane. I knew there was a reason I liked you.


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Most soldiers aren't zealots. Most soldiers are defenders, not aggressors. Even in the case where soldiers ARE the aggressors, they have been lead, via a variety of means (predominantly propaganda and other forms of misinformation), to believe that they are proactively defending. Few and far between are the true zealots among soldiers.

Religions - including the religion of active disbelief - is one of the few institutions that intentionally and actively puts forth the mindset of "believe as we do or die." Which is why zealotry is almost exclusively the purview of religious groups, especially cults.


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Oh, goody goody. Theory crafting on the Arcane Assassin, my favorite design from the 2nd ed Player's Options..

I'm going to start out with something... Unusual. For this build, I'm going to use twelve levels of Oracle (I'm presuming that you aren't allowing prestige classes, either).

Mystery: Bones. You want Boring, But Practical, this gives Disguise and Bluff. You can literally make yourself into the most boring person on the planet. So boring, in fact, that people literally can't remember you as anything beyond a generic 'human', or whatever other race you've chosen. Coupled with Diplomacy, you're now able to walk in to anywhere you choose, and convince anyone you want to aid you - assuming you can make the rolls, of course.

Curse: Haunted. This might seem counter intuitive, but Bones also gives you Stealth, so those minor hauntings don't matter. Nobody knows it's you. At tenth level - which you've already surpassed as part of this challenge - you gain Telekenisis. This is important because, base, you're able to cast the spell and affect targets upto (400+[12*40]) 880 feet away, sending nearby people and/or objects hurling at them. You wanna not get busted? Being nearly three football fields away when the king is suddenly stabbed by his own guards' swords. This meets Beyond Impossible, I feel, since he's not only able to assassinate someone under guard, but assassinate them physically using their guards' weapons. Doesn't matter what the guards say, any sane, rations constabulary system will lock them all up, at best. Most likely execute.

On to Revelations, you get four. Contrary to the common theme from what a lot of people might want, I'm going defensive, because sometimes plans fail horribly.
~~Armor of Bones. At level 12, you're looking at a +8 to your AC from it with no penalties from armor. It's basically half-plate with no weight, encumbrance, or armor check penalty. (It's also served my own main oracle extremely well.)
~~Near Death. This gives a +4 saving throw bonus against soooo many effects at level 11, it's almost harder to find not-raw-damage things it doesn't boost than that it does.
~~Resist Life. Why? Because the spells you get for hurting other creatures also heal you. That seems critically valuable with the manure strikes the air agitation system.
~~Spirit Walk. Twelve rounds of incorporeality and invisibility is hard to beat when you're trying to escape. You might not be able to do anything else, but you can move and there's no limit on how much beyond normal actions. That means 30X4(Run action)*12. 1440 feet, through any solid non-force object.

~~~~~ I'm going to explain some of my logic here. You want someone who can get in and out of a nasty place and kill one guy without getting caught, but that's not always going to be a thing, no matter how good you are. Being able to escape once it's gone south is critical to any good assassin. Always have three ways out: Your main escape, your fighting escape, and your emergency escape. The first is covered by being 880 feet away when you try to kill your target. The first three revelations cover the second escape - you're well protected from physical damage, you're well protected from magical effects that aren't just "blow the guy up", and you can select whether to heal your self or take out someone important with your basic free spells. The third is covered with your last revelation, allowing you to vacate an additional 1440 feet in 72 seconds. Additionally, being able to become incorporeal and invisible at the same time for 12 rounds every day makes you bloody hard to catch, and even harder to KEEP. Oh, you caught me? Wait a few days, poof.

Next we get into the spells. Funny enough, the two most valuable spells are provided not by the spell list but by the Curse (Telekinesis) and the Mystery (Circle of Death). Additionally, Animate Dead can be exceedingly useful if you've stopped caring about collateral damage.
* = granted by class features rather than selected

Orisons (Level 0)
~Create Water - drown your victim.
~Bleed - just in case you don't want to cut them again.
~Mending - to fix things you break, hide your tracks.
~Detect Poison - So you make sure you hand the right goblet over.
~Purify Food and Drink - Poison ALL of the food, cleanse just your own.
~Detect Magic - everyone should have this.
~Read Magic - everyone should have this.
~Resistance - another emergency spell.
~Light - it really helps to see when you try to murder a guy.
~*Mage Hand - from curse list
~*Ghost sound - also from curse list

L1
Obscuring Mist
Entropic Shield
Command
Doom
Shield of Faith
*Inflict Light Wound
*Cause Fear

L2
Augury
Find Traps
Hold Person
Spiritual Weapon
Make Whole
*Inflict Moderate Wounds
*Minor Image
*Levitate
*False Life

L3
Bestow Curse - This is actually a fun one, you can Curse someone to jump out a window any time they pass one. Or just pass one above a certain elevation. This is a horrifyingly creative spell.
Dispel Magic
Obscure Object
Meld Into Stone
*Inflict Serious Wounds
*Animate Dead

L4
Freedom of Movement
Poison - This is a killer spell. Literally. Con damage is the only stat damage that can actually kill.
Air Walk
*Inflict Critical Wounds
*Fear

L5
Plane Shift - You can send a single unwilling target to, say, the Elemental Plane of Fire. Or negative energy. Or, just to be a sadist, positive energy
Scrying
*Inflict Light wounds, Mass
*Telekinesis
*Slay Living

6th level
HARM - 120 points of damage means instant fort save vs heavy damage or SPLAT
*Inflict Moderate Wounds, Mass
*Circle of Death

~~~~So, some of the choices for spells are obvious, some maybe not so much, but every spell that was actually selected serves one of three purposes: Entry, exit, or murder. There are no selected "just because" spells, not even Detect Magic and Read Magic. Those can be used to help entry into magically locked places, or defeat magical traps.

And now on to Traits and Feats.
Traits - I'm going to assume the standard two.
~~Sadly, Traits are actually a hard one to decide. As an assassin, there are so many skills that can be useful to you, and you don't get many of them. The Bones mystery actually circumvents a lot of them, but Disable Device, Sleight of Hand, Use Magic Device, and Knowledge (Arcana) are all potentially critical for getting in and out, for making sure your target doesn't suspect you, etc. I have FOUR I'm going to select, because my first level feat is going to be Additional Traits(Advanced Player's Guide, and it's not called out as not legal). Sadly, this still leaves me with one of those four skills flapping in the wind.
~Mathematical Prodigy (Magical Trait) - This one will give you your Knowledge(Arcana) as a class skill, plus a natural +1 to your it. Bugger Knowledge(Engineering).
~Criminal(Social Trait)- Disable Device or Sleight of Hand as a class skill, and +1 to Disable device, Sleight of Hand, and Intimidate.
~Vagabond Child (Urban) (Regional Trait) - Sleight of Hand or Disable Device as a class skill (pick the one not picked from Criminal), and a +1 to Sleight of Hand, Disable Device, and Escape Artist (do Trait bonuses stack?)
~Reactionary - +2 trait bonus to Initiative - having TWO turns to kill your target is always a boon.

Feats
~Additional Traits
~Improved Initiative - as said before, two turns to kill your target where they're flatfooted is a supreme benefit to murder and mayhem.
~Spell Penetration
~Improved Spell Penetration - as much as I hate these feats, once targets get wind of a mage killing high profile targets, you're gonna be running into people with spell resist items. The penetration is needed. (As a fun aside, DDO used to have the word 'penetration' filtered, so items with Spell Pen would filter it out.)
~Eschew Materials - People are going to say this is a waste, but what happens when you need to start dropping your nukes in jail?
~Defensive Combat Training - Even with a 3/4 BAB progression, a few points of CMD can make all the difference in the world. This is your weakness in a fight.

I'm not going to get into skills, because I've already mentioned the important ones, and how many ranks you dump into them will depend largely on your stats. You didn't mention if we were doing point-buy or rolls, so I'm not fiddling with this. This build assumes a non-human build. If you play a human, don't bother with Empower - the only spell it would REALLY matter on that's worth the level jump is Circle of Death, and that's at your max. Enlarge is potentially worth it, as it would jump Telekenisis's range from 880 feet to 1760 feet, giving you a quarter of a mile just from it.

I do believe I have adequately covered the first and third rules, second wasn't hard. And I think I covered all three flavors. Feel free to tell me if you feel I am mistaken here.


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Derklord wrote:
Atalius wrote:
sorry to those who were hoping for a Disturbed Simon & Garfunkel 'Sound of Silence' music video.
Fixed that for you!

Sorry, I still prefer Disturbed's version.


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maouse wrote:
Alni wrote:
toastedamphibian wrote:

You don't need magic for that! You need a dead (or soon to be dead) elf maiden, a sewing kit, some knives, and a couple leatherwoking/disguise checks.Rember to cast gentle repose on a regular basis, unless you have a reliable supply of elf maidens.

(Might even be able to Sculpt Corpse on the fleshbag. You know, for variety.)

Hahaha! Well, Ill inform him. We're playing in Cheliax so for 50-100 gold and a trip to the local slave market, he's got his elf or halfling maiden supply.
there is a third party spell that adds meat back to a skeleton. Basically the reverse of the spell that strips it off the bones. Then shape as desired.

You're talking about Restore Corpse, which is the inverse of Decompose Corpse.


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If literally all you're looking for is having the Class Skill bonus to your performance, I can do you one slightly better... The Savant trait not only gives you the Class Skill bonus to one perform skill, but also an extra +2 trait bonus.


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Sara Marie wrote:
Do not target other players in our community and argue about their answers in an advice thread.

Actually, Sara Marie, this is an advice thread, which means that if somebody gives an answer that is inherently untenable, such as simply getting rid of an inconvenient class restriction that is a pivotal part of the entire class, this SHOULD be pointed out so that the person asking for advice - or anyone else coming here for suggestions on a similar issue - don't think that this is actually a feasible course of action. As a Piazo representative, you should be FAR more concerned with the insane suggestion of doing so than the person who politely pointed out the flaw.


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UNDEAD! LOTS OF FREAKING UNDEAD. There's some freaky ones, like the Black Monks, and guys that can only be killed with glass weapons!! Also, Cadavers can get nasty if your party has neglected to get ample magic weapons.


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... No.

Gibbering Mouther wrote:
Each round it maintains its grapple, its mouths automatically deal 1d4 points of bite damage and 1 point of Constitution damage as it drains its victim's blood.

This does NOT say 1d4 bite damage and 1 point of con per mouth. It says "it's MOUTHS deal 1d4damage and 1 point of con damage."

While, in deed, several of it's mouths are attached to you, their COMBINATION is doing an extra 1d4 damage and 1 con damage, not each of them do. This is a CR 5 monster. Now, in fairness, I only say this because I'm reading the exact wording of the Mouther. Sarm of Army Ants, another CR 5 critter, deals 3d6 damage (Swarm, no attack roll), so the fact that this thing actually still has to maintain the grapple to do it PUTS a 6d4 + 6 con damage in line with what the Army Ants can do. But, based of the wording, he's wrong.


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Saldiven wrote:
Zarius wrote:
I said they could always take an immediate action... not two. :P

Still nope.

If you take a Swift Action in your turn, you cannot then take an Immediate Action in that same turn.

You've got that backwards. The end of your combat action switches to you the next round's action allotment. If you take an Immediate Action NOW, you can't take a SWIFT action when your turn comes around.


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The Clawhand Shield allows you to cast spells even though your hand is occupied *with the shield.* I use one on my main who happens to be a sword-and-board oracle. But you're now bracing a polearm against that shield, which is strapped to your arm. You've eliminated the issue of casting with a pole arm, and you've eliminated the issue of casting with a shield, but you've hit on an entirely new problem: The SHIELD you're using to cast your spell is holding your polearm.


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Now, the Shield Brace feat would work, yes, all by it's self. But I would (personally) still rule that your shield, as well as the hand, is occupied, and that you wouldn't be able to cast with it while wielding your polearm.


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So... This is kind of hard.

Quote:
you can treat it as a one-handed piercing or slashing melee weapon and as if you were not making attacks with your off-hand for all feats and class abilities that require such a weapon

This doesn't say you ARE wielding it one handed, just that you TREAT it that way for class features and feats that require it. I'd rule no.


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To point it bluntly, if the gas form can slip through cracks, it can slip around an arm or even a whole body.


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DarkPhoenixx wrote:
Quote:
When you use a summoning spell to summon a creature with an alignment or elemental subtype, it is a spell of that type.

I dont see why summoning good creature and making spell [good] does not affect alignment if same done with [evil] does.

We usually dont play with cast spell=change alignment, since unless you are paladin there is no strict code of "thou shall not summon evil creature", and paladin does not even have summon (antipaladin does, but he could care less if he summon good creature and bind it to his will all the better). Whatever gets the job done.

"It is the greatest pleasure of the Sith to capture a Jedi, to break a Jedi, to convert a Jedi to their ways."

A certain type of Evil just simply LIKES making good creatures do bad things, whether through summoning them with an unbreakable control or by coercing them in one way or another. Calling a good creature to do an evil deed corrupts the creature, while calling an evil creature to do a good deed corrupts the deed. From a theological stand point.


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Bearserk wrote:
Dαedαlus wrote:
Bearserk wrote:
Yes it's evil by the allignment rules in the core book.

Could we get a quote for this?

If you’re going to make a claim like this, you need text to back it up. And an explanation why/how paladins exist. Not to mention how this works when there is literally a LG Empyreal Lord of executions.

Core book page 166: Good Versus Evil.

..Good implies altruism, respect for life...
..Evil implies hurting, oppressing, and killing others.

And no. I can't explain stuff like Paladins or LG Deity of executions cause i haven't create them and they seem total illogical to me under the core rules.

A paladin who only kills evil undead and evil outsiders can work fine for me but what about the dragons in there Smite Evil list?

But this is my personal problem.

A "respect for life" doesn't inherently mean that you never kill. It means you kill only when it's necessary. "Killing others", in this case, CLEARLY means wanton killing, as versus executions. Your definition, even per the core rule book, is flawed by nature. Are wolves evil because they kill deer to eat? No, that would be idiotic. And dragons are literal killing machines. Save for the "tarnished ones", metallic dragons aren't evil.

Killing does not equate to evil. MURDER does.


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Bearserk wrote:
Yes it's evil by the allignment rules in the core book.

Quote this. Because, unless you can prove it in the rules, everything about good creatures proves you 100% wrong.


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It's still an attack roll, so weapon focus/specialization SHOULD apply. I am uncertain about the Sacred Weapon, can Sacred Weapon be applied to spells at all? And no, they hurl themselves, so no str bonus.

As to free holy water, only if you're NOT playing PFS. http://www.d20pfsrd.com/feats/3rd-party-feats/kobold-press/general-feats-3r d-party-kobold-press/signature-focus/


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Oh, come on. Your icon is Order of the Stick. Screw class, do your dance.


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It's... an exotic weapon. Proficiency isn't an effect, it's knowledge. If I apply weapon modifiers to a Long Sword, it still has "all of the effects that apply to a long sword", but I still need an exotic proficiency to use that modified long sword. Same principal here. It's just saying that if you've got a feat or class skill that actually DOES special stuff with a short/long bow (some sniping feats, rapid shot, etc) it applies to the hornbow.

Interpreting a mediocre writing to interpret the item as giving you something the item is INHERENTLY intended not to give you is blithering idiocy. It's a friggin' exotic weapon. You need a friggin' exotic weapon feat.


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Last I checked, the fluff information for barbarians makes them suspicious of any magic being used in their vicinity. While the barbarian MIGHT wait to see if the spell is harmful, it could hardly be considered a surprise round if said barbarian could physically see him casting the spell.


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Weeble Paladin wrote:
Which spells cause the Paladin to lie, cheat, use poison, disrespect legitimate authority, refuse to help those in need, or refuse to punish those who threaten or harm innocents?

I can list for you, sir, a litany of Enchantment spells, starting with Charm Person (which causes the target to view the caster as a trusted friend, no matter the circumstances, EVEN if you know they're inherently evil).


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Well, I'll expound. I'm looking for spells for hitting dragons. Ranged touch or melee touch (presume I'm smart enough to wear a fire resist item) are fine, but the keys are no saving throws, no spell resistance. I know, it's a much harder time, but it is what it is.

To be clear, the party has both arcane and divine casters, so putting up either type is fine, but I would like them marked if it's not too much trouble.

Thanks for any help!


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So, basically I'm just trying to see if I understand the Create Demiplane spell set properly.

You cast one of the spells (such as Create Lesser). You can then opt, while IN the demiplane, to use Permanency to make said demiplane permanent, for the cost listed in the spell (plus any cost associated with getting someone to cast permanency, if applicable).

Once in the demiplane, you can cast (Greater) Create Demiplane to add, subtract, or change the various features associated with the specific spell, such as you COULD cast Greater Create Demiplane to add the Shape or Structure effects, even though they're part of Create Demiplane... but you couldn't cast Create Demiplane to add Minor Positive Energy to the plane. And you must cast once PER effect you want to add.

This is what I THINK the spell set is saying from what I've read. Have I got the gist of it?


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Tentacle cloak.
For gore, you can also use the Helm of the Mammoth Lord.
If you want claws without a level dip, or blowing two feats, there's one type of gloves that will GIVE you natural weapons.
Otherwise, Deliquescent Gloves to amp them.
Fleshwarped Scorpion Tail (Sting attack, three of which each day are poisoned).


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UnArcaneElection wrote:
Zarius wrote:

{. . .}

The elf racial trait is a general. All elves, regardless of class, can have that. Oracle curses are *curses*. More over, the way the Oracle text reads, you have been empowered by a GOD. Your racial bonuses be danged, a god can fart and kill an entire continent.
{. . .}

What a way to go . . . now I've got this vision of resulting strict regulation on the trafficking of beans, chili, and prunes in the Upper Planes . . . .

Lower. What GOOD god would do that? :P


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Also, I just thought of this, tell him to save his racial perk and use the 10gp Smoked Goggles.

http://paizo.com/pathfinderRPG/prd/advancedPlayersGuide/advancedGear.html


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I'll be honest, I'm playing an oracle now, but the hard-pressed thing I keep hearing when I post a lot of questions (old D&D player) is "specific trumps general."

The elf racial trait is a general. All elves, regardless of class, can have that. Oracle curses are *curses*. More over, the way the Oracle text reads, you have been empowered by a GOD. Your racial bonuses be danged, a god can fart and kill an entire continent.

It's TECHNICALLY a valid choice. But the Oracle curse is caused by contact with a god. It overrides. I would suggest having him either pick a different racial trait or a different curse. If he wants one that's easy to circumnavigate, Tongues. Teach everyone the language you know as your curse's language, it's now mitigated for the cost of one skill point per player. Or, if he's level five, use the bonus language to pick Common (level five, Oracles get a second language that's in their during-combat limitation.)

But, to answer the question as I see it, you are ENTIRELY within your rights to override his racial immunity.


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FYI, my Oracle also has a base AC nearing 30. With some buffs, an enemy with a total +12 attack modifier can't hit me except on a nat 20.


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I MIGHT say 1d6/level, at fourth, but the consensus that (as writ) this is over powered is accurate. Even Magic Missile caps at 5d4+5, and that's the only spell of that level that does what it does. And takes forever to get there. Compare what he wants to Cone of Cold, a FIFTH level spell that caps out at 15d5, and Fireball, a third level which caps out at 10d6. No attack roll, no save? Sorry but even for a total of a two-round delay on it (a LOT can happen in two rounds), that's broken.


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So, not sure if this has been mentioned, but as an alternate thought, natural weapons? I looked over the witch at one point, there's like... three or four different things that give natural weapons to a Witch, including hair that acts like a Tentacle attack (both the archetype and a hex), Claws (though as like... a size cat lower), and a spell that gives a friggin' tail attack, regardless of race. And I think there's something that gives a bite.

The wording DOES say that patrons are ambiguous, though. You can't name a deity as a patron, because the RAW says nay. Oracles, on the other hand, are inherently divine casters, and their text DOES expressly say that they are a 'tool of the god[s]'. (Exact wording: "Although the gods work through many agents, perhaps none is more mysterious than the oracle. /These divine vessels are granted power without their choice/, selected by providence to wield powers that even they do not fully understand.") THEY would qualify, because it's a god or multiple gods that effectively created an oracle. They just don't PRAY for their spells.

Your only hope here is a GM fiat for flavor.


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So, to the gentleman that linked the Scrivener's kit, thank you. That's pretty much what I needed to find.


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Alright, fuzzy, you provide a good point. I would mention, however, that it's more expensive for a single vial of ink than to make a suit of leather armor... bloody "luxury" items...

Quid, the purpose is to allow a character with no proficiency, and the Unlearned drawback (ran away at 8, no formal education since... I'm lucky my DM isn't making me be illiterate) to make on-the-fly knowledge checks for very, very specific topics. So, not fancy, but permanent.

Deusvault, ink is (Even by Fuzzy's manual) time consuming, but not difficult. Debark some hawthorn, soak the (*&)%$ out of it, then boil it until it becomes black and thickens. Even today, a *good* magnifying lens is expensive because of the precision of them, much like glasses.

Mudfoot, if you think that's expensive, go generic. You'll pay half the price... for a quarter of the ink. :P


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@MageHunter well, it's useful for time-based parts of it, but you still have to make a craft check. I'll have to look into something to do that at a base cost.

@Paranoid Oldman
Holy P*($^@$#*&!(@*&)($#_^*#)&%(&_@!(*_$(&%


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... Technically, no, I would not classify getting rid of his demiplane as cheese. How does a rogue, non-Eldritch Scoundrel, dissolve a demiplane, though?


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I will most certainly place a Roll-20 transcript up, but I don't know when. As far as I'm aware, my opponent hasn't started his character planning yet. But when I'm done and ready it will basically be "OK, I'M ready for the pissing match. Are you?" and watch him scramble.

Tri-bob - Technically, you are correct. Which means that I would have Craft: Blacksmithing, versus Craft: Alchemy or Craft: Leatherworking. However, since the RAW does not specify that blacksmithing is different from armor or sword smithing, and every blacksmith I know can make swords and breast plates (a mithril breast plate is likely the heaviest armor you'd see a low dex rogue wanting to wear)... Anything that I can make from steel, iron, or other metals falls into the purview. I might not be able to make super, hyper fancy pretty swords. But a killing implement? Easy. Brass knuckles? Cake.

BUT, your statement about the AMF vs Spellbane is what I was looking for there. And, of course, that means that I couldn't use it to cancel out another Spellbane if I wanted to use it with another Spellbane.


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Wealth as per advancement table. As to blood money, it IS a class feature technically. However, that's a blatant cheese and would invalidate the duel. Because I see where you're going with that, you just use blood money in place of all of your majorly expensive material components and *boom* free permanent traps, blah blah blah, full set of defenses at zero cost.

As to the question of the tower, OTHER than blood money, is there a way (that doesn't require RP and a real DM, versus simply a third party arbiter in this instance to act as a rules lawyer) to acquisition a keep for ANY class for free?


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But, yeah, a couple of scrolls won't kill me. That's "throwing money at a problem", not REALLY involving a mage. Not directly.


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CBDunkerson wrote:
Zarius wrote:
True, but like I said, I'm trying to minimize the involvement of outside help, especially wizards
So make wizards 'inside' help... Leadership feat, 17th level wizard cohort to counter in kind any and all 'I win because, magic' shenanigans.

Leadership feat mutually agreed to be excluded.


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True, but like I said, I'm trying to minimize the involvement of outside help, especially wizards, and I can't make scrolls, wands, staves, potions, etc on my own via the unchained crafting system. If at all possible, I'd like to have my remaining 760,000 GP used to do everything I need to, gear wise. If possible.


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As to moment of prescience and/or mind blank... Is there any particular reason I have to UMD them? I CAN make, say, a ring with a one use per day of each. (yeah, two rings) or other, similar abilities/items. Hell, TECHNICALLY, I could make a ring of constant True Strike for 2,000 GP, if I really wanted to.

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