Hoar Spirit

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Hello people ! sorry if i posted in the wrong category but as i saw the playtest threads were closed.

Does the Spirit Magic class feature allow you an ''extra'' spell that you choose among your spirits like a domain , or do you need to ''burn'' a prepared spell ?

For example a lvl 3 shaman has 2 2nd level spells from the druid spell list + 1 from spirit magic OR 2 spells and can sacrifice 1 of them ?


I do believe that paizo will improve the shaman , the revised version was better than the first one. Simply by :

- lowering BAB to 1/2
- keeping d8
- and light armor only

would be great for the class and make shaman more ''witch-like'' because atm i do not see the witch part a lot


D6, low BAB , light armor , and divine access sounds awesome. Add a few arcane spells from the witch list and some hexes like misfortune ( not core hexes like slumber ,exactly as someone above mentioned).


I personally believe the shaman spell list needs a rework so that it consists of buff - support - healing spells from cleric-druid list and either add some arcane witch spells , or expand his ability to crowd control with hexes.

I partially agree with Hrothgar that he should fill the roles :
Healer/ Buffer / Control


I personally feel the shaman should be given a unique mix of arcane and divine spells ( witch - oracle) . Remove him the GODzilla spells like everybody above is talking ( like divine favor and divine power etc) and give him some support arcane spells like good hope for example.

It generally is a well made class with the spirit and wandering spirit but plz add somehow mechanics like ''voodoo'' or even ''tottem''


Sacrificial Shield (Ex)

Once per round when you would normally be hit by a weapon attack, you can use your shield to block the attack. You must be using a shield in order to use this ability. Subtract your shield's hardness and hit points from the damage of the attack and apply the remaining damage to your hit points. If the shield takes enough damage to destroy it, it's destroyed. Otherwise, it gains the broken condition, even if the damage was not enough to give it the broken condition under other circumstances. You can expend one use of mythic power when using this ability to negate any damage dealt to the shield, though you still take any damage that exceeds its hardness and hit points. You can choose to negate the damage after the damage is rolled

I mean this power is bad... bad clarified to be more precise. For example lets assume that a monster with an unholy weapon hits the mythic guardian, and you use this power to block the incoming physical damage.

What happens to the 2d6 unholy damage ? Do they hit the champ normally ? Are they lost ? plz enlighten me because i am confused.


So, it also states about radiance that it currently has no legendary attributes although it has 2 legendary power points per day.

This even includes the ''legendary surge'' that all mthic weapons have ? In other words is legendary weapon surge available ?


Hello ! i would like to ask something which came up in my last dm session in wrath of the wrighteous adventure path. One of my players really liked radiance and wants to enchant it. As we know radiance is a legacy weapon that used to be a holy avenger and its power will be unravelling slowly.

Can Radiance be enchanted ?


Oh yes you are right ! thanks for the clarification


my party is 3 LG guys and the 4th is a CG. I want to believe that they will get at least the 8 points to award them the bonus feat. I actually though count maximum 10 devotion points while in the reward text ''10 or more points'' is mentioned. Do i miss something ?


Spell like abilities are like spells according to the description , so my question is , are any spell casters entitled to use the spellcraft to identify the ability being cast ? even with a hardere dc like 30 ( very hard obscure , spellcaft description) or 25 +spell lvl ( recognise spell effect ? ) or is it like spernatural abilities ?


Yes on first reading i though as you did , but then i read this :

''Add any bonuses you currently have on attack rolls due to spells, feats, and other effects''

, so you can add there spells like true strike , transformation and other strenght boosting spells and even attack roll boosting spells. I know it sounds very silly and is completely hypothetical for even an awakened bee to have access to spells but i can easily calculate a +30-40 bonus to attack rolls ( 20 from true strike alone) and if you also add there dex bonus , BAB and str bonus and subtrack the -4 due to size, it is possible with a high d20 roll.

No.. no... how the mighty has fallen...


I have been reading the grapple combat maneuver and have the following question to make, In 3,5 edition you could grab all sizes up to 1 higher than yours , fo example a medium sized human could grapple up to a large creature.

In pathfinder edition i didnt see that restriction. So , is it possible for a bee (imagine a bee with 100 spell buffs) to grapple tarrasque ? plz tell me this cannot happen


i can surely answer the fact that he spends only 1 point from the pool


well , i mean CMD is a cool mechanic but here is my objection, suppose i have an illusion spell like mirror image. In 3,5 edition grapple required a touch attack so the attacker could miss it. In 3.75 he just does grapples you even if you have 6 images dancing around you. I just dont get it , am i right ?


If you have casted blink on you and an enemy tries to grapple you , you are treated as ethereal - incorporeal creature. So he cannot grapple you right ?


So , i read the ''creating magic items section'' and i do have some questions. The DC to craft a magical item is 5 + item caster level. So i went to see the items' caster level , and it lacks logic a lot if i understood everything very well.

Rod of Intesify : 3000 gp , CL 17 so DC = 22
Belt of Dexterity (or another stat) +6 : 36000 gp , CL 8 so DC = 13

IT MAKES NO SENSE to be able to craft the second item with almost half DC when it costs 12 times the first item's prize.

Please do explain if i am making a mistake or something. Thanks in advance


Hello there, i would like to know if any of you know any way to bypass (even partially) the energy resistances of monsters (fire , cold , acid electricty)other than class features some classes might have . I have found no metamagic feat as i searched there.

thanks in advance


Hello everybody , i have been trying to find ways for a spellcaster to overcome spell resistance but apart from spell penetration feats and the metamagic feat that grants a +5 to the spell i have found nothing else.

If you know any other way plz enlighten me ! ( been playing a magus if that is any way helpful or bad )

Thanks in advance !


pretty much i have been covered , wind wall is perfect and all conjuration cloud spells like fog loud and obscuring mist (lvl 1 spell)


Hello ! if possible can you suggest me feats and things to do with a cleric of desna ? we will start lvl 1 and i have never played a cleric before. I would want to focus more on a support role rather than damaging.
For example, is picking heavy armor a good option ?

If you also know , is there any ''in-game'' to tell the fortune ? something like a skill or harrow decks.

Thanks in advance


yes ok, thanks for the clarryfing answers ! i know it is hard to use it effectively but its not impossible. Inside dungeons (narrow spaces ) if you have acrobatics you can tumble behind enemies and thus not letting them escape with just a 5foot step. It is a weird spell but there are uses


This spell forms an aura of energy around you, damaging all those that come near you. Choose an energy type: acid, cold, electricity, or fire. Creatures adjacent to you when this spell is cast and at the start of your turn take 2d6 points of energy damage of the selected type. This aura has an additional effect, depending upon the type of energy chosen.

Acid: Creatures affected by your aura take 1 point of ongoing acid damage per round for 1 round per three caster levels, and are sickened for the duration of the ongoing acid damage.
Cold: Creatures affected by your aura are fatigued. A creature that is already fatigued suffers no additional effect.
Electricity: Creatures affected by your aura are staggered for 1 round.
Fire: Creatures affected by your aura catch on fire.
Creatures adjacent to you are allowed a Reflex save to halve the damage and negate the additional effect. The aura's additional effects do not stack if a creature takes damage from your aura multiple times. You may only have one elemental aura in effect at one time. When you cast this spell to deal acid, cold, electricity, or fire damage, it is a spell of that type.

I just want to make sure i get this right , an enemy adjustent to me that takes damage every round will throw reflex save every round for the ''aura effect'' or just once ? for example elecctricity aura will stagger every round or just once ? or it will be attempted every round until the enemy loses the save and will not be affected again ?


actually no because sneak attack mentions you cannot sneak someone with concealment.

However , you can sneak attack someone with Displacement because Displacement is MISS CHANCE (not cconcealment ) . So many times done wrong in the past by me , my gm's and other people too !


Alter Self :

When you cast this spell, you can assume the form of any Small or Medium creature of the humanoid type. If the form you assume has any of the following abilities, you gain the listed ability: darkvision 60 feet, low-light vision, scent, and swim 30 feet.

Small creature: If the form you take is that of a Small humanoid, you gain a +2 size bonus to your Dexterity.

Medium creature: If the form you take is that of a Medium humanoid, you gain a +2 size bonus to your Strength

This is due to a verbal argument with a friend.
If I am a human and assume the form of another human would i get the +2 str bonus ?


Thanks for the clarryfing answers and i also have found a lvl 1 spell called ''Warding Weapon'' which is very good since in 99% of the cases you do not need to cast defensively. Doing this before combat sure helps a lot.

Also the Spell Combat class feature is soooo good. You can make many many combinations like :

-true strike and 1 attack (very good since lvl 7)
-bladed dash and your rest attacks ( closing gap and 3 attacks at lvl 8 just like that)
- returning weapon and 1 ranged attack then, since you need to wield a one handed weapon not melee.

I love the versatility this class offers !


Hello pathfinder community , excited since this is my first post! About the topic , i am playing as a magus for some time now and the class is really exciting (way better than duskblade of 3,5) and i had a Q about his spellstrike ability.

SPELLSTRIKE
At 2nd level, whenever a magus casts a spell with a range of “touch” from the magus spell list, he can deliver the spell through any weapon he is wielding as part of a melee attack. Instead of the free melee touch attack normally allowed to deliver the spell, a magus can make one free melee attack with his weapon (at his highest base attack bonus) as part of casting this spell. If successful, this melee attack deals its normal damage as well as the effects of the spell. If the magus makes this attack in concert with spell combat, this melee attack takes all the penalties accrued by spell combat melee attacks. This attack uses the weapon’s critical range (20, 19–20, or 18–20 and modified by the keen weapon property or similar effects), but the spell effect only deals ×2 damage on a successful critical hit, while the weapon damage uses its own critical modifier

It mentions nowhere about a concetration check to cast the spell if you have enemies around you but if you look at spell combat it mentions about casting defensively. Same was in 3.5 with the duskblade , arcane channeling mentioned nowhere abou casting defensively and in many official forums said it was not necessary. IS it the same here ? Do you need a concetration or not ? thanks in advance for your replies