Search Posts
I am a 6th level arcanist, my GM allowed anyone in our party to switch once the ACG came out and as long as it was related to your previous class.. I was a summoning focused wizard and have decided to try out an arcanist blaster. Human Arcanist 6th level
STR 9
FEATS
Traits
Arcanist Exploits
I have most of the fire-based spells in my book and am now ableto cast 3rd level spells, but nnly 1 3rd level per day and haste seems to be too beneficial to the party to not memorize it. Aside from a +1 Cloak of Resistance, he carries a 1st level Pearl of Power and a Lesser Metamagic wand. Any suggestions to improve him?
I am a 6th level arcanist, my GM allowed anyone in our party to switch once the ACG came out and as long as it was related to your previous class.. I was a summoning focused wizard and have decided to try out an arcanist blaster. Human Arcanist 6th level
STR 9
FEATS
Traits
Arcanist Exploits
I have most of the fire-based spells in my book and am now ableto cast 3rd level spells, but nnly 1 3rd level per day and haste seems to be too beneficial to the party to not memorize it. Any suggestions to improve him?
What suggestions do you have for including a realistic passage of time. Many campaigns are adventure/module based. Campaign starts out in a tavern, you go clear out the haunted abbey, sell the loot and maybe deal with a few encounters before you go clear the local dungeon. This is all wrapped up in a dynamic storyline. What I am struggling with is trying to incorporate the passage of time. It seems a little silly for the first level, leather armor wearing adventurers to leave the tavern and three months later (accounting for travel time and a few dungeons) come back 12th level. Ultimate campaign has some good stuff to deal with this and I could enforce a mandatory 3-6 month in game break between adventures with downtime rolls, but there is still the odd player who insists on daily minutiae. I'd like to see a campaign where players actually aged a year before they became 20th level. How do others deal with this?
I have seen one thread so far addressing this. As a witches hex does not contain verbal somatic or material components, is the target aware of the hex being cast on them. To what extent are they aware? Do they know who cast the hex? Are they only aware that "something" tried to affect them? Witch hexes do not cause AoO, but is there any indication they are casting a hex outside the description of the hex such as cackling madly for the Cackle hex or gesturing and speaking soothingly for a charm hex? I have not seen any clarification for this and was hoping I could get some official word or more expansive reasoning.
If I am building a magus hexcrafter and I choose prehensile hair as a hex, this gives me an intelligence bonus the same as if it were strength. So say I have 20 INT. I have +5 to hot and +5 damage. This weapon is 10 feet reach If I take White Haired Witch, I am automatically granted a five foot prehensile hair attack with my INT bonus used for damage. If I do a prehensile hair attack, am I choosing one prehensile hair attack over the other or are they combined. Can I add my regular bonus of +5 to hit to my white hair prehensile hair attack and use that bonus for grappling or tripping?
I run a campaign with very smart players who have found a way to make a ninja ridiculously overpowered. Using the vanish ninja trick, they vanish, move somewhere, then on the next round do a full round sneak attack(breaking the vanish) with rapid shot and then vanish again at the end of the round. They are doing 3-4d6 with each shot rendering most encounters a massacre. Are the rules being used right?
I'm probably just reading something the wrong way, but I can't find any clear rule on how long the effects of a poison last. Lets say i fail my save against Wyvern poison, DC 17. I fail for three rounds, doing 6 points of damage to my CON (1d4 per round). I finally make my save and take no further damage. How long do I lose the 6 points of CON for? |