I'll look over the threads I found again. Your advice as I understand it is to reverse the houserule on metamagic, leaving only tenebrous spell as a valid choice? Let me know if I misunderstood.
I can see the appeal and ease of having ruled that way, but now that the proverbial cat has spilled the proverbial beans out of the bag and there's proverbial milk everywhere and something about fans covered in filth, how would you compromise?
A player of mine has asked for clarification on some rules before he makes feat choices.
Anytime a creature tries to disbelieve one of your illusion effects, make a caster level check. Treat the illusion’s save DC as its normal DC or the result of the caster level check, whichever is higher.
You tap energy from the Plane of Shadow to cast a quasi-real, illusory version of a sorcerer or wizard evocation spell of 4th level or lower. Spells that deal damage have normal effects unless an affected creature succeeds on a Will save. Each disbelieving creature takes only one-fifth damage from the attack. If the disbelieved attack has a special effect other than damage, that effect is one-fifth as strong (if applicable) or only 20% likely to occur. If recognized as a shadow evocation, a damaging spell deals only one-fifth (20%) damage. Regardless of the result of the save to disbelieve, an affected creature is also allowed any save (or spell resistance) that the spell being simulated allows, but the save DC is set according to shadow evocation’s level (5th) rather than the spell’s normal level.
Non-damaging effects have normal effects except against those who disbelieve them. Against disbelievers, they have no effect.
Objects automatically succeed on their Will saves against this spell.
A flame, equivalent in brightness to a torch, springs forth from an object that you touch. The effect looks like a regular flame, but it creates no heat and doesn’t use oxygen. A continual flame can be covered and hidden but not smothered or quenched.
Light spells counter and dispel darkness spells of an equal or lower level.
Only spells that create areas of light or darkness can be eclipsed spells. If the eclipsed spell creates an area that shines like a torch or raises the light level by one step, you can choose to have the spell lower the illumination level in the affected area by one step, functioning like darkness. If the eclipsed spell creates an area that shines like daylight or raises the light level by two steps, you can choose to have the spell lower the illumination level in the affected area by two steps and create an area of magical darkness, functioning like deeper darkness.
If the eclipsed spell lowers the illumination level in the affected area by one step, you can choose to have the spell cause the affected area to glow with normal light, functioning like light. If the eclipsed spell lowers the illumination level in the affected area by two steps, you can choose to have the spell cause the affected area to shed bright light, functioning like daylight.
An eclipsed spell does not use up a higher-level spell slot than the spell’s actual level.
An umbral spell gains the darkness descriptor. As long as the spell is in effect, the creature or object affected radiates darkness in a 10-foot radius, reducing illumination similar to the effects of the darkness spell. Nonmagical sources of light, such as torches or lanterns, do not increase the light level in this area. Magical light sources only increase the light level in an area affected by an umbral spell if they are of a higher level than the umbral spell’s unmodified spell level. This effect does not stack with itself or with any other effect that creates darkness.
Level Increase: +2 (an umbral spell uses up a spell slot two levels higher than the spell’s actual level.)
You cannot use this feat on a spell with an instantaneous duration or a spell that does not target a creature or object.
When you cast a spell with the darkness descriptor that affects an area, creatures in the area are entangled. If the spell allows a saving throw, a successful save negates the entangle effect. If the spell does not normally allow a save, a creature can make a Reflex save (DC = the spell’s DC if it had a saving throw) to negate the effect. If the spell allows spell resistance, failing to overcome a creature’s spell resistance means it is not entangled. An entangled creature remains so as long as it is in the area of the spell and for 1 round after it leaves. A creature that leaves and reenters the area must make a new saving throw to avoid becoming entangled. Creatures that succeed at a save to resist being entangled do not have to make additional saves if they stay within the darkened area. You are never impeded by the effects of your spells modified by this feat.
Level Increase: +1 (a shadow grasp spell uses up a slot one level higher than the spell’s actual level.)
They're asking for a 5th level spell at will. When Wish is limited to producing one instance of a 6th level spell that isn't on your spell list, the relative power levels here aren't even close. I assume they drew the moon card, which comes with a certain number of wishes depending on the number of he card. I'd say one wish to cast permanency, another wish to make it free. Wish can't produce any of the other effects they ask for. Just for asking though you might want to slap them with a Permanenced ghost sound or dancing lights, controlled by you of course, to annoy them with as they've annoyed you with this request.
My group will be starting a combat heavy Beat 'Em Up adventure soon, with plenty of beasts and monstrous humanoids to fight. I'm hoping to play a threatening melee debuffer magus and was looking over the frostbite build submitted in FrodoOf9Fingers guide to the kensai magus.
It's a party of three with no melee yet so if I can fill the tank/DPR roles on top of that then all the better.
Here's the outline i've got so far.
13 Magus - Kensai
Central Feats and Class Features
Crane Style, Crane Wing
can anyone tell me if the free AOO from snake fang HAS to be used with snake styles sense motive ability? If not then this should be an AOO every time someone misses me in melee. Guided weapon is available so I'm even considering making this character venerable for even better attack, damage, and armor bonuses with being SO MAD.
Oh wow! Ki channel looks amazing! I thanks so much everyone! So the plan will be 2 pally levels at the end of this chapter, then champion of irori for 2 levels for practically unlimited smites per day. Especially since my DM has already ruled that the ki mystic pool stacks with monk base ki pool and the champion pool explicitly says it stacks. This is actually turning into a killer of a build, enormous AC and saves, never fail knowledge checks, unlimited smite, limited spell usage, party face, and out of combat healer! And when I can finally get guided hand I'll even start dealing damage outside of smite.
Oh wow. Guided handed is going to solve so many problems! Thanks. The sacred servant ACF gives me channeling like a cleric so I could take two more paladin levels for spellcasting, BAB and disease immunity. And still get guided hand right? And another domain too!
Also. The PRC ruling was just to not overwhelm players. We have a group of four and I'm the only one that's played DnD before.
So I originally rolled this character with the intent of her being just a support character and giving my friends at the table(who don't have a lot of play experience) some time to shine. But my DM is being exceptionally generous since he's convinced the entire idea is only good for the RP value. Plus the campaign we're playing fits her so well and I'm really beginning to like her. Anyhow here's the break.
We're currently level 8. Looking for advice on getting the most out of my mental stats for this meelee character.
Tellan LG F Human
We level up Every chapter and the DM says we should be receiving 2 levels since this chapter is the end of part 1. I was thinking of grabbing oracle(lore) for cha to AC. But I could go two more pally levels for the other domain. Suggestions?