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6 posts. Alias of master_marshmallow.


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Qayinisorouse wrote:

Hey guys,

the Magical Knack trait is said to give +2 caster levels to a character, up to their hit die.

For a paladin, if im levle 10, my caster level is 6, (correct? paladin level minux 4).

If i take the trait, does that mean that a level 10 paladin will have a caster level of 8? and if so, would you say that is worthwhile?

As a paladin, you gain a Caster level at 4th of 1. For the entirety of the game, your caster level (CL) is equal to your paladin level -3.

At 10th level, normally your CL is 7. Magical Knack will raise it by 2, so your CL is actually 9.


SquirrelyOgre wrote:
Celestial Armor just needs reprinted under the PF ruleset, and clarified to be a special material. It would put an end to threads like these, and the stacking shenanigans.

Ughhhhhhhhhh

Are you saying you want them to declare that the celestial property is from a special material?
Because RAW it isn't. I the first page I linked to the other thread which has the citations and justifications from Inner Sea Gods for improving existing specific items, Ultimate Campaign for making specific items out of different base items or materials ( kind guidelines on pricing them), and an actual quote from James Jacobs regarding whether or not Celestial Armor gains its properties from magic or the material. It was the magic, implying that in an antimagic field the armor would become its original weight according to the CRB.
Ultimate Equipment even has an updated text for Celestial Armor which has no mention of coloration or material.

There really is no more questions as to whether or not the armor can be made, only if your specific DM would allow it.


2 people marked this as a favorite.
This thread wrote:
Ummm guys, the rules say we can do this thing.
Everyone Else wrote:
No they do not, because we do not want them to! Commence purposely misquoting and excluding relevant rules text
Heighten Spell wrote:
A heightened spell has a higher spell level than normal (up to a maximum of 9th level). Unlike other metamagic feats, Heighten Spell actually increases the effective level of the spell that it modifies. All effects dependent on spell level (such as saving throw DCs and ability to penetrate a lesser globe of invulnerability) are calculated according to the heightened level.

Emphasis mine. You can't say it doesn't actually increase the effective level of the spell, because it does.

Heighten Spell wrote:
A heightened spell has a higher spell level than normal (up to a maximum of 9th level). Unlike other metamagic feats, Heighten Spell actually increases the effective level of the spell that it modifies. All effects dependent on spell level (such as saving throw DCs and ability to penetrate a lesser globe of invulnerability) are calculated according to the heightened level.

This is not ambiguous. The spell's effective level is actually higher. All effects dependent on spell level, such as interactions with other spells as established by written precedent in the rules text, are treated at the spell's new effective level.

The only debate to be had is whether or not a mount summoned by the Mount spell can do anything other than be a mount. Can it attack? Ultimately that comes down to the DM, since there are rules which conflict directly with each other.

Trust me, I'm a doctor.


MordredofFairy wrote:
doctor_marshmallow wrote:
Take one of these, and call me in the morning.

aye, thanks.

But as said, that shuts down completely, it's very nice to have but was looking for more intermediate ways(something that diminishes efficiency rather than an on/off switch.

It promotes teamwork to deal with the problem, Fickle Winds doesn't matter if you have a Dispel Prepared, and that's the point.


Take one of these, and call me in the morning.


Take one of these, and call me in the morning.