If you use the Hero point system, you can spend hero points to cast any spell of you class I believe. Also if you have the bonded item you can cast one spell of you highest level or lower known 1/day. Also if its a house game theres a 3rd party feat in one of the Wayfinder issues that lets you cast an extra time with your bonded item.
Hero Point Extra casting option:
Special: You can petition the GM to allow a hero point to be used to attempt nearly anything that would normally be almost impossible. Such uses are not guaranteed and should be considered carefully by the GM. Possibilities include casting a single spell that is one level higher than you could normally cast (or a 1st-level spell if you are not a spellcaster), making an attack that blinds a foe or bypasses its damage reduction entirely, or attempting to use Diplomacy to convince a raging dragon to give up its attack. Regardless of the desired action, the attempt should be accompanied by a difficult check or penalty on the attack roll. No additional hero points may be spent on such an attempt, either by the character or her allies.
Okay looking at it again its to cast a higher level spell, but theres no reason that you couldn't just cast like the arcane bond.
Arcane Bond:
A bonded object can be used once per day to cast any one spell that the wizard has in his spellbook and is capable of casting, even if the spell is not prepared. This spell is treated like any other spell cast by the wizard, including casting time, duration, and other effects dependent on the wizard's level. This spell cannot be modified by metamagic feats or other abilities. The bonded object cannot be used to cast spells from the wizard's opposition schools (see arcane school).
Improved Arcane Bond:
9th The wizard may cast one additional spell per day that he has in his spellbook and is capable of casting, even if the spell is not prepared. If the Wizard specializes in an arcane school, this second spell must come from that school. This additional spell otherwise follows all the rules of the standard arcane bond ability.
What bloodline do you think best suits a pseudodragon sorcerer? I'm running through CotCT and rescued a certain peudodragon and now have taken him on as a cohort. We were just doing hd rather than levels because of low CHA, but I read that if a monster gains class levels it gets a bonus to its stats. Now I wanna have him go sorcerer for defensive and buff spells and keep doing what he's been doing, slinging wands like there's now tomorrow!
This spell seems to make time cease to flow for everyone but you. In fact, you speed up so greatly that all other creatures seem frozen, though they are actually still moving at their normal speeds. You are free to act for 1d4+1 rounds of apparent time.
My GM let us take racial heritage and grab a races stat adjustments, I had to talk common sense in to him. He still allowed people to grab racial weapons though, ie human raised by elves has the Bow and Sword proficiencies.
Bane doesn't break DR, though the increased Enhancement may break some DRs, +3 can break Cold Iron/Silver, +4 breaks Adamantine, +5 breaks....alignment? I need to get going, but I'll post from mobile when I get to my game
wall of force is what 5th or 6th level? By that point you have a wide array of summons anyway, Summon a Devil most of them have teleport, or summon an earth elemental and have it burrow under the wall. Reading about points, and that line specifically calling out teleport or similar magic, Seems clear that no you can't summon through it.
Does Desna have anything to do with the Sihedron, My GM says that I have a Sihedron on my hand after diving in to a magic item in book 4. Now I was told by Thousand Bones that I would gain the mark of the Sphere Walker and I assumed that I would gain Desna's symbol.
Both Teleport and Summon Monster are Conjuration spells.
Conjuration:
Each conjuration spell belongs to one of five subschools. Conjurations transport creatures from another plane of existence to your plane (calling); create objects or effects on the spot (creation); heal (healing); bring manifestations of objects, creatures, or forms of energy to you (summoning); or transport creatures or objects over great distances (teleportation). Creatures you conjure usually—but not always—obey your commands.
A creature or object brought into being or transported to your location by a conjuration spell cannot appear inside another creature or object, nor can it appear floating in an empty space. It must arrive in an open location on a surface capable of supporting it.
The creature or object must appear within the spell's range, but it does not have to remain within the range.
Calling: A calling spell transports a creature from another plane to the plane you are on. The spell grants the creature the one-time ability to return to its plane of origin, although the spell may limit the circumstances under which this is possible. Creatures who are called actually die when they are killed; they do not disappear and reform, as do those brought by a summoning spell (see below). The duration of a calling spell is instantaneous, which means that the called creature can't be dispelled.
Creation: A creation spell manipulates matter to create an object or creature in the place the spellcaster designates. If the spell has a duration other than instantaneous, magic holds the creation together, and when the spell ends, the conjured creature or object vanishes without a trace. If the spell has an instantaneous duration, the created object or creature is merely assembled through magic. It lasts indefinitely and does not depend on magic for its existence.
Healing: Certain divine conjurations heal creatures or even bring them back to life.
Summoning: A summoning spell instantly brings a creature or object to a place you designate. When the spell ends or is dispelled, a summoned creature is instantly sent back to where it came from, but a summoned object is not sent back unless the spell description specifically indicates this. A summoned creature also goes away if it is killed or if its hit points drop to 0 or lower, but it is not really dead. It takes 24 hours for the creature to reform, during which time it can't be summoned again.
When the spell that summoned a creature ends and the creature disappears, all the spells it has cast expire. A summoned creature cannot use any innate summoning abilities it may have.
Teleportation: A teleportation spell transports one or more creatures or objects a great distance. The most powerful of these spells can cross planar boundaries. Unlike summoning spells, the transportation is (unless otherwise noted) one-way and not dispellable.
Teleportation is instantaneous travel through the Astral Plane. Anything that blocks astral travel also blocks teleportation.
Now when you read the Summoning section it says the creature is brought from another place, so I'm leaning towards it can. But with that being said many other spells can be argued that they create an effect at that point rather than from then to the point.
You get to be a mini fighter, you have good amount of skills, you can play a face easy enough, with the new agile property you can do good damage if you just focus on Dex and Cha and hey look Halfling! You also get healing spells and buff spells!
So with harminc spell and lingering performance i can perform 4 rounds at the cost of one? 1. round start, 2. cast spell, 3. +4. lingering performance?
And what about concussice spell?
I have one free feat and im thinking if i should give up combat reflexes and/or dazzling display perhaps.
Remember Lingering Performance ends as soon as you start a new one.
EDIT:Remember the Lingering Performance ends as soon as you start a new one.
There should be role-playing pre-requisites to this.
Player: Ok, I'm taking Leadership
GM: How are you recruiting?
Player: ?????
Another PC back in the 3.5 days took it and didn't want to read it any further than "You get Cohort." We level at some point and he goes to level it and I asked him if it gained enough XP and the look on his face was priceless. We finally did the quick math and it didn't gain enough so he just dismissed his current and attracted a new one......it happen to be the one he just dismissed and and he said it gain a level in 6 seconds......DM went for it, I pretty much think of getting a new group.
At 20 you have SR 32, +5 Resistance on all saves, +2 Concentration to cast defensively, +2 to caster level checks to break SR, Add Int to CMD to not drop or sunder item, Extra Spell on top of the original extra spell...I think I got everything....See a tad much for a feat
If you can get your hands on a copy of the 3.5 DMG II there's a set of rules for running a business. Depending on the type of business the check needed was piggy backed off of craft, profession, handle animal and a few others.
Reason: You're a Bard that loses Well Versed and Versatile Performance for bonus feats and you loses Suggestion for a performance that adds to the enhancement of a weapon. The Songs meh, but the Feats give you some of the Fighters tricks. I'm currently level 6 and my attack when singing is +13 and my damage is d3+15!
Breaks down the 9 alignments into a broad guideline, gives 10 "commandments" and "sins" also "honorable" and "dishonorable" acts. Helps me role play and stick to a steady alignment path.
Thanks, all. And a seperate--but related--question: does the familiar gain feats or skill points for those effective Hit Die?
Master Arminas
PRD wrote:
Hit Dice: For the purpose of effects related to number of Hit Dice, use the master's character level or the familiar's normal HD total, whichever is higher.
They're just treated as having more dice, they don't actually gain any. So I don't believe so.
Imo, the components part of spells is horrible unflavored. ASF should only affect spells with somatic components for instance.
Arcane Spell Failure Chance: Armor interferes with the gestures that a spellcaster must make to cast an arcane spell that has a somatic component. Arcane spellcasters face the possibility of arcane spell failure if they're wearing armor. Bards can wear light armor and use shields without incurring any arcane spell failure chance for their bard spells.
I believe the first bold line was referring to you putting two or more doses of the same poison on the same weapon at once. ie Two doses of medium spider venom on your dagger, but Ingested poison can have six doses dumped in to your soup. Same is true for contact I believe, you can put a leather glove on and pout six doses of black lotus extract and just high five 6 doses to the town guard captain. Hope this helps.
Also second bold line is about bein g effected by the same poison after being stabbed with the same poison once, then twice, then thrice and so on.
EDIT: Guess i should of read through the above posts
I don't know if this would actually work by RAW or not, but since the ability requires that the target be evil, undetectable alignment MAY work since the magic of the ability wouldn't sense that the target is evil?
Sean Mahoney
Don't think it works because smite doesn't care what you detect as, only what you are.
+1
Infernal Healing wrote:
The target detects as an evil creature for the duration of the spell and can sense the evil of the magic, though this has no long-term effect on the target’s alignment.
You could give them(bards) more rounds of bardic music per day and some of the performances from Ultimate Magic. I believe that you can gain the performances as feats or in place of a spell known.
If you are playing on Golarion, IIRC, Alkenstar Gunworks is the main supply of guns to the world, but they keep a tight grip on the exportation of them. Other than that there are a few lone gunsmiths in the world here or there. Now if you are playing non-Golarion it just depends on what the GM says the "gun level" is.
Also if every commoner was able to afford a gun it would kind of kill the luster of the gun, other than the Touch AC thing they would be nothing more than a Crossbow, so would anyone buy a Crossbow anymore? Also Full Plate is 1,500 gp, should that price be lowered to make it more affordable for Gregg the Shopkeeper?
I would actually look at this situation from a different angle. The big limiter here (IMO) is the types of actions being used.
Getting more than one attack in a round requires a full-attack action requiring a full round action.
Dropping a weapon requires a free action.
So the question here is can you take a free action while performing a full round action or must you complete your full round action before being able to get your free(s)/swift action(s)?
so in regard to actions is it
swift + free(s) + full round
swift + full round + free(s)
full round + free(s) + swift
full round + swift + free(s)
free(s) + full round + swift
free(s) + swift + full round
To me I would not allow someone to take a separate action while they are performing another.
prd wrote:
Free Action: Free actions consume a very small amount of time and effort. You can perform one or more free actions while taking another action normally. However, there are reasonable limits on what you can really do for free, as decided by the GM.
You could of spent the time to actually look it up
No, not specifically called out in RAW, thus the debate.
prd wrote:
Natural Attacks: Attacks made with natural weapons, such as claws and bites, are melee attacks that can be made against any creature within your reach (usually 5 feet). These attacks are made using your full attack bonus and deal an amount of damage that depends on their type (plus your Strength modifier, as normal). You do not receive additional natural attacks for a high base attack bonus. Instead, you receive additional attack rolls for multiple limb and body parts capable of making the attack (as noted by the race or ability that grants the attacks). If you possess only one natural attack (such as a bite—two claw attacks do not qualify), you add 1–1/2 times your Strength bonus on damage rolls made with that attack.
Some natural attacks are denoted as secondary natural attacks, such as tails and wings. Attacks with secondary natural attacks are made using your base attack bonus minus 5. These attacks deal an amount of damage depending on their type, but you only add half your Strength modifier on damage rolls.
You can make attacks with natural weapons in combination with attacks made with a melee weapon and unarmed strikes, so long as a different limb is used for each attack. For example, you cannot make a claw attack and also use that hand to make attacks with a longsword. When you make additional attacks in this way, all of your natural attacks are treated as secondary natural attacks, using your base attack bonus minus 5 and adding only 1/2 of your Strength modifier on damage rolls. In addition, all of your attacks made with melee weapons and unarmed strikes are made as if you were two-weapon fighting. Your natural attacks are treated as light, off-hand weapons for determining the penalty to your other attacks. Feats such as Two-Weapon Fighting and Multiattack can reduce these penalties.
Isn't this the rule that covers making normal attacks and natural attacks?
Vorpal Cestii? It's legal RAW. It fails to suspend my disbelief. I punch a dragon, dragging my strike at it's apex, roll a crit, confirm, and his head pops off. Is it cool? Hell yes. Was it even considered when it was designed, doubt it. This one is minor.
You can put vorpal on a whip too, lots of weapons get silly once you move in to the +6 or better range. Also Cestus do Bludgeoning or Piercing, not Slashing.
A vampire can elect to create a vampire spawn instead of a full-fledged vampire when she uses her create spawn ability on a humanoid creature only. This decision must be made as a free action whenever a vampire slays an appropriate creature by using blood drain or energy drain. A vampire spawn's statistics are identical to those of a wight, save for the following changes.
It gains the blood drain and dominate vampire special attacks.
It gains channel resistance +2, DR 5/silver, resist cold and electricity 10, fast healing 2, and the vampire qualities listed above (gaseous form, shadowless, and spider climb).
A vampire spawn gains all of the standard vampire weaknesses.
A vampire spawn is CR 4.
It does not gain the wight's Create Spawn ability.
Further Reading no, fairly sure wight is a typo, Vampire Weaknesses
Weaknesses: Vampires cannot tolerate the strong odor of garlic and will not enter an area laced with it. Similarly, they recoil from mirrors or strongly presented holy symbols. These things don't harm the vampire—they merely keep it at bay. A recoiling vampire must stay at least 5 feet away from the mirror or holy symbol and cannot touch or make melee attacks against that creature. Holding a vampire at bay takes a standard action. After 1 round, a vampire can overcome its revulsion of the object and function normally each round it makes a DC 25 Will save.
Vampires cannot enter a private home or dwelling unless invited in by someone with the authority to do so.
Reducing a vampire's hit points to 0 or lower incapacitates it but doesn't always destroy it (see fast healing). However, certain attacks can slay vampires. Exposing any vampire to direct sunlight staggers it on the first round of exposure and destroys it utterly on the second consecutive round of exposure if it does not escape. Each round of immersion in running water inflicts damage on a vampire equal to one-third of its maximum hit points—a vampire reduced to 0 hit points in this manner is destroyed. Driving a wooden stake through a helpless vampire's heart instantly slays it (this is a full-round action). However, it returns to life if the stake is removed, unless the head is also severed and anointed with holy water.
Animals, traps, poisons, and other potential perils are not evil, and as such this spell does not detect them. Creatures with actively evil intents count as evil creatures for the purpose of this spell.
I must add some more rule nitpicking: only arcane casters need to sleep/rest.
"A divine spellcaster chooses and prepares spells ahead of time, but unlike a wizard, does not require a period of rest to prepare spells. Instead, the character chooses a particular time of day to pray and receive spells."
I think alchemists need to sleep/rest but I am not totally sure.
Divine spellcasters recovering their spells even if fatigued is a often forgotten advantage.
I believe that's only Magus, Witch, and Wizard who need sleep, couldn't find anything on Alchemist, Bard, and Sorcerer.
I had a Paladin in group that would prepare and cast Lesser Restoration to remove the fatigue and stay up forever!!! DM ruled that would fly during adventures but to live out the rest of his days in such a way would be detrimental to his mental health
ONLY RULES FOR WALKING TOO FAR, WHICH AM CAUSING D6 SUBDUAL DAMAGE, WHICH BARBARIAN AM ALSO IMMUNE TO AT LEVEL 6. INVULNERABLE RAGER AM BEST TYPE OF BARBARIAN.
AM ALSO RULES FOR NEEDING SLEEP IF AM SQUISHY CASTY.
SLEEP AM PROBABLY RAI, BUT PER RAW BARBARIAN NEVER SLEEP. AM ALL SMASH ALL TIME.
PRD wrote:
The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive.
you need some sleep if you wanna keep raging AM BARBARIAN
EDIT
Scratch that, Wizard says he needs sleep, barbarian just needs "rest"
"Bob_Loblaw"How is anyone trying to get more power? [/QUOTE wrote:
Shield Fighter (Ex): At 5th level, a shielded fighter gains a +1 bonus on attack and damage rolls when making a shield bash. These bonuses increase by +1 every four levels beyond 5th. With a full attack action, a shielded fighter may alternate between using his weapon or his shield for each attack. This action does not grant additional attacks or incur penalties as two-weapon fighting does. This ability replaces weapon training 1.
You are trivializing a feature that a 5th level shield fighter has by giving it to everyone. And read the bold statement With a full attack action, a shielded fighter not everyone and the Shiled fighter, THE SHIELD FIGHTER!
Ahem, Can anyone show me a rule supporting attacking with a weapon in each hand an not taking penalties.
Okay, so there is no evidence that you can attack with your off hand weapon except when using the TWF special attack.
Meaning that you can only use your off hand weapon as an extra attack that give all your attacks penalties for that action.
But it might still be possible. After all there are some things that have been confirmed as possible which the rules don't specify are possible.
Such as disarming/sundering something that isn't a weapon.
Disarm
You can attempt to disarm your opponent in place of a melee attack. If you do not have the Improved Disarm feat, or a similar ability, attempting to disarm a foe provokes an attack of opportunity from the target of your maneuver. Attempting to disarm a foe while unarmed imposes a –4 penalty on the attack.
If your attack is successful, your target drops one item it is carrying of your choice (even if the item is wielded with two hands). If your attack exceeds the CMD of the target by 10 or more, the target drops the items it is carrying in both hands (maximum two items if the target has more than two hands). If your attack fails by 10 or more, you drop the weapon that you were using to attempt the disarm. If you successfully disarm your opponent without using a weapon, you may automatically pick up the item dropped.
Sunder
You can attempt to sunder an item held or worn by your opponent as part of an attack action in place of a melee attack. If you do not have the Improved Sunder feat, or a similar ability, attempting to sunder an item provokes an attack of opportunity from the target of your maneuver.
If your attack is successful, you deal damage to the item normally. Damage that exceeds the object's Hardness is subtracted from its hit points. If an object has equal to or less than half its total hit points remaining, it gains the broken condition (see Conditions). If the damage you deal would reduce the object to less than 0 hit points, you can choose to destroy it. If you do not choose to destroy it, the object is left with only 1 hit point and the broken condition.
Quick read of the rules and you can disarm and sunder wands, weapons, scrolls, rocks, potions, wondrous items and so on