Champion
Prerequisites divine ally (blade); tenets of good
Your blade ally becomes an even more powerful tool against evildoers. Select one foe you can see. Until the start of your next turn, your Strikes with the weapon your blade ally inhabits against that foe deal an extra 4 good damage, increasing to 6 if you have master proficiency with this weapon.
If the foe attacks one of your allies, the duration extends to the end of that foe’s next turn. If the foe continues to attack your allies each turn, the duration continues to extend.
I was discussing on Champion build today with my friends, and one of us pointed out that the damage from Smite Evil is actually not a "bonus", it's extra damage, thus it can stack.
Then, can one Champion use Smite Evil multiple times and choose a same target, and get multiple times of extra damage on his Strike?
e.g.
1 action - Smite Evil
1 action - Smite Evil
1 action - Strike with 8 extra damage.
I have a feeling of not possible but I can't convince myself by RAW.
Recently when I am observing a game, i found one PC on that table had a continual flame heightened to 4-level. He explained that the spell was casted by his ally wizard before.
The guide says that every character can have one continual flame passed to next scenario. Is it legal to modify it with metamagic feats or any other abilities?
School abjuration; Level bard 4, cleric 4, druid 4, ranger 4
Casting Time 1 standard action
Components V, S, M (a leather strip bound to the target), DF
Range personal or touch
Target you or creature touched
Duration 10 min./level
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
This spell enables you or a creature you touch to move and attack normally for the duration of the spell, even under the influence of magic ithat usually impedes movement, such as paralysis, solid fog, slow, and web. All combat maneuver checks made to grapple the target automatically fail. The subject automatically succeeds on any combat maneuver checks and Escape Artist checks made to escape a grapple or a pin.
The spell also allows the subject to move and attack normally while underwater, even with slashing weapons such as axes and swords or with bludgeoning weapons such as flails, hammers, and maces, provided that the weapon is wielded in the hand rather than hurled. The freedom of movement spell does not, however, grant water breathing.
I've been confused with FOM spell recently. The description text seems quite unclear, and my group argued for some time ( of course not playtime ).
Questions are listed below:
1.Would FOM let you move normally under non-magical influence such as difficult terrain? Since the text says "even under the influence of magic", it should still work in non-magical situation.
2.Is it possible to make full attack when under the effect of both slow and FOM? FOM let you attack as normal, and normally you can make full attack.
3.Are paralised characters under FOM still consider their DEX as 0 for their AC? FOM only let you attack and move as normal, but not defence. (Maybe they look like statues move around magically?)
I've been playing PFS for about 2 years, i love occult classes and enjoyed many scenario with OA rules included.
But what i can remember from those scenarios is that the foes and traps in this world always have some abilities to shut down a psychic caster, or make them feeling disabled. Such as endless concentration, mind-affectiong effect reflection, fear aura and.....
When playing an occult scheme scenario, I often find occult classes are somehow unable to solve the problem, a wizard or a bard always works more reliably.
Why a scenario with occult scheme is more likely to make occult classes weakened?
The question starts with an argument with my friend:
Can I activate the stored spell on spell storing armor by touching myself?
the spell storing says
Quote:
Anytime a creature hits the wearer with a melee attack or melee touch attack, the armor can cast the spell on that creature as a swift action if the wearer desires.
my friend insist that the word "attack" in the description is referring an offensive attack, only striking from a foe would make it possible for me to activate the stored spell. A willing creature will never trigger stored spell.
but i rather believe this only applies to invisibility spell, as the spell says
Quote:
The spell ends if the subject attacks any creature. For purposes of this spell, an attack includes any spell targeting a foe or whose area or effect includes a foe......
i further came up an example that Reach CLW is a ranged touch attack but will not end the invisibility effect on the caster.
but my friend believe it is a "ranged attack roll" not an "attack".
after all the only question is:
1,Can I activate the stored spell on spell storing armor by touching myself?
ETHERIC SHARDS
School evocation [force]; Level occultist 4, psychic 5, spiritualist 4
Casting Time 1 standard action
Components S, M (broken glass)
Range medium (100 ft. + 10 ft./level)
Area one 10-ft. cube/level
Duration 1 hour/level (D)
Saving Throw Reflex partial or Reflex negates (see text); Spell Resistance no
You harden interpenetrated ethereal substance into deadly transdimensional razors that are invisible to normal sight. Movement through an area of etheric shards is halved, even for incorporeal creatures, and creatures entering a 5-foot cube filled with etheric shards take 1d8 points of piercing and slashing damage and must succeed at a Reflex save or take 1 point of bleed damage. This bleed damage stacks with itself and other sources of bleed damage. A creature standing within an area of etheric shards takes no damage as long as it remains completely motionless, but even the minor movements involved in attacking or defending in combat force a stationary creature to attempt a Reflex save. If a stationary creature succeeds at this save, it avoids damage completely for that round, but if it fails, it takes hit point damage and bleed damage as though it had moved through the square.
A creature forcibly moved through an area of etheric shards, such as by a bull rush or drag combat maneuver, takes a –4 penalty on its saving throw, but a creature able to see invisible or ethereal objects gains a +4 bonus, and damage to it is completely negated on a successful Reflex save.
Etheric shards are considered a magical trap, and a creature with trapfinding can use Perception to find them. The DC of this check is equal to 25 + the spell's level. etheric shards can't be disabled with the Disable Device skill.
1.if a 10-feet-tall large creature move 20 feets through etheric shards, should it succeed 2*2*4=16 reflex saves to negate every bleed damage or succeed a single reflex save to negate 2*2*4=16 bleed damage?
2.When do a stationary creature need to make a reflex save? A creature within shards make a full-attack with 6 natural weapons, does it have to make 6 reflex save if it fails every one? futhermore, if its target is within shards too, does its target have to make 6 reflex save if the target fails every one all the same?
Undead has "Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless)."
but Force Punch is a fortitude partial spell without (object). So, it looks like undead creatures are immune to Force Punch. that sounds weird.
likewise, Sound Burst is also a fortitude partial effect.
Or undead is just immune to the stun of Sound Burst and push of Force Punch, but it still sounds weird for Force Punch.
Sound Burst:
SOUND BURST
School evocation [sonic]; Level bard 2, cleric 2
Casting Time 1 standard action
Components V, S, F/DF (a musical instrument)
Range close (25 ft. + 5 ft./2 levels)
Area 10-ft.-radius spread
Duration instantaneous
Saving Throw Fortitude partial; Spell Resistance yes
You blast an area with a tremendous cacophony. Every creature in the area takes 1d8 points of sonic damage and must succeed on a Fortitude save to avoid being stunned for 1 round. Creatures that cannot hear are not stunned but are still damaged.
Force Punch:
FORCE PUNCH
School evocation [force]; Level magus 3, sorcerer/wizard 3
Casting Time 1 standard action
Components V, S
Range touch
Target creature touched
Duration instantaneous
Saving Throw Fortitude partial; Spell Resistance yes
This spell charges your hand with telekinetic force. Your successful melee touch attack deals 1d4 points of force damage per level (maximum 10d4) and causes the target to be pushed away from you in a straight line up to 5 feet per two caster levels. For every size category of the target above Medium, reduce the distance pushed by 5 feet (–5 feet for Large, –10 feet for Huge, –15 for Gargantuan, and –20 feet for Colossal) to a minimum of 0 feet. A successful Fortitude save negates the movement but not the damage.
undead traits:
Traits: An undead creature possesses the following traits (unless otherwise noted in a creature's entry).
No Constitution score. Undead use their Charisma score in place of their Constitution score when calculating hit points, Fortitude saves, and any special ability that relies on Constitution (such as when calculating a breath weapon's DC).
Darkvision 60 feet.
Immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms).
Immunity to bleed, death effects, disease, paralysis, poison, sleep effects, and stunning.
Not subject to nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Constitution, Dexterity, and Strength), as well as to exhaustion and fatigue effects.
Cannot heal damage on its own if it has no Intelligence score, although it can be healed. Negative energy (such as an inflict spell) can heal undead creatures. The fast healing special quality works regardless of the creature's Intelligence score.
Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
Not at risk of death from massive damage, but is immediately destroyed when reduced to 0 hit points.
Not affected by raise dead and reincarnate spells or abilities. Resurrection and true resurrection can affect undead creatures. These spells turn undead creatures back into the living creatures they were before becoming undead.
Proficient with its natural weapons, all simple weapons, and any weapons mentioned in its entry.
Proficient with whatever type of armor (light, medium, or heavy) it is described as wearing, as well as all lighter types. Undead not indicated as wearing armor are not proficient with armor. Undead are proficient with shields if they are proficient with any form of armor.
Undead do not breathe, eat, or sleep.
The subject becomes paralyzed and freezes in place. It is aware and breathes normally but cannot take any actions, even speech. Each round on its turn, the subject may attempt a new saving throw to end the effect. This is a full-round action that does not provoke attacks of opportunity. A winged creature who is paralyzed cannot flap its wings and falls. A swimmer can't swim and may drown.
the description of hold person says its victim "cannot take any actions".
then it says "....the subject may attempt a new saving throw....This is a full-round action...."
but the subject cannot take any actions to attempt a new saving throw, it looks weird.
or the victim is just paralyzed?
Paralyzed:
Paralyzed: A paralyzed character is frozen in place and unable to move or act. A paralyzed character has effective Dexterity and Strength scores of 0 and is helpless, but can take purely mental actions. A winged creature flying in the air at the time that it becomes paralyzed cannot flap its wings and falls. A paralyzed swimmer can't swim and may drown. A creature can move through a space occupied by a paralyzed creature—ally or not. Each square occupied by a paralyzed creature, however, counts as 2 squares to move through.
With discipline of Tranquility, Psychic gets bonus spell as follow:
Bonus Spells: telempathic projection* (1st), silence (4th), mantle of calm (6th), mass daze (8th), serenity (10th), psychic surgery * (12th), mind blank (14th), euphoric tranquility (16th), time stop (18th).
Psychic gets daze (mass) as a bonus spell at 8th level, at which level she is also able to cast 4th-Level spells.
But i can also find that daze (mass) is a 3rd-Level Psychic Spell.
then I searched other disciplines, all of them get a 4th-Level Psychic spell( or a 4th-Level spell from other class) as a bonus spell at 8th level.
so I searched some bloodlines for Sorcerers (not all of them), to compare. They all get a 4th-Level bonus spell at 8th level.
is there anything wrong with bonus spell at 8th level with discipline of Tranquility?
1.I am demoralized by an illusion and shaken for several rounds. But during those rounds a team member reminds me that it is an illusion, and I success the will save. Am i still shaken after that check?
Or illusions just can't demoralize anyone?
And can I use a major image created by myself to demoralize others?
2.I want to create an illusion of a creature i never met, but i cant make a visual copy of something unless i know what it looks like. So i need to make a corresponding knowledge check. Do i need to make such check everytime i need to make such illusion? What would it be like in PFS?
3.Do a illusion that nobody believes cause soft cover?