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Starfinder Charter Superscriber
Can you use user your ability scores at less then their full potential for an action? Examples
My assumption is that you can't lower your score below which is required to perform an action (i.e can't lower DC past 13 for a 2nd level spell and you can't power attack if you don't use your strength modifier at all) The reason this came up is that our wizard wanted to cast glitter dust to reveal an invisible foe but had to cast it in area with party members so want to cast it with a minimal save DC. ![]()
Starfinder Charter Superscriber
Vic Wertz wrote:
If the villain ran away a second time in a recent scenario we would have had less blessings than required fortunately we didn't encounter the villain a second time so this didn't become relevant. ![]()
Starfinder Charter Superscriber
Snowlilly wrote:
Where is the hibernation entry? I didn't see it in the bestiary ![]()
Starfinder Charter Superscriber
The ring in the end allows for continuous control undead as they are forced to obey and are no limitations on how long you can use the shadows outside of the ring. Continuous Control Undead (CL13 * SL7 * 2000) = 182,000
With the ability to store and release with a command word I would probably increase the cost back to typically Control Undead but that's a judgement call depending on what you base it on. (Extra-dimensional spaces start at rope trick and go up) ![]()
Starfinder Charter Superscriber
After looking at the rules if I wanted to kill the Tarrasque i'd just suffocate it. Regeneration doesn't work on suffocation (or starvation/thirst) and the Tarrasque has no immunity and it's special entry on regeneration doesn't apply as it isn't being suppress or dying from a failed save that kills it instantly (especially with slow suffocation that doesn't involve a save). ![]()
Starfinder Charter Superscriber
Mysterious Stranger wrote:
Key words that would kill it instantly. So if it failed it's save and then was reduced to negative con from an attack it didn't die as a result of a failed save that would kill it instantly. (This argument assumes that Terminal Aura can suppress the Regeneration power which is not a given) ![]()
Starfinder Charter Superscriber
Looking forward to them. Any idea when we can expect pawn sets that include the PACG characters since Mummy's Mask? My group prefers using the pawns over tokens to indicate player location and we're disappointed when we couldn't find half of the Mummy's Mask characters in any of the pawn sets. (PACG was the biggest reason we were excited to get the pathfinder society pawn set when it came out as it had all of the PACG characters to the date of it's release) ![]()
Starfinder Charter Superscriber
Purpose built ninth level spells can do things that wish or miracle can't. Not even a wish can stop time. Which is why it might be permissible. But you are correct. If that is something any ninth level divination spell can do is definitely up to the gm (or paizo if they ever publish a second ninth level divination spell) ![]()
Starfinder Charter Superscriber
Assuming you are okay with the metamagics sharing the same pool of 3/day you could get the cost down to 32500 (+2 metamagic rod) + 32500 * 0.75 (Second similar ability same charge pool) + 1.5 * 2500 (+5 to skill) + 1.5 * 2500 (+5 to second skill) = 57625 on a weapon it would be 86062.5 (or 73875 if the second similar didn't need to be multipled by 1.5) PS There is a Control Construct spell but it's not particularly good ![]()
Starfinder Charter Superscriber
KingOfAnything wrote:
What if you apply the quicken feat with spell perfection so you use still use a 3rd level slot, could you use a lesser rod then? ![]()
Starfinder Charter Superscriber
James Jacobs wrote:
Is there any reason APs have to start at level 1? I personally would prefer adventure paths that go from from 4th/5th to 20th over the typical range ![]()
Starfinder Charter Superscriber
Diego Rossi wrote:
Based on my read of how metamagic rods work they are an instantaneous effect that changes the spell. However being instantaneous doesn't mean that the spell loses the metamagic immediately after being cast. prd wrote:
And from my read of spell storing the armor is casting THE spell that was cast into it which to me would indicate a duplicate of the original spell (except with a new DC as indicted by the saving throws against magic item powers in the Core book pg 459, and using the caster level of the armor pg 460). I don't see anything that would indicated it cares if the spellcaster cast empowered shocking grasp from a 3rd level prepared slot of by using a 1st level slot and a rod of empower. By the way anyone else think that spell storing is ridiculously cheap given that it allows a 5th level wizard to store a CL12 3rd level spell? ![]()
Starfinder Charter Superscriber
Diego Rossi wrote:
PRD wrote: Spell Storing: A spell storing weapon allows a spellcaster to store a single targeted spell of up to 3rd level in the weapon. (The spell must have a casting time of 1 standard action.) Anytime the weapon strikes a creature and the creature takes damage from it, the weapon can immediately cast the spell on that creature as a free action if the wielder desires. (This special ability is an exception to the general rule that casting a spell from an item takes at least as long as casting that spell normally.) Once the spell has been cast from the weapon, a spellcaster can cast any other targeted spell of up to 3rd level into it. The weapon magically imparts to the wielder the name of the spell currently stored within it. A randomly rolled spell storing weapon has a 50% chance to have a spell stored in it already. Based on how the spell storing armor/weapon is charged I would rule that a metamagic rod can be used by the spellcaster casting the spell into the armor/weapon Diego Rossi wrote:
I can understand the reasoning but I can find no rules to support it. Could you indicate where that is in the rules. ![]()
Starfinder Charter Superscriber
Claxon wrote:
By my reading magical lineage, spell perfection (and metamagic rods "In this case, only the feats possessed by the wielder adjust the spell slot of the spell being cast") are applying metamagics without increasing the spell slot level and none of them affect the normal spell level so it would seem that the FAQ does not apply to the effects as written. As intent I could see magical lineage making sense; But I don't think intent would allow for an effective 11th level spell (linage/regional traits reducing to perfections cap) being spell stored... Even if I did want Maximize Empowered Dazing Vampiric Touch in my spell storing weaponsNow I would like to be wrong about the RAW but my reading of the FAQ and relevant abilities don't seem to indicate such. ![]()
Starfinder Charter Superscriber
Claxon wrote: 4) No. While spell perfection and magical lineage reduce the spell slot you use to actually cast the spell, the don't reduce the effective spell level the spell has for the purposes of spell storing. And I'm basing that on this FAQ. I don't see how that faq addresses this question. In fact based on my read of the faq it would work because those abilities from the line Quote: The spell counts as the level of the spell slot necessary to cast it. Could you explain your reasoning a bit further on your answer? ![]()
Starfinder Charter Superscriber
Shiroi wrote:
I agree that increase the curse weakness makes sense and I will increase it as suggested. Although as curses can also target Fort saves (Mummy Rot, Blindness/Deafness) I wasn't counting on my Will saves preventing curses from affecting the character My Self wrote: You could turn it into more of a Crossblooded deal: -2 to will saves in general. I choose to change that into the dual-cursed with a curse penalty because I thought it would be more thematic. My Self wrote: Also consider giving some other sort of penalty, such as -2 or -4 to the effective Oracle level, because access to multiple revelation lists is very strong. I'm assuming you are looking at penalty would apply to the effect of revelation, if that's the case I'm not the biggest fan as it would have a highly variable effect based on the revelations chosen and some of the stronger revelations aren't level dependent (Sidestep Secret) while it makes other options nearly worthless (Channel). My Self wrote: Instead of double curses, perhaps you just make it compatible with the Dual Cursed archetype? Unfortunately Oracle Archetypes are not generally compatible with each other and there would be no way to make this compatible with the Dual Cursed archetype as Dual Cursed affects spells/skills and revelations all of which this archetype has to address. While I could have rewrote the Dual Cursed archetype to only change the oracle curse so that it would be compatible with more archetypes I thought that twice-blessed, twice-cursed worked fairly thematically. ![]()
Starfinder Charter Superscriber
I wanted to create a oracle that has access to multiple mysteries and this is what I came up with. It is heavily based on the crossblooded sorcerer with a bit of dual-cursed oracle thrown in. A twice-blessed oracle combines the powers of two distinct mysteries. A twice-blessed oracle sorcerer selects two different mysteries. The oracle may gain access to the skills, spells, revelations she is bless with, but with extra blessings comes extra curses and less choice in her spells. Oracle’s Curse A twice-blessed oracle must choose two curses at 1st level. One of these curses (oracle’s choice) never changes its abilities as the oracle gains levels; for example, an oracle with clouded vision never gains darkvision 60 feet, blindsense, or blindsight. The other curse comes with its normal benefits. Class Skill A twice-blessed oracle receives the bonus class skill from both of her mysteries. If these are the same skill, this does not grant any additional benefit. Bonus Spells A twice-blessed oracle may select her bonus spells from either of her mysteries. The oracle also has the choice to learn a lower-level bonus spell she did not choose in place of the higher-level bonus spell she would normally gain. Lower-level bonus spells learned this way always use the spell level that they would be if the oracle had learned them with the appropriate bonus spell. Revelations When a twice-blessed oracle gains a new revelation she can choose to gain a revelation from either of her mysteries. Final Revelation Upon achieving 20th level. You gain the final revelation of both of your mysteries. If your mysteries final revelations are incompatible choose one final revelation to gain and gain a bonus revelation from your other mystery. The twice-blessed oracle loses the revelation gained at 19th level in preparation for their final revelation Drawbacks A twice-blessed oracle has one fewer spell known at each level (including orisons) than is presented on Table: Oracle Spells Known. Furthermore, the conflicting blessings and curses level the twice-blessed oracle with less ability to resist additional curses. A twice-blessed oracle always takes -2 penalty on saves against curse effects. Recommended Mysteries: Any. Notes:
I am a bit concerned that the crossblooded drawback isn't as significant for an oracle due to gaining two spells known automatically when they gain a spell level in addition to the spells known table. Where a sorcerer would only be able to use the spell slots for meta-magic until they gained another level. My other thought for a drawback was to remove cure/inflict and mystery bonus spells but add the mystery spells to the oracles class list. I would appreciate any thoughts or suggestions. |