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Spell: Paladin's Sacrifice

Situation: The group is fighting a huge spider which has just attacked the group wizard with a bite attack. The wizard is currently casting a summon monster spell (full round cast time) and the bite attack has hit. The wizard needs to make a concentration check against the damage to keep casting the spell and also needs to make a fortitude save against the spider's poison.

The group paladin wants to cast Paladin's Sacrifice to take the damage and potentially the poison if the wizard fails the save and wants to know if that will also negate the wizard needing to make a concentration check since he has absorbed the damage.

My thought is that the wizard takes the damage and has to make the fortitude save against the poison meaning the wizard takes the damage initially and the paladin is absorbing it a split second later (Paladin's Sacrifice is an immediate action). Based on that, I believe the wizard would still need to make a concentration check to retain the spell.

Question 1: I've read through a couple of other threads on this spell but didn't really find any sort of consensus on this. Does anybody have any ideas?

Question 2: Paladin's Sacrifice requires a divine focus. The paladin uses a 2 handed greatsword and is currently in combat with the weapon drawn. Would he even be able to cast this spell?


Ready action states: Readying is a standard action. You can ready a standard action, a move action, a swift action, or a free action. To do so, specify the action you will take and the conditions under which you will take it.

Let's say a spell caster wants to ready a spell to cast if another caster begins casting. Does this mean that readying an action is a standard action and the casting of the spell is a second standard action thus completing the turn?

Or could the caster first move (move action), and then ready an action with the action being to cast a spell?


First time DM and I have a question regarding magic items.

The wizard in the group has offered to craft an item for one of the other players. The player in question is already using a Belt of Incredible Dexterity and has asked the wizard to craft him Gloves of Strength. I know the standard item from the core rules for strength is a Belt of Giant Strength and not gloves.

Are strength bonuses for crafted items restricted to the belt slot? Is there an increased cost to making a custom item that adds strength in a different slot than the belt?

Thanks in advance for anyone who can provide some clarity to this for me.


For various RP reasons I've decided to build a human wizard necromancer for a campaign I'm playing in. I realize a wizard isn't the most efficient necromancer but it's what I've got to work with so I'm trying to make the best of it. I'm starting at level 3 with 20 point buy for abilities. Here is what I have so far:

Human Wizard, Necromancer specialist with the Undead variant, opposed schools are Abjuration and Enchantment.

Base stats are as follows:
STR: 7
DEX: 14
CON: 12
INT: 18 (20 w/ the +2 racial bonus)
WIS: 8
CHA: 12

I didn't dump charisma since it helps with Command Undead but perhaps 12 is too much?

For feats I was thinking of taking Combat Casting (given that so many Necro spells are touch it seems like this might be worth taking?), Improved Initiative, and Spell Focus (Necromancy). At level 9 I was thinking of taking Opposition Research (Abjuration). I looked at the Skeleton Summoner feat but it kinds of feels like a waste of a feat for just the ability to apply a skeleton template to Summon Monster I and III.

For a familiar I'm on the fence between a scorpion for the +4 init or a raven for RP purposes.

My goal is for the character to have the feel and creepiness factor of a necromancer without completely killing my ability to provide utility to the group.

Does anybody have any recommendations on how I can improve this build or perhaps I'm going in the wrong direction entirely? Please keep in mind that the character will be a human wizard and I realize it's probably the poorest mechanical choice for a necromancer. I'm looking for any feedback I can to salvage as much utility as I can. Input is greatly appreciated.


I have a couple of questions regarding Charm Person that I'm hoping I can get some clarification on.

First, if Charm Person fails due to the target making their will save, does the target know that they were targeted if they didn't see the caster actually casting the spell? I realize if the target has Knowledge (Arcana) or Spellcraft they could potentially identify it, but if the target is a dumb warrior who didn't see the casting take place but makes the will save, would they know something just happened?

Second, assuming that the target (a dumb warrior) fails his will save, once the Charm Person spell wears off, would he then realize that he had been enchanted?


Stabbing Shot:
When adjacent to an opponent and making a full-attack action with a longbow or shortbow (including composite bows), you may choose to make a melee attack against that opponent with a drawn arrow rather than firing it. If the attack hits—whether or not it does damage—your target is pushed back 5 feet away from you. You can then fire arrows from your bow normally, at the original target, or at another target within range. This melee attack replaces the extra attack from Rapid Shot, and all of your attack rolls for the round (the melee attack and the ranged attacks) take a –2 penalty. If your initial attack leaves you with no enemies threatening you, you can make the subsequent ranged attack or attacks without provoking attacks of opportunity.

I have a player who has this feat from the Advanced Players Guide and we're having a disagreement about exactly how the attack roll should be applied. My thought is that you take the -2 penalty for Rapid Shot as well as a -4 penalty for using an improvised weapon for a total of -6 to the attack roll. His argument is that only the -2 penalty from Rapid Shot would apply.

If this attack fails to hit does the character still makes all of his other attack rolls for firing arrows and takes an AoO from any adjacent enemies or can he choose not to fire any arrows and avoid the AoO? Thanks for any help with this.