i know it's been a while, but regardless of the ultimate sorcerer level, does this item really grant future bloodline powers, including the bloodline capstone abilities, four levels before a sorcerer would otherwise get them? i like it, but it seems overpowered... no other class has such a simple shortcut to gaining levels, do they?
my favorite use, so far, is to use 'sculpt corpse' to make dead copies of my character ... with enter image, i can even make the bodies sit up and talk. and the bodies don't have to be full-sized, either ... i made a bunch of mini-me's out of a dead swarm of rats, and scattered them about. i really like the idea of permanent invisibility on an object, though.
if one uses form of the dragon ii or iii to take the shape of a dragon specified by a lower version of the spell (i or ii), what abilities do you get? it seems obvious that the size bonuses, natural attacks, and probably fly speed would be tied to the size of the dragon one becomes, but what about the other abilities, like DR, the number of breath weapon uses & it's dmg/range, frightful presenece, resistance vs immunity, etc... it's nice that the higher-level spells don't exclude one from taking smaller forms, but how much of the spell power do you have to sacrifice when doing so? i'm inclined to think the breath weapons, at least, match the spell, regardless of the size you assume ... nothing in the spell description says it is tied to the other abilities, and it has its own description, apart from the other abilities. the elemental body spells are much more clear.
blindsense lets a creature pinpoint creatures it cannot see... is pinpointing enough to allow targetted spells, like charm person, magic missile, slow, etc.? i know it allows melee or ranged attacks and area effects to target the correct square, but i wasn't clear on targetting that just involves designating a creature. please, provide the rules references... been hunting around unsuccessfully, so far.
just to add my two cents ... a lycanthrope in humanoid form would not detect as magic due to being a shapeshifter, because they would not currently be using any polymorph magic ... a lycanthrope in hybrid form would be obviously a lycanthrope ... a lycanthrope in animal form would be the only time detect magic might be useful, though they'd most likely be attacking you or avoiding you when in that form, so detecting the presence or absence of magic might not be that helpful. ...but... the detect magic spell does also say that outsiders and elementals are not magical in and of themselves ... yet they pretty much always have supernatural abilities of one kind or another, and probably stronger than an average shapeshifter. if those creatures don't detect as magic, then i don't know that the changeshape ability should suddenly make any other creature detectable, either. i thought one of the earlier editions might have explicitly stated that creatures don't detect as magic in and of themselves ... maybe in a trap section, discussing creature ambush type traps? not sure how far back you'd have to go to find THAT, though ... maybe even 2nd ed? regardless of all that, it seems cooler if you don't let a rules question subvert a sneaky ability ... it's intended to deceive, so let it deceive.
does the draconic ally spell create a tiny pseudodragon or a medium-sized one? the spell says 'all of the abilities granted by [the form of the dragon spells]', which includes size bonuses and dmg dice for a medium-sized creature... just trying to figure out if this spell creates a housecat or a mastiff.
is there anything that describes how to deal with two different charm effects on the same character ... or even using charisma skills to try to oppose a charm effect. one of our party members (the cleric) was charmed and being led into danger, but he couldn't see it ... i tried to use bluff (got a really good result) to pretend i was hurt and needed his help, but the dm ruled that the charm was stronger, so he kept going. we ended up using our own charm spell on him to balance things out again but we spent too much game time looking for rules regarding opposed charm effects. are there any such rules? we didn't find any.
lemeres wrote: It basically says that if you have a spell like ability, you meet any prerequisites that call for casting spells up to the SLA's level. from what i'm reading, the faq specifically says that an SLA does not meet pre-reqs like 'can cast arcane spells'. so, having an SLA does not let you take arcane strike.
Tormad wrote:
gmw confers an enhancement bonus, so it won't stack with the mindblade's enhancement bonus... though, if you push the mindblade's bonuses into special abilities, maybe gmw could recover some of the atk/dmg bonus for you?
ok, i just realized i misread the targets... so, this spell enchants other creatures to ignore you, rather than masking yourself away from everyone, meaning you can only block a limited number of opponents, and only the ones you can pinpoint for targetting with the spell, visible and within range and whatnot... it still seems way more powerful, especially if you can control the circumstances to limit the uncertainties of other observers.
if one plays a non-draconic sorcerer bloodline, but then takes eldritch heritage (draconic), would one then meet the prerequisites for the dragon disciple prestige class? eldritch heritage gives you a bloodline... the class reqs say that if you're a sorcerer, you have to have the draconic bloodline, which you do... then, if that is allowed, my next question is about the class' blood of dragons ability...
so, a sorcerer 5/disciple 5 would have an effective bloodline level of (10-2)+5=13, granting them ability upgrades beyond their level, like acid claws... or a more powerful breath weapon or AC, if they also take improved eldritch heritage... as far as i can tell, this is all ok, by RAW. conceptually, i don't like the thought that a 'weaker' bllodline would be able to capitalize on the class in a way a straight draconic sorcerer could not, but it looks like they could. i am playing a draconic sorcerer/disciple currently, and was toying with the thought of eldritch heritage, when i saw how blood of dragons could be bent, with the right planning.
Joana wrote: It's before the rules about poisons, under afflictions, which includes poisons, curses, and diseases. thank you. that was helpful. i guess my gaming group never noticed that section... we went to the poisons section, which didn't make that clear. still not sure i like it, but at least i see where it's coming from, now. :) thanks again!
i don't know where you get the afflicted vs shaking off part. i have not seen that anywhere in the rules. there is just the one saving throw each round. you only make saves once you are 'afflicted'... because you were bit, or drank something you shouldn't, or opened the wrong chest, or whatever. i don't know what is the 'how do poisons work' thing that you are quoting.
here is the original text from the poisons section of the core rulebook: "
nowhere does the word 'initial' even appear. there was nothing special about the initial save for curing the poison... once you had it in you, you had to ride it out or meet the cure condition... or use magic. now, the 'initial save' text gives all poisons a quicker and easier cure condition that wasn't there, before.
what i'm saying is that the rules have NOT always had anything special about the initial save... that is something new. the rules listed a duration for each poison type and a number of successful saves you need to shake off the poison... if the poison didn't specifically say '1 save to cure', then an initial successful save wouldn't stop the poison. it would only prevent you from taking poison damage, at that moment. you would continue to make saves until you met the cure condition or the duration ended.
no... the original text had nothing about failing your initial save. not even what you've quoted. "once you're affected by a poison" (i.e., you've got poison in your system) my original text talks about multiple doses, too, but it doesn't say anything about a first save preventing the stacking of the multiple doses. it just lists poisons and how long they affect you, once you've got them in you.
i was just noticing in the online rules that they seem to have changed how the initial save for poisons work... if you look under 'multiple doses', it seems to indicate that if you succeed on your initial saving throw vs the poison, then the poison did not affect you, at all. when did this rule change occur? i like the way poisons work in my hardcover of the core rulebook... once you're affected by a poison, it's in you for the listed duration, willy nilly, until/unless you meet the cure conditions. adding the 'initial save' option is like giving a secondary quick-cure option, which seems like a cheap way to make poisons less threatening. why would one want to do that, at all?
i'd add just that a kitsune fighter could take vulpine pounce as a bonus fighter feat because it's a combat feat, which is what the fighter bonus feat ability allows you to take.... but i agree that the monk bonus feat ability is more restrictive, and unlisted feats cannot be selected for the monk class, despite any arg verbiage.
the whirlwind is half as wide at the top as it is tall, per the description of whirlwind, so per the cone math above, r=h/4, always: volume=pi(h^3)/12 but that's not awfully helpful, for game mechanics. a 20' whirlwind would be 10' across at the top, or more simply, two 5' cubes and one 10' cube... for 10 5' cubes, altogether. if using this less rigorously mathematical method, you'd try to use the spell radius templates for area effects, and then stack them from the widest at the top to 5' at the bottom. and once you calculate a smaller whirlwind, you use that as a base before adding the next 10' of height for the next one. it's not a great method, but they didn't make it awfully clear. you could work out the volume of the five possible whirlwind sizes ahead of time in 5' cube units and just save it so you don't have to work it out, again. size, sum of areas by top diameter=> ~total 5' cubes
small and medium creatures would occupy 1 cube each.
a 20' whirlwind would hold 80 tiny creatures, so you could prob just say any whirlwind can pick up any number of tiny or smaller creatures, to make it simple.
i just read the b4 description, and it hasn't changed the volume restriction, at all... not in my hardcopy, at any rate. there are two restrictions on creatures that are lifted... one is the size of each individual creature, which exists in both b1 and b4, but the other was the number of creatures that can be lifted, which is based on volume in both b1 and b4. the two restrictions are listed in separate paragraphs... the paragraphs starting with "creatures one or more size categories smaller..." and "creatures trapped in the whirlwind..." b2 & b3 removed the size limit on creatures that can be lifted, but they still retained the volume limit on number of creatures. i guess, as far as the original question (1), i'd say the whirlwind is the same size category as the base creature. just treat it like all the other size limits on special abilities (swallow, trample, etc) and don't think too hard about the altered form.
1) the whirlwind description doesn't talk about size categories, it talks about volume... "The whirlwind can have only as many creatures trapped inside at one time as will fit inside the whirlwind's volume." the whirlwind ability tells you how big the whirlwind is... a 20' whirlwind is 10' wide at the top, so assume a column of two 5' squares and two 10' squares... which would hold 10 medium size creatures or 2 medium creatures and 1 large creature. no quick rules... gotta work it out for each size whirlwind. 2) the polymorph subschool specifies that the dc of special abilities matches the dc of the spell used to polymorph into that form... it's not straightforward, because it lists several things which have no dcs, then says dcs match the spell, but it wasn't intended to be a comprehensive list of all abilities granted by polymorph spells: "In addition, each polymorph spell can grant you a number of other benefits, including movement types, resistances, and senses. If the form you choose grants these benefits, or a greater ability of the same type, you gain the listed benefit. If the form grants a lesser ability of the same type, you gain the lesser ability instead. Your base speed changes to match that of the form you assume. If the form grants a swim or burrow speed, you maintain the ability to breathe if you are swimming or burrowing. The DC for any of these abilities equals your DC for the polymorph spell used to change you into that form." so, depending on which elemental body spell the wild shape ability is using, the whirlwind dc would be 14/15/16/17+wis mod note that this would apply to poison (snakes,etc.), trample (treants), vortex (w.elemental), and burn (f.elemental), as well as whirlwind, based upon the spell wild shape is using for that form. if you don't like that rule, or find it too vague, then the dcs listed for the air elementals don't apply, either, as they are not size-based, despite what the table looks like... those dcs are based upon 10+(1/2)hd+str, per the whirlwind description: you'd end up with 10+(1/2)druidlevel+str (not wis)... always using the druid's own stats in place of the base creature's. 3) the whirlwind description says "and must also" save vs. being picked up. so, damage and pickup both apply, regardless of either's success or failure. 4) i would assume not... it's a special ability that isn't really intended for creatures interested in carrying gear. it's an attack form that already describes how many creatures it can affect (by volume). if any druid attempted to abuse the ability by carrying friends or equipment, you would just apply whirlwind damage to the friends or equipment every round.
i prepped g.v., recently, without looking up the creatures, first... when it was time to use it, i was horrified to discover that my 4th level spell only provided 1/2cr, 1cr, or 3cr creatures... and i didnt have any scorpions handy. a summon natures ally spell would have been more effective g.v. can be cast more quickly and lasts longer, but the extra duration is of limited value in the middle of a fight, which might not last significantly longer than the spell, anyway. plus g.v. provides less ctrl over who gets attacked than s.n.a. at any rate, i was disappointed.
when kitsune change shape, they get a +10 racial bonus to disguise checks to appear human... do they also get the generic +10 bonus to disguise checks granted by transmutation/polymorph spells? change shape does say it works per alter self, which is a polymorph spell... i have a kitsune sorcerer (high cha) with a decent disguise skill check... just wondering if i'm adding +10 or +20 onto that when someone tries to pierce my secret identity. :) also, kitsune get low-light vision, but if i'm reading things corrrectly, i can only use that when in kitsune form... i lose it when in human form, just like my bite attack. is that correct? the kitsune description says 'in her natural form...' for bite attacks, but not for low-light vision. it's just the description of how polymorph magic operates that says you lose your original form's physical capabilities like scent, darkvision, etc... since my character is pretending to be human, as kitsune often do, it just seems odd that they have these abilities that can rarely be used... "hey, you get this great stuff... now put it away and don't touch it!"
well, if i find what i was remembering, i'll post it here...
we haven't seen too much direct divine intervention in our game, though, so i won't worry too much about that. not sure how this would differ from an antimagic spell, or stone to flesh, or any offensive spell at all, really. i think of it more as respecting the deity's power too well, and attacking the representative by separating them from that power, rather than attacking the deity or its power itself. thanks for the help. :)
i guess planescape, al qadim, and birthright were predominantly on my mind, when i submitted my original post, though i wouldn't mind seeing pathfinder tackle gamma world, either (i know that isn't a d&d setting); i wasn't too impressed with the d20 modern or alternity versions of gamma world. i hadn't meant to suggest that wotc would ever relinquish rights to anything, but more that paizo might acquire rights to publish in those settings without necessarily owning them... similar to what was done for ravenloft 3.5. i thought al qadim was an incredible setting, and while tony di terlizzi drew me into planescape originally, i found it fascinating, as well. birthright, however, was the setting my friends and i played with the most; we still mess around with it, upon occasion, though it's been a few years, now. it would be good to see birthright revived. thank you all for your responses.
i am not sure i'd want to see a new 21+ set of rules different than the previous 20 levels, like wizards did with their elh, but sets of new feats, prestige classes, and magic items wouldn't hurt ... and monster advancement, as well. for regular class advancement, there's always multiclassing ... no need for new rules.
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