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I feel like this question is clear but just for the sake of put all doubt out I would still like to ask it. Am I to understand that the mask that the SWD's gain as a part of their class do not act like a bonded item similar one a wizard can gain? It is a familiar stuck on your face without a life of its own, so basically an empowered item close to the witches familiar.
What are the sources on this summons list? As in I don't know what these letter/number combos mean. Table: Summon Monster II (Alternatives) 2nd Level Alternatives Subtype(s) Source
Would I be correct in assuming that you do not need to be orc? I feel like this is a safe assumption. The next question I have is how does making your character a orc subtype affect your physical appearance? Also based on the text I have provided bellow I believe it to be safe to assume anyone with a subtype of a race qualifies for any effects, abilities, feats, anything... that the race normally would qualify for. This part is largly the cause of my thoughts that gain a subtype would also create a physical and a noticeable change. ARG wrote:
Humanoid races have few or no supernatural or spell-like abilities, but most can speak and have well-developed societies. Humanoids are usually Small or Medium, unless they have the giant subtype, in which case they are Large. Every humanoid creature also has a subtype to match its race, such as human, giant, goblinoid, reptilian, or tengu. If you are making a new humanoid race, you should either find an existing subtype to match or make a new one by using the name of the race as the subtype. If you are making a half-breed race, it should have the racial type of both parent races. For example, a half-elf has both the human and the elf subtypes. Subtypes are often important to qualify for other racial abilities and feats. If a humanoid has a racial subtype, it is considered a member of that race in the case of race prerequisites. A humanoid race has the following features. Bloodline Arcana: You gain the orc subtype, including darkvision 60 feet and light sensitivity. If you already have darkvision, its range increases to 90 feet. Whenever you cast a spell that deals damage, that spell deals +1 point of damage per die rolled.
I was looking at the witches page online and I don't see any text defining the number of spells pre-level a witch can add to her familiar. I could just be blind and not see it I suppose. If I had to guess it works like the wizards spell list 2 per level and 2 plus casting modifier at the first level. Is this correct?
-area
-actions
-destroying the illusion?
-Illusion cover?
School illusion (figment); Level bard 1, magus 1, sorcerer/wizard 1 CASTING
EFFECT
DESCRIPTION
So here is my question I see a spell called Blood Money on the magus's list and it also lists wizard and witch. But when I look at the wizards spell list it does not have Blood Money. Am I to assume this is a typo and the wizard doesn't have it or what? http://www.d20pfsrd.com/magic/all-spells/b/blood-money BLOOD MONEY School transmutation; Level magus 1, sorcerer/wizard 1, witch 1 CASTING
EFFECT
DESCRIPTION
For example, a sorcerer with the spell stoneskin prepared could cast blood money to create the 250 gp worth of diamond dust required by that spell, taking 1d6 points of damage and 1 point of Strength damage in the process. Material components created by blood money transform back into blood at the end of the round if they have not been used as a material component. Spellcasters who do not have blood cannot cast blood money, and those who are immune to Strength damage (such as undead spellcasters) cannot use blood money to create valuable material components.
I could use some tips about creating golems. As far as I can tell they don't seem too practical and quite costly, but I vote they are cool. Any helpful threads or advice would be nice. Bellow are some reasons why I don't understand how golems are practical. I am aware that two levels later, from the example golem, a wizard should be able to make better golems, but the same is true of four levels later, from the example golem, and the cost goes through the roof not to mention it would be getting quite far into the game(<-fragment idc). For some of the golems I don't see why anyone would bother creating them other than a GM for the sake of an encounter. The earliest golem creations I could find were the carrion golems, but it looks like it fails as a guard or a team mate. Also when some of these die they explode and infect everyone in the area within the blast radius. Issue here is that the enemies are likely never to have to deal with the disease but I find it likely we will. Would this golem be healed or hurt by positive energy from a heal? I would assume it would get hurt or does nothing. If nothing how might you repair a golem anyway? It just seems like by the time you can make golems they are too week, expensive, and unhelpful.
Any chance the eldritch heritage feat gives you the bloodline arcana? I would have to guess not, but it would be nice :D! Bloodline Arcana: Whenever you cast a spell of the summoning subschool, the creatures summoned gain DR/good equal to 1/2 your sorcerer level (minimum 1). This does not stack with any DR the creature might have.
I wanted to know if a wizard that is conjuration sub-school teleportation could use the feat bellow with Shift. My guess is no because its not abundant step or dimension door, but it is "...as if using dimension door." So that is what gets me. Feat:
Prerequisites: Ability to use the abundant step class feature or cast dimension door. Benefit: After using abundant step or casting dimension door, you can take any actions you still have remaining on your turn. You also gain a +4 bonus on Concentration checks when casting teleportation spells. Shift (Su): At 1st level, you can teleport to a nearby space as a swift action as if using dimension door. This movement does not provoke an attack of opportunity. You must be able to see the space that you are moving into. You cannot take other creatures with you when you use this ability (except for familiars). You can move 5 feet for every two wizard levels you possess (minimum 5 feet). You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
I work out some feats for this build tell me want you think or what you might suggest. Also telling what I did wrong or what GM might not agree to would be good too. 1st Draconic Bloodline
16 feats:
Feats
Maximize Spell<-rod needed?
Based you the based on the description It sounds like you could save it learning a higher level spell later? It doesn't say you "do" its says you "can," optional wording. New Arcana (Ex): At 9th level, you can add any one spell from the sorcerer/wizard spell list to your list of spells known. This spell must be of a level that you are capable of casting. You can also add one additional spell at 13th level and 17th level.
In Oterisk's guide to Dragon Disciple he implies that some how by taking a level in both Dragon/Abyssal Blood you are able to gain both class blood line traits through Dragon's Disciple, at least through all your Dragons Disciple levels. Then to top it off some how these traits not only stack but also increase with each level. My opinion is that this does not sound right. Now its possible I am miss understanding this and he is saying that you get all this by taking one level in Dragons Blood, one level in Abyssal Blood, then eight in DD, to be finished off with ten levels in Abyssal Blood losing and number of nice dragon blood bonuses. Either way you would have the draw back of loosing both level 20 traits, along with the expected loss of 2 caster levels or more. I suppose someone might argue that the text implies that you would gain Dragons Blood traits regardless (sounds like a bit of a stretch though). It also bypassed the crossblooded option in some ways. -Oterisk
Blood of Dragons A dragon disciple adds his level to his sorcerer levels when determining the powers gained from his bloodline. If the dragon disciple does not have levels of sorcerer, he instead gains bloodline powers of the draconic bloodline, using his dragon disciple level as his sorcerer level to determine the bonuses gained. He must choose a dragon type upon gaining his first level in this class and that type must be the same as his sorcerer type. This ability does not grant bonus spells to a sorcerer unless he possesses spell slots of an appropriate level. Such bonus spells are automatically granted if the sorcerer gains spell slots of the spell's level. Strength of the Abyss (Ex): At 9th level, you gain a +2 inherent bonus to your Strength. This bonus increases to +4 at 13th level, and to +6 at 17th level.
So when looking at the CMB for a quadrupeds I noticed that they seem to have a +4 bonus on grabs (If they have Ex grab). Am I correct in assuming that quadrupeds have a bonus on grabs or is this for another reasons? (Dire, Lion)
Wild shape is clearly written as a supernatural ability, but with how I have seen it described some also treat it as a spell-like ability is this correct? Special Abilities A number of classes and creatures gain the use of special abilities, many of which function like spells. Spell-Like Abilities (Sp) Usually, a spell-like ability works just like the spell of that name. A spell-like ability has no verbal, somatic, or material component, nor does it require a focus. The user activates it mentally. Armor never affects a spell-like ability's use, even if the ability resembles an arcane spell with a somatic component. A spell-like ability has a casting time of 1 standard action unless noted otherwise in the ability or spell description. In all other ways, a spell-like ability functions just like a spell. Spell-like abilities are subject to spell resistance and dispel magic. They do not function in areas where magic is suppressed or negated. Spell-like abilities cannot be used to counterspell, nor can they be counterspelled. If a character class grants a spell-like ability that is not based on an actual spell, the ability’s effective spell level is equal to the highest-level class spell the character can cast, and is cast at the class level the ability is gained. Supernatural Abilities (Su) These can't be disrupted in combat and generally don't provokeattacks of opportunity. They aren't subject to spell resistance, counterspells, or dispel magic, and don't function in antimagic areas. Extraordinary Abilities (Ex) These abilities cannot be disrupted in combat, as spells can, and they generally do not provoke attacks of opportunity. Effects or areas that negate or disrupt magic have no effect on extraordinary abilities. They are not subject to dispelling, and they function normally in an antimagic field. Indeed, extraordinary abilities do not qualify as magical, though they may break the laws of physics. Natural Abilities This category includes abilities a creature has because of its physical nature. Natural abilities are those not otherwise designated as extraordinary, supernatural, or spell-like.
So what are the down sides of a druid taking levels in Brightness Seeker just looking at it I do not see anything? Also I find it odd that the Grand Druid looses the ability to wild shape at will at the 20th level, unless I am reading it wrong. Another note would be that you can run into a wall if you cannot gain your titles level wise. (seeker)
(grand druid)
Because the listed ability bellow is an Su would it stacks with wild shape? The prestige class it comes from is geared for druids if that matters. Also if a prestige class has a racial requirement of being an elf I would have to guess that a half elf does not qualify, right? Channel Past Incarnation (Su) At 2nd level, Brightness Seekers establish a mystical connection with their previous lives spent as simple creatures of the forest or field. Once per day, a Brightness Seeker may spend 1 hour meditating to manifest one of the special qualities detailed below. This special quality remains for 1 day or until the Brightness Seeker changes form or dismisses it. Bite and claws (1d6 points of damage each) Blindsense 30 ft. (sound-based, like a bat) Darkvision 60 ft. Scent Temperature-adapted (as endure elements) Thick hide (+3 natural armor bonus to AC) Waterborn (swim speed 40 ft., can breathe water and air) Wings (average maneuverability, fly speed 40 ft.)
Read the last sentence of this paragraph if the answer is yes then the rest does not apply. (links are provided at the bottom) So I was looking at carrying capacity today and I noticed that drag is under carrying capacity. This leads me to wonder something. A large quadruped with 23 str. under the effects of ant haul would be able to comfortably carry 1,800 lb. Assuming that ant haul applies to all aspects of carrying capacity then they would also be able to drag 9,000 lb (18,000 lb under favorable conditions). If this is true then it is not that unreasonable for a quadruped with a number of say chains or some strong rope around them and say... a build to actually damage if not pull down a building... It occurs to me that this use of ant haul does not work but it would be funny if it did. I am felling doubtful about this use because it leaves greater implications like pushing on things (no rope required). Would I be correct in assuming that ant haul applies strictly to objects on the the subject and not any of the following: objects pulled, pushed, or lifted? Reasons why it working would make me laugh.
http://www.d20pfsrd.com/alignment-description/carrying-capacity
Is there an actual spell like the one that comes with the madness domain listed bellow? Personally I think the spell is epic. Vision of Madness (Sp): You can give a creature a vision of madness as a melee touch attack. Choose one of the following: attack rolls, saving throws, or skill checks. The target receives a bonus to the chosen rolls equal to 1/2 your cleric level (minimum +1) and a penalty to the other two types of rolls equal to 1/2 your cleric level (minimum –1). This effect fades after 3 rounds. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
The bellow means that for every two levels it's taken you get one of the 1st level domain power uses, yes? "Select one domain power granted at 1st level that is normally usable for a number of times per day equal to 3 + the cleric's Wisdom modifier. The cleric adds 1/2 to the number of uses per day of that domain power."
I would assume that this armor requires heavy armor proficiency am I correct? Also what is the dexterity bonus to AC on this armor +2? It says its treated as a masters work. "This suit of full plate is made of dragonhide, rather than metal, so druids can wear it. It is otherwise identical to masterwork full plate." Although it says druids can wear it I would have to guess that they need heavy armor proficiency feat being that it says, "...identical to full plate." So...
So my question is does this spell do anything for a huge hippo(druid)? When looking at the quoted section bellow then looking at the table it looks to me like strong Jaw would do nothing for a hippos bite. The hippo already does twice its expected size damage. If it does work it opens the possibility for to hit for 24d8+mod(not sure if its a big deal).<-the idea here is strong jaw and improved vital strike, I am sure other things can be brought to the mix. (Strong Jaw)
(quoted section)
This seems kinda strong to me at the lower levels, but maybe I am just tripping. If Understand the feat correctly not only do you gain DR/Good or Evil (depending on your Alignment... or you could just be neutral), but you also gain SR for the duration of your wildshape. Now on to damage reduction. Am I to understand that when something says 10/good or 10/piercing that if someone was to use a magic weapon or a cold iron weapon it would not bypass either of these DRs? The information bellow would lead me to believe that alignment based DR is pointless because they would always overcome it because most likely they have a +1 weapon in the first place plus and alignment based weapon +5. It might as well just if weapon has alignment then it overcomes... This could be me misunderstanding and its saying that the alignment of the attacking creature by its self overcomes. Out side of this at what point do you know for sure that the enhancement bonus is sufficient to overcome DR? The text seems to indicate that it can even if you are not using the weakness. Personally I just figured a weapon that says adamantine overcomes DR for the most part. Finally I would think damage reduction does not stack but are there any situations that it might? DR Type Weapon Enhancement Bonus Equivalent
So here is the rules name a class then list a word/phrase/...or sentence that first comes to mind. It can be anything from your personal experience to what you think of them. Barbarian-Leeroy!
So here is the deal I want to be able to tell my DM how natural attacks work for a druid. For the sake this goal I am going to use a form that my character does not have knowledge of and a level that I am currently not. (animals actual template)
Lets say my Str.=22 while in this form and my BAB is +9(/+4) and I am using greater magic fang +3 attack rolls(level 12-13). Tell me if the following is correct if I am in a position to pounce/do full attacks action. Melee: bite +17 (1d8+6str.+grab), claw +17 (1d6+6str.), claw +17 (1d6+6str.), [pounce] claw +17 (1d6+6), claw +17 (1d6+6)=w/e the total comes out to The animal its self treats the attacks as primaries so I am assuming I do as well, but i have seen the pounce be treated as a secondary. Also as I understand it the extra BAB does nothing.
1. I saw some people commenting on forms that belt of giant strength did not stack with wildshape… this would be incorrect because wildshape strength bonus is a size bonus right? 2. Funny question (or at least image), if you were a hippo could you use boots of haste fitted to your hippo feet? After all some people use barding while wildshaped. “When you cast a polymorph spell that changes you into a creature of the animal, dragon, elemental, magical beast, plant, orvermin type, all of your gear melds into your body. Items that provide constant bonuses and do not need to be activated continue to function while melded in this way (with the exception of armor and shield bonuses, which cease to function). Items that require activation cannot be used while you maintain that form.” 3. How much does the wild enhancement usually cost? I know its a +3 enhancement if that helps. 4. The text bellow leads me to believe that druids in wildshape or who use wild shape can basically ignore polymorph spells directed at them if they so choose. Is this assumption correct? Also it brings out the question of if spells like longstrider or aspect of the bear work on wildshape because they cause physical changes (or superficial). “You can only be affected by one polymorph spell at a time. If a new polymorph spell is cast on you (or you activate a polymorph effect, such as wild shape), you can decide whether or not to allow it to affect you, taking the place of the old spell. In addition, other spells that change your size have no effect on you while you are under the effects of a polymorph spell.”
I would like to know which classes/builds excel at tanking? Fast heal, heal, damage reduction, AC, CMD, constitution, saves, or some other unique way to tank or at least fill the position. specifics are great but if you fell like calling out something like: Paladin, Armored hulk, or treant-druid... that is fine as well. Mighty Morgan MacGee has not participated in any online campaigns. |