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Been trying to build a spellcasting based druid, for I haven't tried one before, and our current campaign needs one (high wis for perception and survival). The concept of being able to fly while denying enemies' access to air sounds interesting enough for me. So Sky Druid and Storm Druid caught my eyes, both with the ability to be "unaffected by natural and magical wind effects."

The question is, what kind of "wind effect" does it prevent? Is it just the wind effects from environment rules (penalty to attack, fly, being blown away etc), or any effects caused by natural and magical wind (let's say the knock down, fatigue and fire damage effect of Sirocco)? Perhaps some middle ground between them sounds more reasonable.

Should I discuss the ruling with my GM or is there is a definite answer to this question?


Been trying to build a blaster sorcerer lately, for a Kingmaker campaign. I decided to take elemental bloodline so that I can convert the damage type when needed. So which of the spell and elemental convert type combination is more practical overall?
Obviously, a result can be concluded from here that a combination between Electricity and one of the other three types suffers the least from multiple resistance.
Acid+Electricity is the safest bet here, when considering elemental types. However, between these two elements, the only specialized spell I can think of is Lightning Bolt, which is far from great when considering blasting.
Taking spells into consideration,then fire comes in to sight. We got burning hands, scorching ray, fireball, and fire snake, all decent options throughout our career. The downside is, obviously, a slighter chance to avoid resistance/immunity, especially when facing outsiders.
Cold is also a good option, due to the none-save effect of rime spell. Haven't built a character based on cold though, so I'll skip the part of detailed analysis here.
So did I miss out any option? Spells, feats etc. I'm quite determined to take non_Crossblooded sorcerer though, due to character concept.


Say if a bard with Lingering Performance starts her turn, begins a bardic Performance(typically Inspire Courage), and stops the performance instantly. The effect lasts for two whole rounds, ending at the beginning of the turn after her next turn. The action above costs one round of bardic performance. No question here.

But what happens if she decides to hold on the performance till her next turn, ending it as soon as that turn begins? It will last for the two more rounds, effectively lasting 3, but does that cost one round of performance or two? That makes the difference of whether you can double or triple your effective bardic performance rounds.

First time trying to build a bard here, so I wonder how you(r dm) would rule about that.


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The shadow conjuration/evocation spell has its uses even without investing resources on it. The standard action casting time makes spells that require a long casting time makes spells like Contingent Action and Contingent Scroll viable in battle. And avoiding expensive materials makes spells like Draconic Ally a serious bargain.So what about investing some feats/class features on those spells to make them even better substitutes than most spells they mimic? Here is a build test I've come up with.

shadow magic build:

Race:Elf(grab Illustrious Urbanite for Spell focus_illusion and keep elven magic)

Class:Wizard(Pact wizard(shadow Patron covers almost all the spells you need——to cast Spontaneously)+ Exploiter Wizard(mainly to grab some bonus feats to get spell perfection on lv15,and the flexibile bonus on DC or CL is also welcomed.)

Traits: Magical Lineage(shadow conjuration)

Arcanist Exploits:
Potent Magic(lv1);
Familiar(lv5);
Metamagic Knowledge_Persistent Spell(lv9);
Greater Metamagic Knowledge_Dazing Spell(lv13);
Counterspell(lv17);

Feats:
improved initiative(lv1);
Greater spell focus_illusion(lv3);
Craft Wondrous Item(lv5);
Improved Familiar(lv7);
Spell Penetration(lv9);
Quicken Spell(lv11);
Greater Spell Penetration(lv13);
Spell Perfection(lv15);
Extra Arcanist Exploit_Greater Counterspell(lv17);


Looks like a pretty damned powerful build by far. Use ur argumented illusions to distract ur foes until u hit lv7(or 8 if you would rather get the spell from Patron for free) when shadow conjuration comes into play.At lv9, u get a persistent shadow conjuration at spell level 5. When you get lv15, you can cast a spell level 7 persistent+quicken+dazing shadow conjuration(-2 spell level from trait and class feature. A free quicken from spell perfection), at an extra 4 DC and 10 caster level against magic resistance. And when u get ur epic lv9 spells, nothing feels better than countering a timestop of a badass wizard, more importantly, you can roll twice and add ur int mod to that cl check.

Something feels odd about this: no matter how high the dc hits, when it comes to the control side of this spell, you are always casting a spell targeting will save and being affected by magic resistance. As a result, with all those resources invested,you are doing no better——or even a bit worse than a enchanting wizard casting confusion. You didn't get the Flexibility you were wishing for, on combat side.

Any advice on improving this build? What about focusing on the free quicken of a chosen spell and let other spells do the "control" work?


the Spell description:
You create an invisible magical sensor that sends you visual information. You can create the arcane eye at any point you can see, but it can then travel outside your line of sight without hindrance. An arcane eye travels at 30 feet per round (300 feet per minute) if viewing an area ahead as a human would (primarily looking at the floor) or 10 feet per round (100 feet per minute) if examining the ceiling and walls as well as the floor ahead. It sees exactly as you would see if you were there.

The eye can travel in any direction as long as the spell lasts. Solid barriers block its passage, but it can pass through a hole or space as small as 1 inch in diameter. The eye can’t enter another plane of existence, even through a gate or similar magical portal.

You must concentrate to use an arcane eye. If you do not concentrate, the eye is inert until you again concentrate.


Yes it is invisible, but how much is its stealth bonus? Can it be noticed with a perception check? If so, how high should it be? Or does being invisible mean that the Arcane Eye can only be noticed via magical means(detect magic, see invisibility, etc)?


I've decided to build a healbot Oracle, thus the Life Mystery is a goto option. However, the other Revelations except Channel in that Mystery are kind of useless, so I browsed the archetypes and found the warsighted Oracle.

So the problem here is, are there enough available combat feats for a spellcasting-focused Oracle to have the reason to take the archetype?


Let's say when a cleric decides to purchase a Spell storing weapon and conveys a cure serious wounds with an attack of opportunity(dealing nonlethal damage) to one of his allies moving across him, is that counted as an auto-hit? Or he casts a Weaponwand on a cure light wounds wand, and full-round attacks his teammate(still dealing nonlethal), does he auto-hit on every attack?


Here's how the story goes. Some friends and I have been playing an Adventure Path module for about half a year. We have a Bloodrager, a Cleric, a Rogue, a Paladin, and a Wizard(which I play as). Recently we welcomed in a new member(who's also a new player in trpg), and he decided to play as a Arcanist. We helped him build a blaster Arcanist. One does the damage while the other does the crowd control should do just fine, we think.
And then I realized we do pretty much the same thing when out of battle. When a wizard spell is needed out of combat, we have two selectives to copy that spell in his/her spellbook. When a int-based skill check is triggered, we are accustomed to ask the Wizard when the Arcanist can do just as well.Thus, I'm currently worried that the similar awkward situations might happen more frequently in the predictable future. Knowing this, I decided it's time to swap my character, but our DM, who wishes no one leaves the team, doesn't like it.
So are my worries unnecessary, or are there some solutions to this matter other than changing my character? Your opinions would be of great help to me.