shea83's page

45 posts. No reviews. No lists. No wishlists.


RSS


2 people marked this as FAQ candidate.

Hi guys,
i need your help.
I'm starting a new campaign and i've decided to build an arcanist.
Choosing "school understanding" exploit, i'm interested in 1-st lvl school power of Void school: Reveal Weakness.

Reveal Weakness (Su)

When you activate this school power as a standard action, you select a foe within 30 feet. That creature takes a penalty to its AC and on saving throws equal to 1/2 your caster level (minimum –1) for 1 round. You can use this ability a number of times per day equal to 3 + your Intelligence bonus.

By RAW this power is "caster level" dependant and not "wizard level" as penality on ST or AC. So if I'm arcanist lvl 12, i should lower by 6 AC of my targeted enemy. Is this right or wrong? Have been some errata/faq about this argument?

Thanks


Extra Path Ability (Mythic)
You can call upon mythic powers beyond those already
invested in you.
Prerequisite: 3rd mythic tier.
Benefit: Choose one mythic ability from your path
or from the universal path abilities that you meet the
prerequisites for. You gain that path ability.

I know that i can't take feat two times, but this time this feat is applied on different path abilities.
So question is: can i use this feat one time for unlocking path ability A, and then a second time for path ability B ?

Thanks


Hi guys, i need your help on how i should read "Flexible School" Archmage Path.

Flexible School (Ex): Select one wizard arcane school
that is not your arcane school. You gain powers from that
arcane school, treating your tier as your wizard level for
the purposes of these powers. Once you have chosen the
arcane school, it cannot be changed. You cannot select
an arcane school that is one of your opposition schools.
You must have the arcane school class feature to select
this ability. You can choose this ability up to three
times , each time selecting another arcane school
other than your own.

I'm a Diviner Wizard 10 / Mythic 5 and i choosed Flexible School as a path ability.

Supposing to choose Transmutation School i already know that, having to consider my tier level as wizard level for the purposes of specialization power, i need to wait my 8th Tier for unlocking the 8th Level power "Change Shape".

My question is: if i read, for example, 1st lvl power "Telekinetic Fist":
"As a standard action you can strike with a telekinetic fist, targeting any foe within 30 feet as a ranged touch attack. The telekinetic fist deals 1d4 points of bludgeoning damage + 1 for every two wizard levels you possess. You can use this ability a number of times per day equal to 3 + your Intelligence modifier."

It talks about "wizard levels" and not "transmuter wizard levels".
It's ok my tier is my transmuter wizard level, but i'm still a lvl 10 wizard too!
So, how much damage will my fist deal? +2, being a 5tier mythic creature, or +5 being a 10level wizard ?

Thanks


Hi guys, I need your suggestions on how to houserule crafting artifacts.
I'm about to start a mythic campaign as a DM.
My players will start at 1st tier.
In many adventure paths there are mythic artifacts like special keys, objects and so on.
Every player, as descripted in Mythic Adventures, can select a Legendary Item as one of their powers.
But apart from legendary items, how can I include artifacts as items that can be crafted by players and npc ?
Which ones should be the prerequisites ?
Could only mythic creatures be able to craft artifacts or even "normal" people?
I need your suggestions.

Thanks


Hi, me and my GM have a problem with interpretation of this rule with my tattooed sorcerer:

Create Spell Tattoo (Su)

At 7th level, a tattooed sorcerer can create a spell tattoo once per day with a single touch as a standard action. The recipient of the spell tattoo must be willing to receive the spell tattoo. If she gives the spell tattoo to herself, it does not count against the regular limit of magic tattoos she can have. The spell tattoo must be of a spell that she knows that has no material or focus component. She can maintain one spell tattoo created by this ability at a time—if she uses this ability again, the previous spell tattoo she created fades away. Spell tattoos she creates with Inscribe Magic Tattoo do not count against this limit. She can use this ability twice per day at 11th level, and three times per day at 15th level.
This ability replaces the bloodline feat gained at 7th level.

I need to pay the tattoo (like a scroll) same as using the inscribe magical tattoo feat?
Or this is free, being a SU ability and with limitations?

Thanks in advance


Hi, i'm playing with a wizard who has a staff with the following spells:
Heal
Finger of Death.

My question is:

Need I to make an UMD check for using the heal spell? Or, since the staff holds a spell who is on my spells list, i can use it normally ?

Thank you.


MC Templar wrote:
Wouldn't this statement... "Neither the synthesist nor his eidolon can be targeted separately, as they are fused into one creature." mean both are effected by the baleful polymorph and when your eidolon returns... you are now just a blue/green turtle with a glowing sigil on its shell?

That turtle is still capable of using his class features and his ex and su abilities. So he can call his eidolon again. What's then? Is the eidolon a turtle too cause it's was targeted too ?


As Wind Chime said, he succesfully rolled will save, so he can use Su and Ex abilities, one of which is dispelling and recalling his eidolon.
The question is: what will happen when he recall his eidolon as synthesist ? It will be an armored turtle ? Will he have at that point arms and voice for casting spells?


blackbloodtroll wrote:

Also, Polymorph Any Object does not care about "base intelligence".

When using Polymorph Any Object on a human, you do not use the "base intelligence" of an average human to determine duration.
That's just silly.

So, if i don't have to look at "base" stats, will I be able to gain that +2 cause INT will stay the same because it's a familiar?


Hi guys, me and my GM aren't able to represent correctly a polymorph any object duration upon my familiar.
I'm trying to explain at my best in english.

I have a mammal familiar, a pig.
I want to polymorph it into a dragon horse.

They have same kingdom, and same class (they are both mammals, both animals, and both magical beasts too)
so +7 is guaranteed.
We're discussing about another +2, which coud give the PERMANENT status of the polymorph.

Spell says: Changed subject is "same or lower intelligence" +2

My GM says that because base INT of pig is lower than dragon horse's INT, i can't have that +2 bonus.
I'm arguing instead that, because that isn't a normal pig, but a familiar pig, his INT score will be as stated in wizard familiar rules, based on my level. So his INT score as pig, or as dragon horse, will be the same and so i can have other +2.

Who is right ? Will that polymorph be permanent or not ?

EDIT: my GM says that if my pig had 16 INT as a dragon horse, i can add +2 on polymorph.
I say that even if my pig have 10 INT, even my polymorphed dragon horse will have 10 INT, cause of familiar INT rules, so, keeping the same int, i can have +2 duration.
Dragon Horse -> Bestiary II page 104.


You can't use Arcane Apotheosis with metamagic rods....but you're not considering the BEST use of that ability which is, in my opinion, by far the best bloodline ability.

You can spend 3 slot (even 3 x lvl 1 slot) and use a wand or a staff without losing a charge....
That means:
1) You can use a lvl 9 spell for only 3 lvl slots !!!
2) You can potentially cast ANY SPELL!!! You can buy a staff with lvl 9 cleric spells, lvl 9 druid spells and use them (with the appropriate UMD check, often a 100% success if you're a mid-high lvl sorcerer with high charisma score and a circlet of persuasion) for only 3 lvl slots....
That's completely broken, making the Arcane Sorcerer the most versatile caster ever.
Nothing says you can't use Arcane Apotheosis with non-class spells in wands and staffs so you CAN :)

Best build would be:

lvl 14 arcane sorcerer with a 16,000 investment of a robe of arcane heritage (from APG) and you can cast lvl 9 spells of any class as they were 3 lvl class spells :)


Hi, i've a question about Bedreven class:

It seems that Bedreven (unlike all other spellcasting classes, and unlike psions too) don't acquire extra slots or points for high INT.
Is that intentionally ? Or can you write how it should be ? (extra amount of pool or normal spell bonus gaining)

Thanks really !!!


James Jacobs wrote:
Gorbacz wrote:
New week, new "I didn't know that there is a Search function on this board" thread...

Why does this even bother you? I'm honestly curious. I personally don't mind it when folks ask questions like this, since to me, that's evidence that we're growing our fan base—new gamers coming to Paizo is a GOOD thing for Paizo, and seeing questions get re-asked is one of the symptoms of gaining new gamers!

As for whether it's balanced or not... I suspect it is. It LOOKS really good, but in play, having a few more spells isn't all that overwhelmingly as game-breaking as it looks. If that means that there's a lot more human sorcerers than not... I'm kinda okay with that, since "sorcerer" isn't a class that's classically been associated with any of the other races anyway (not like rogues and halfings, or wizards and elves).

Thank you really James. We're an italian community , all pathfinder fans, and we really appreciate your work. Thanks for your reply!


I know that's something already asked, but the only 2-3 topics i read about it were old, and i thought that in these weeks/months many people could have tested a sorcerer in their campaign, and can answer with more experience on their side.


Hi, i want to know community's opinions about Human APG favored class options for sorcerer: (instead of gaining 1 hp or 1 ability point with level up, a human sorcerer can "Add one spell known from the sorcerer spell list. This spell must be at least one level below the highest
spell level the sorcerer can cast".)
I think that power is really unbalanced, a human sorcerer can learn 20 spells more than any other race....and 20 spells (from 0 to 8 -4/2/2/2/2/2/2/2/3) are SO MUCH considering that arcane bloodlines gives as bloodline power just 3 spells, and there is a feat who add ONE spell to spells known each time is taken.
What do you think? Is that APG option really so overpowered ? Why Paizo allowed it? It's the beginning of the extinction of elves,half-elves sorcerers? :P

Edit: how would you houserule it ?


Hi, i'm playing in a PF Campaign where other books are allowed, like complete series and other 3.5.
I can't remember if there was a specific rule (maybe also a PF one) about metamagic cost reduction.
I have a +1 metamagic feat, still spell, and another +4 metamagic feat, quicken spell.
With my last level-up i decided to pick a Complete Mage feat: Metamagic School Focus. That feat provide a 3/day -1cost reduction for a metamagic feat i applied in a spell of a school which i'm focused in.
My question is:
Can i apply this reduction to still spell , reducing it from +1 to +0 ?
Or there's a rule on some book that says i can't go under +1 cost ?

Please help me , cause even my DM is confused about. He thinks that's a bug, but i think bug would be if i could go beneath +0.

Thanks


I agree with Ravingdork, no really half-HD creature exist in bestary (cause monsters have fixed HD by default) so by that logic no one creature can be copied and that's surely not the intent of the spell. LazarX said something true about Djinni: only "some" powerful Djinni become Noble so it could be true that an half HD noble djinni could not have the same power of it's "original" but be considered as normal djinni.... HOWEVER this is not applied when talking about Solar or Efreeti!
So getting wishes this way should still be possible using RAW


So we've got the point that actually Supernatural ability like Wish IS A SPECIAL ABILITY. So a simulacrum of a Solar, an Efreet, or Noble Djinni would have the wish ability too ?


Planar Binding has comsequences. My DM says that djinni or efreeti are really resilent to accomplish wishes if forced to. So if i bind them they will surely "modify" the wish meanings in something bad for me. Or if i succeed to dominate them, i would be surely chased by other djinni as soon as they discover what i did.
My DM also use an houserule that djinni language is "special": their language is made of words that mean a thing and is opposite too. so "raise" could mean raise or lower and so on. (that's a way for making REALLY REALLY hard to get free wishes by simply binding these creatures)


Hi, i'm just turned 13 with my wizard and i focused attention to simulacrum spell.
I was wondering....it could be used for game-breaking.
If i ever saw or studied a Noble-Djinni for example, i could duplicate it. Since spell-like ability Wish is not HD related, but it's something linked to the "noble" rank of Djinni, it should keep that SQ.
So i could be able to create something who is absolutely under my orders and then getting free wishes everyday?

Is that something i didn't notice about this spell that make this impossible ?

Thanks to all.

PS: if you think about some nice ways to use simulacrum other than this one, please share!


Hi, i was posting a thread about advices with powerful creature to bind with this spell while i got a reply that opened a rule question.
I decide to bind for example a Succubus (8 HD).
I also know that "some" Succubus can decide to acquire class levels instead of transforming in another kind of Demon (when they acquire power and experience).

If I know the exact name of a Succubus (for example) with 4 sorcerer levels , i know i can bind her cause it's 12 HD.
Question is :
If I DON'T KNOW the exact name of such Succubus, can I ask completing the spell to bind a Succubus with 12 HD ? (even if I can't choose WHICH CLASS LVL she has?) Or can I even ask for a Succubus with 4 lvl sorcerer ? Or it's a CASUAL succubus so DM should roll a % dice for determining if it's a normal 8HD succubus or an "improved" one ?

Thank you for answers!


Remco Sommeling wrote:

Depends on how much freedom the DM will give you.

You could for instance summon a lilend with 5 bard levels a bralani with 5 barbarian levels or an invisible stalker with 5 rogue levels if the DM allows you.

DM gives no limitations.

I'm not sure how the spell works, but I think I should know the EXACT name of the creature for being sure i bind (for example) a bralani with 5 barbarian levels. I mean, and i'm asking you, if I simply use the spell for binding a bralani, i suppose i can't choose but it's a casual bralani with no more than 12HD. isn't it ?
Is there a way for Binding a casual bralani BUT with EXACTLY 12HD ? Or even better, a bralani with 5 barbarian levels specifically ?


Hi, i'm playing a wizard who is about to hit 11°lvl. He'll surely choose Planar Binding as new spell acquired.
So I'm wondering which are the most useful creatures, with unique abilities, or nice spells, or simply the most powerful in combat.
We're playing with Pathfinder Bestiary, but all 3.5 monsters from other books are allowed.
I'm not interested in monsters alignment, cause even demons and devils could be useful in some situations.

I was checking Bestiary and i've found two really interesting creatures:

Glabrezu (CE, CR 13): powerful in combat, nice stats,true seeing at will, can evoke other glabrezu, nice spells, WISH 1/month.

Couatl (LG, CR 10): really nice spells at WILL: Ethereal jaunt, plane shift. Can also heal, permanent detect law/chaos/evil/good

Other suggestions ?


ok i think i've decided...
Divination initiative skill is the best around cause often winning initiative means win, or at least survive (escape!!)

As forbidden school...i will choose necromancy and illusion.

Evocation could be too important to keep for days i know i have to fight (my DM changed orbs to evocation so without it i have no blast).

I can easily keep most useful illusion spells like invisibility, greater invisibility, persistent image with my runestaff. I have those spells in my spellbook so i think i can craft it even if they're from opposite school (i think i can substain my +5 dc check. I've 27ranks in spellcraft)
what do you think ?


Unfortunalety my campaign has strict laws. Mental control is forbidden, i'm a mage of a guild that put in jail and retain spellbook of people who commit crimes. So enchantment spells are strictly connected to monsters to fight, can't use that school freely in gdr.
Skill boosts however are useful...
Dunno T_T

Anyone knows any book with other divination spells? (even strange ones, but 3.5 or pathfinder or dragon magazines)


yes, just checked. On retail version you only need to invest 2 slots on "opposite" school spells. So I could save my initiative, but still i have half blast spells having opposite evocation...
I'm sure than best schools to "oppose" are necromancy and divination so question is:
is better divination skill but evocation "loss", or are better conjuration skills and divination "loss"?


about "opposite schools" i was writing bad :P i know they're not excluded but still they costs 2 slots instead of 1 and ALSO i lose specialization skills. so if i specialize in divination i can't use it's initiative boost when i need the most, when i need to prepare blast spells for combat...


Hi guys, i'm building a wizard for a campaign based on social interaction with few but hard fights.
I was wondering about which specialization will be more powerful.
Divination on his side has better initiative, Conjuration has really useful dimensional door and nice time boost for summoned creatures.

Real problem is that divination has REALLY few spells at higher level...i use pathfinder corebook and spell compendium 3.5 and there are almost no divination spells over 4th level...apart maybe from superior scrying and moment of prescience...so it's like a really poor school.

What do you think ? Are there other manuals (3.5 or from paizo) that improve list of wizard divination school ?

Last thought...choosing conjuration means excluding divination and necromancy (i can easily craft a runestaff with most-used divination spell on like detect thoughts, locate object, locate creature, languages)
chosing divination means excluding necromancy and then a hard choice like evocation. i know i can use a staff with runestaff with lightning and fireballs but there's a limit of 3 uses per day.

I know i'm writing a lot :P
Suggest me please, better conjuration or divination ? and if divination where i can find other divination spells apart from corebook and spell compendium ?

Thanks


bump :P


Hello, i'm searching for help about most useful wizard feats.
I just leveled from 8 to 9 straight conjurer wizard.
My actual feats are:

Improved Initiative
Skill focus (Spellcraft) -racial feat
Luck of Heroes (not sure about translation) - regional 1st lvl feat
Create Wondrous Items
Spell focus Enchantment
Greater spell focus Enchantment

i play in a campaign with very few but hard fights, most of all with a single challenging enemy. So game is based on interact, commerce, skills.

Which feats do you suggest ? which are the "must-have" feats at my level ?
I was unsure between:
Extend metamagic, Intuitive Reflexes (INT bonus on reflex saves instead of DEX), another creation feat, Leadership (choosing a Cleric that will assist in fights and help with crafting)

I will appreciate any suggestion !!! Thanks !!!


Hello, i was wondering...I have to build a lvl 8 wizard half-elf. I have a base 18 intelligence, so it's 22 after race and level stats bonus. My wizard so has 64 skill points to distribute and 54 hp due to 16 costitution and DM rule about hp per level (max hp first lvl, 3 , 4, 3, 4 etc..).
Assuming i also have a headband of vast intelligence +4 who provides me another 2 maxed skill ranks...would you take extra racial 8 skill points or 8 racial hit points ?


ok so I have a last "question": Languages.

I've read archived posts about, and it's unclear if:

A)You get only language bonuses at level 1, so whatever increases your INT modifier will not affect languages.

B)Because in pathfinder there will be no difference between a lvl 20 character with start (example) INT 10 and final (example)INT 20 and another lvl 20 character with same final stats and different start stats (as for hit points retroactive with higher con stat) SO YOU CAN GAIN LANGUAGES as INT increases.


Scipion del Ferro, could you please post here official responses??? Please, thanks


Hello, I need help about what Enchanted intelligence affects about character sheet.
Specifically on the item description is said "treat this enchantment as temporary for first 24h" so I assume bonus is treated as permament (while wearing the headband) after first day.
So, technically, bonus on intelligence:
1)is applied to determine bonus spell slot I have every day?
2)is applied to bonus languages I know ?
3)is applied to skill points I get at lvl up? (other than skill ranks inherit into the headband)


about headband of vast intelligence, things are quite different:
every +2 of enchantment you gain after 24hours 1 rank x owner level to 1 skill. Skill is determined at time headband is being crafted.
If a headband of vast intellingence +4 for example is made with "diplomacy" and "sense motive" and is used by a lvl 7 wizard, he gains 7 ranks in both of those skills. If another PC gains that item, he can't choose other skills.
In addiction if the PC that wear the headband ALREADY have ranks in those skills, THEY DO NOT STACK. So for maximizing effect a wizard should distribute his own skill point leaving those enchanted by headband at 0 ranks (obviously if you choose spellcraft at headband's craft and leave 0 ranks of PC on it...if you lose headband you're pretty fu**ed :P)


Hello, i can't figure out which of these two effects would have the "priority".
I mean: supposing a wizard has contingency set to teleport away whenever he's being targeted by any spell (yes, even magic missile), if another caster wins initiative and cast Dimensional Anchor on that wizard...what would happen ?
case A) Contingency is triggered and wizard is teleported BEFORE anchor takes effect
B)Dimensional Anchor "wins" only if being quickened
C)wizard is anchored even with normal anchor cast, cause contingency starts AFTER the effect of the spell received.

Thanks


Thanks for all the posts :)
I noticed that people weren't considering CONTINGENCY. I mean, if a wizard sets his contingency to teleport away whenever he's target of a weapon or a spell, there should be no way for the cleric to hit him...am i wrong ?
I mean if wizard win initiative it's time stop ,delayed fireball,disjunctions,summons and whatsoever is in your mind... if cleric wins initiative whatever he does wizard disappear..
If i'm wrong tell me !!


Hello, i was talking these days with "veteran" d&d players about how much versatile and strong wizard and cleric are. All of them agree that at high levels mage are impossible to kill (with an wise contingency spell active) and so even if it's hard, a fight between a wizard and a cleric would end in a 100% victory of the wizard or a "draw" assuming that cleric can disappear and make himself shielded from any divination and so unreachable.

So question is...in a fight between high level wizard and cleric, both of them prepared for the fight..who has the best chance to win ? or will it be a sure draw? Are there strategies for breaking contingency, or some arcane spells that are strong against cleric?

Thanks


Hello to everyone. This thread is meant to find a decisive winning way to explain my DM that what he's doing completely insane.
I'm trying to explain better.
My DM decided to convert all orbs spells (1st and 4th level orbs) from Conjuration list to Evocation list. He explained this choice this way:
"Evocation list is far worse than Conjuration. Orbs are ones of most powerful damage spells and it's an evocation prerogative being the best damage dealer list."

Assuming that we're playing with Pathfinder rules, even strictly in many cases, and no other changes in rules were made (except this one) by DM...how can i explain and make him reason ? It's a huge nerf in conjuration this way...and i think lists were already balanced.
I know that this post may be "strange" cause it's not a specific request...but maybe someone can suggest me a way to explain that class are wisely balanced already, or otherwise tell me that my master is not completely mad! :P
Thanks


thanks for help :)

ItoSaithWebb unfortunately i can't craft such an item in my campaign cause DM said (as i told before) if there are similar items already existing in MIC you can't create something brand new.
So i can't create an item with continuous "sign" spell or "nerveskitter" spell.
This is the problem :S


Hello, i need some help about magic items.
I play with a master that doesn't allow creation of new items with a determined power if something similar with same power is already present in Pathfinder manual or Magic Item Compendium.
Techically i would craft something to improve initiative, something like some gloves (for example) with "sign" (a clerical lvl 1 spell which gives +4 initiative for 10min x lvl) word-activated. My master told me:
"There are already items in MIC who gives initiative, bonus "warning" on weapons (+1 bonus, +4 initiative) and "bracers of blinding strike" (+2 initiative, 3/day extra attack other than full attack)".
Now question is...are there in any other 3.5 manual OTHER items which gives initiative ?
Those two in MIC are obviously made for melee fighters, and i need something mage-friendly.
Thanks for help !


Ok, it's totally reasonable that a "crafter" can't break game with ludicrous tricks for powerplaying.
Now i have a last (i hope) question about what meabolex said:
"permanent shield is considered about 35k"

Analyzing corebook i read :
SPELL EFFECT: use-activation or CONTINUOUS -> spell level x caster level x 2000gp.
One of the notes at the bottoms says:If a continuous item has an effect based on a spell with a duration measured in rounds, multiply the cost by 4. If the duration of
the spell is 1 minute/level, multiply the cost by 2, and if the duration is 10 minutes/level, multiply the cost by 1.5. If the spell has a 24-hour duration or greater, divide the cost in half.

So, being Shield a 1°lvl spell, with duration of 1minute:

1 x 1 (using lower caster level possible) x 2000gp x 2(spell is 1minute/level) = 4,000gp

what's wrong in my reasoning? need help ^_^


Thanks for answering :)
So if i'm about to create a new item not listed like mhmm a "vest of hide&protection" with some powers like invisibility on command word, shield & magic armor permanent on it (so a brand new magic item)could I be able to create restricted for "wizard" class and "spellcraft 15ranks" as requirements for lowering its craft price ?


Hi, I've a question about costs of magic items with "restrictions".
Following rules for example a Belt of Giant Strength +4, which cost is 16,000gp, should cost 8,000gp of raw materials for crafting.
In the rules about magic items creation it says that some "restrictions" can lower the price of the item:
FROM THE CORE BOOK:
Item Requires Skill to Use: Some items require a specific skill
to get them to function. This factor should reduce the cost
about 10%.
Item Requires Specific Class or Alignment to Use: Even more
restrictive than requiring a skill, this limitation cuts the price
by 30%.
Prices presented in the magic item descriptions (the gold
piece value following the item’s slot) are the market value, which
is generally twice what it costs the creator to make the item.

So, technically, if i would create a Belt of Giant Strength restricted for "class fighter" or "alignment CN" should cost me:
(16,000 / 2) - 30% = 5,600gp instead of 8,000gp.
Is it right ?