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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.


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.


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


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!


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 ?


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 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 ?


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)


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


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


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 !


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 ?