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thorian's page
Organized Play Member. 19 posts. No reviews. No lists. No wishlists.
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The Greater Make Whole spell mentions that it repairs constructs, but the target specifies objects up to 5 lbs./level. Is the spell only meant to heal very light constructs?
In what book is the Sable Company Elite Saddle?
At 4th level, she will know 6-0th, 4-1st and 2-2nd level spells. She will be able to cast infinite-0th, 3-1st and 1-2nd level spells per day (plus bonus spells depending upon Charisma). There are many good spells at these levels:
0: Beside the utility spells, daze is quite often effective at this level (but will start to lose effectiveness in the next couple of levels due to its HD cap).
1: Grease and Snowball are great offensive spells at this level. Buffs like Mage Armor, Shield and Enlarge Person can also help the eidolon or other party members.
2: Many great choices here -- create pit, glitterdust, haste and so on. She will want to conserve this spell slot and use it judiciously since she has so few 2nd level spells per day to cast.
For some reason, if she runs out of spells, and her 0th level spells won't help in the combat, she can always resort to a crossbow or bow.
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You can buff with spells that have "spell resistance: no" and that do not conflict with the construct traits.
Some of them are Mage Armor, Protection from Evil, Magic Circle Against Evil.
Instead of any craft feats, take the Leadership feat. Have your cohort and followers take all the craft feats instead. With the high charisma of a sorcerer, leadership is a great feat. It also allows you to have items crafted at the normal rate while you are out adventuring.
Darth Grall wrote: My brother plays one and just has a mased a small fortune in lvl 1 pearls.
He's level 8 and has a +3 blade. For ~8 K worth of pearls made at 500 gp each, he could have an extra 16 lvl 1 spells a day. Imo, you gain way more than you lose in WBL, and ultimately it gives you comparable pseudo casting. Granted versatility is lost, but you still gain a boat load of spells.
Edit: Also a ring of wizardry is a trap, unless you have like +10 Int. Pearls are far superior in terms of cost, but again you lose versatility.
Unfortunately, ring of wizardry does not double spells per day from a high casting attribute.
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Remember it says "while melded in this way" so just take the items off, polymorph, and put them back on.
When FireFox updated to v14, the problem fixed itself.
I'm using Firefox 13 with AdBlock, NoScript and Auto-Pager add-ins. I've disabled them to no effect just in case one of them was responsible.
Each topic now seems to take up about an inch of vertical screen space. The old way topics were displayed was more compact and required much less scrolling. Is there a way to change back?
Here is an example of how topics display now and previously.
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Example of new style:
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The New PRD (Sticky)
Sep 13, 2011, 04:42 PM by Gary Teter — Drejk, Chris Lambertz, Lissa Guillet and 58 others
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Example of old style:
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The New PRD (Sticky)
Sep 13, 2011, 04:42 PM by Gary Teter — Drejk, Chris Lambertz, Lissa Guillet and 58 others
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Does a hex need to be prepared (or merely claimed) before you build a road or establish a farm in the hex?
I know it must be prepared for cities/buildings, but it is not clear for farms/roads. Thanks.
The other odd thing about the craft skill is that the more complex the item (the higher the crafting DC), the faster you can make it if the craft DC is <= your craft skill + 10. Craft should have been thought through a bit better.
In 3.5, each additional limb used on an attack added an additional 1/2 strength bonus to the damage of an attack. For example, a greatclub wielded with 2 hands adds 1-1/2 strength bonus to damage, 3 hands adds 2 times strength bonus to damage, 4 hands adds 2-1/2 strength bonus to damage, and so on...
Are there rules for this in Pathfinder?
It seems there are errors in the Marilith stat block:
Quote: Melee +1 longsword +24/+19/+14/+9 (2d6+8/17–20), 5 +1 longswords +24 (2d6+4/17–20), tail slap +19 (2d6+3 plus grab) or 6 slams +24 (1d8+7), tail slap +19 (2d6+3 plus grab) Shouldn't the tail slap be +17 (BAB 16, STR 7, large -1, secondary -5)?
Also, shouldn't the 6 slams be +22 (BAB 16, STR 7, large -1)?

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The feat states it improves the damage die type by one step. That is what it does. So, 1d8 becomes 1d10.
The creature may add a feat in the order most beneficial to them. This was in the 3.5 FAQ under the practiced spellcaster feat. Therefore, you can decide which order you want to apply the feats for the greatest benefit.
For 1d8 if you apply Improved Damage then INA, you get 1d8 -> 1d10 -> 2d8.
For 1d8 if you apply INA then Improved Damage, you get 1d8 -> 2d6 -> 2d8.
For 1d6 if you apply Improved Damage then INA, you get 1d6 -> 1d8 -> 2d6.
For 1d6 if you apply INA then Improved Damage, you get 1d6 -> 1d8 -> 1d10.
Most of the time, it is pretty close.
Improved Damage states it works on "one natural attack form" but at the end of the description, it states "Each time an eidolon selects this evolution, it applies to a different natural attack." I'd say this is ambiguous. To me, I'd go with one form like claws, so if you have 4 claw attacks, it would apply to all of them.
The search function to ignore a term "-" does not seem to include the thread title.
For example, when I type the following in the search box:
eidolon -brokeness
the messageboard thread entitled "Summoner Eidolon Brokeness?" is not excluded from the search results.
Also, a turning cleric will be healing the enemy if they are living. The cleric should be able to select targets within the burst of divine power.
Does this book include the artwork that was in "The Art of Dragon Magazine: Including All the Cover Art from the First Ten Years" (ISBN-10: 0880385375) that came out around 1988?
Here is a link to the product I'm to which I'm referring: LINK
I have a question about the giant slug on page 54 of Dragon #355. The question is based upon the Acid Spit ability which is as follows:
Dragon #355 wrote: Acid Spit (Ex) Giant slugs can spit a ball of caustic saliva with a range of 20 feet, as a ranged touch attack. This attack deals 6d6 points of acid damage on a successful hit. Clothing and armor worn by the target of this spit dissolves and becomes useless immediately unless the item succeeds on a DC 21 Reflex save. The save DC is Constitution-based. What does "clothing and armor worn by the target" mean? Does this mean a failed save destroys cloaks, rings, amulets, boots, armor, etc. Leaving only shields, weapons, and tools safe. Specifically, what counts as clothing? Do I use the Magic Item Compendium definition or some other definition?
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