You can hire NPCs to cast spells of up to 6th level at up to 12th caster level.
But, can you hire someone to use a magic item for you? Cast a spell from a wand or scroll in your possession? How much does this cost?
Can you hire someone to cast a spell and use your metamagic rod to enhance it? Does this affect the cost in any way?
Can you full attack with both melee and ranged, and if so, what about unique ranged attacks of monsters?
You can mix and match ranged and melee attacks in a full attack action as you see fit. As others have noted, you must make sure that any special attacks can be done as part of a full attack sequence.
Take an unchained monk as an example. At 11th level his full attack (flurry) is +11/+11/+11/+6/+1. He starts in melee and drops his foe with his first 2 hits. He still has 3 attacks left, but no one within melee range. But he can continue to attack using shuriken (they have the monk trait).
Or take an archer with a bite attack. If he starts 10' away from an enemy he can make his usual ranged full attack and then 5' step and bite.
He has an ability to use the shield's (defensive) enhancement bonus to hit and damage. That ability does not actually change the shield's (weapon) enhancement, which is what the defending property keys off of.
On a different note, has he paid for the shield properly? It is enchanted separately as a shield and a weapon. That means separate masterwork costs. So as a shield you do things normally. To put defending on it, it must be a +1 weapon (not shield) first. So a +1 defending shield costs 8300 gp more than whatever defensive abilities the shield has.
Dragonchess Player wrote:
True, but what do you do when it is 23d6? It is best to use the same rule/math all the time.
Dragonchess Player wrote:
It does not do 36d6, it does (24d6)*1.5. There is a slight mathematical difference.
1) This is correct. It is not as big a hinderance as it seems. Assuming that you need a teacher, rather than copying from captured spellbooks, it costs 6,750 gp total for the 10 levels of Arcane Trickster.
2) Are you planning on melee or ranged attacks? For melee there are a couple of Necromancy spells that are very useful, false life, vampiric touch, and chill touch. Though you might be able to depend on wands for false life. Illusion becomes much more important because you need a reliable way to run away.
Evocation only gets you a +1 to damage on evocation spells. Admixture subschool does help you get around energy resistances.
Divination does give you the ability to always act in the surprise round, but those are actually pretty rare. I would be very surprised if it comes up every session. The +1 to initiative is of marginal usage.
Conjuration gives you a bunch of ranged touch attacks that you can sneak attack with.
You can take a full-attack action, activating abundant step or casting dimension door as a swift action. If your do, you can teleport up to twice your speed (up to the maximum distance allowed by the spell or ability), dividing this teleportation into increments you use before your first attack, between each attack, and after your last attack. You must teleport at least 5 feet each time you teleport.
Under specific conditions this feat allows you to cast D Door as a swift action; this includes Abundant Step. So you do not need to have a separate ability to use D Door as a swift action.
The specific condition is making a full attack action. So you cannot use Dimensional Dervish to cast a Fireball and then D Door away.
Chakat Firepaw wrote:
Taldane is Greek because Taldor is the Byzantine Empire.
Lots of GMs seem to have a problem with Save-or-Suck effects making the fights with their big bad irrelevant because of single die roll. Lots of players seem to have a problem with SoS effects making their characters irrelevant because of a single die roll. So it would seem that SoS/SoD effects are a problem all around.
In addition anything with a duration longer than the encounter has a disparate impact on player characters. If the bad guy is permanently blinded/deafened/paralyze/whatever it is no big deal because he is probably dead, and if not is still likely t be "Sir No-Longer-Appearing-In-This-Adventure". Not so for a PC. Those effects carry on, and those that render a character unplayable take a player out for a while. If there is an easy fix, like a (relatively) low to medium level spell then it is no big deal.
That is not to say that these things cannot be used, but you must be aware of the pitfalls of doing so.
Darrell Impey UK wrote:
Rules say, "If you do not have Improved Grapple, grab, or a similar ability, attempting to grapple a foe provokes an attack of opportunity from the target of your maneuver." It doesn't say "if you are within their threatened area" or similar, so I'd have allowed the opportunity attack personally.
It provokes, just as you said, but the target is denied the opportunity to actually make one because it cannot reach the offender. This is just like any creature with greater reach making a provoking attack from outside the target's reach.
This does nothing to disincentivise people from building towards certain feats or prestige classes.
1) perception check or the usual detect magic
My latest wizard has a 12 int and will not increase it. So Int is not even required for all wizards.
Captain Morgan wrote:
No, cantrips are backup weapons.
I have a serious problem with dropping the number of channels to 0 + Cha modifier. Why should you need a non-primary stat to use a class power? Sure, a non-primary stat may well give some additional benefit; barbarians gain from Con and wild order druids gain from Str, but they can still use those abilities without a bonus in the associated stat. Not so with channel energy.
The simplest solution is to not have channel be its own separate pool, but for use the cleric's spell points that fuel the spell powers.
Jason Bulmahn wrote:
The problem is there is no such thing as 50/50 agency. If it is only with GM permission it is still 100% GM agency.
Vic Ferrari wrote:
Only if they are a Dex build. And then they are lacking in damage.
Skills don't matter that much if you do not have a good stat in it. Having a 10 stat in a trained skill is the same as being untrained with an 18 stat. If you have neglected the stat yo probably do not have relevant items for the skill either. So at level 1, assuming trained with a 10 stat, you have a 30% chance of success at an average, er hard check. At level 5 you have a 25% chance of success. At level 10 it is down to 20%.
When did you get appointed minister of approved fun?
You have it backwards. Multiclassing was the demi-human thing where you progressed in both classes at the same time. It is much closer to the modern gestalt builds. Dual classing was the human thing where you took one class at a time and then abandoned it for a new one. And you could not use your old class features until your level in you new class equaled that of your old class.
There is no creative solution to hazards being undetectable by most people. Either you have the one or two options to detect them or you do not.
According to the exploration rules if you are thoroughly searching you move at no more than 10' per round. Which is taking the step action twice. According to the step action you do not trigger reactions. According to the bestiary, hazards do their thing based on reactions. So, the way the rules work you can walk across a trap door for a Drowning Pit without triggering it as long as you are taking the step action. Which is what you have to be doing if you are doing the careful search.
the only problem I have with perception is that the cleric has it higher than the ranger and rouge. As a result, at low levels, the cleric is looking for traps and not a rouge or ranger
Except lots of traps require expert perception. The cleric has to spend a feat at 3rd level to get to expert while the rogue starts there.
With perception being a class ability rather than a skill it forces a certain party composition. While any class can get to expert with a feat, only 3 classes get to master proficiency, and only 2 get to legendry proficiency. Since there are hazards that require master or legendary proficiency to spot, a party without the ability to spot them is at aa severe disadvantage; hence virtually requiring a party to have members with these proficiencies.
These classes are fighter, ranger, and rogue. Fighter is the one that can only go to master proficiency. Another option is multiclassing into ranger, but that can only get you to master proficiency, and that only at 12th level.
Saying you have to have a fighter, ranger, or rogue in the party does not seem like that much of a restriction, but once you get to the highest levels (15+) that drops to ranger or rogue.
So by linking perception to class rather than leaving it a skill this system is limiting choices rather than fostering them. Players cannot seek multiple creative ways around the problem, they must do the approved thing.
Not true. Rogues are at least 1 AC behind those who can wear medium armor until level 10. Max rogue AC is 6+level (4 dex +2 armor), medium dex+ armor is 7+ level.
Neat idea but it will never fly. Too may people insist that there must be a chance of failure for everything.
One solution I've been considered is that when you reach Master or Legendary in a skill, you immediately get a feat for it. It's an extra 10 feats or so over a character's life, but it means a legendary character can immediately have a legendary feat, which is more interesting than just letting it give a bigger number, and easier to implement than making individual TEML unlocks for every skill.
Given how worthless most skill feats are this is not really game breaking.