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What the title says. We've just hit level twelve after a battle with some guecubu and a few of us have been hit with their curse. As a twelfth level wizard I gain a new fifth level and sixth level spell slot. Can I now prepare break enchantment in those slots without resting? Should've had a scroll handy haha. ![]()
1) In general, If you're casting a Summon Monster spell, unmodified (normal full round casting time) can you take a swift action in the same round? 2) Specifically, the Teleportation Conjurer's Shift ability. Could you begin summoning and then shift, and finish the spell next round? I know in this case you can't shift first because of that ability's text prohibiting acting after the Shift. ![]()
I have seen someone mention on this forum that if an ability or trait gives you claw attacks and doesn't specify what limb they are on, you can choose to put them on your feet instead of hands.
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What spells would you guys suggest for me to consider adding to my samsaran oracles spell list with this trait? I get 5. Specifically interested in Paladin and Inquisitor spells. Good buffs/debuffs/controls are a plus. Not looking for damage spells as my character is kind of a pacifist. Ill also likely take improved eldritch heritage to add some arcane spells to my list. Thoughs on those? Thanks any opinions are appreciated :) Much love, sugar bugs. Muah ![]()
When it comes to magic items how can the PC's (it even merchants) know what they're getting into? Are people detecting magic and making spellcraft checks, using identify and the like every time they buy a magic item? If a PC is selling a magic sword to a merchant, the merchant just believes them about the magical properties or what? I've never thought about this -not that it's terribly important in my games- but I'm curious if anyone else has made specific rules or just RPed how this stuff works out. |