truly fortunately they are still under illusion school rules, which I stated above, even if they can deal damage. they can be still be saved against, i never said: 'null the entire spell effect', i said they get auto save, which is per the illusion school rules. In some cases, shadow magic included, this might mean less damage in some it will mean total nullification. each spell has it's own rules as to how a save works, but ALL illusion magic have the rule that a target that has a proof that the spell is an illusion need no saving throw to save against it (unless specifically called out in a spell, as per general vs specific). as for 'no proof what so ever', if you know the target is casting 'greater shadow conjuration' (as per a successful spellcraft check to identify a spell being cast), then you know he casts an illusion. what more proof do you need? general illusion school magic rule: if you know it's an illusion, you don't need to roll to save , you automatically save. what a save does depend on each spell information.
I'm a bit with Diego on the whole no one spell to rule (them all) 60 others for a sorcerer. it might be raw that he doesn't need a material, but if i have a player abusing this I would be inclined to apply the raw of: (magic chapter, illusion school)" a character faced with proof that an illusion isn’t real needs no saving throw." in any way possible. wether it's knowledgeable (spellcraft) enemy rolling enough to identify the shadow conjuration spell as it's being cast and auto save vs it, as well as any character who have the said mimiced spell noticing that no material was used to cast it, or if the action to cast it differ in case of summoning (these last two will not be auto save, but will give +4 to the save as per being pointed out that something is wrong)
thorin001 wrote:
So? What item is require for the feat to function has no say on how many times the feat can be used. You need a fire source (such as flint and steel) to light a lamp. having two of them won't make the lamp oil last longer. unless specifically called out, requirement for using a feat are not the same as how many times said feat can be used.without the needed item you can't use the feat at all, with it you are still limited to the number of uses per day the feat allows, and as Belafon and Darklord mentioned it's pretty cut and clear amount. the feat is allowed to be used once per day plus once more at specific fort save bench marks. note that it say nothing about the item you use in this sentence, as it has nothing to do with the feat uses/day. the text that say:
in fact unless i missed something the item used for this feat can be used by more then one character, as the feat use doesn't harm\deplete it and the limit of uses per day is set by the character's fort as the 'fuel' to run this feat.
3 feats can give you 50% of not being effected from any hostile effect with a will save(except slight sickness) via (1)racial heritage (ogre) and (2+3)Vestigial Headx2
have a look at the samurai class, the abilities resolve and that level 20 capstone. seem nice, right?
Like any other explosive, use with extreme care. I had a GM challenge me to make a broken race as proof of concept. I won't put everything here, but Just mention I named them 'Nemesis' and gave them (among other abilities) the: 1. Static Bonus Feat (2 RP): Dedicated Adversary(Cats)
2. Spell-Like Ability, At-Will (Instant enemy - cost 6). you can kinda see where this is going.
If you were able to give it 6 ranks in stealth and the skill focus (stealth) it need for hellcat, see if you can also make it count as an ogre or half ogre (my human character's use racial heritage for that but i don't think the ship works). if you do, then getting it Night Stalker will negate the stealth penalty in dim or natural darkness (like at night) and add +2 to attack flat footed targets.
TxSam88 wrote:
maybe, but since the spell doesn't use a target but look for any subject that resemble the description, asking the spell to call a subject which does not have a visible shape should prompt the hand to just beacon the air in front of it, it has the same description after all, it matches the description perfectly.
Mysterious Stranger wrote:
while the game doesn't define Physical Description , it does give multiple examples for it, just check some race entry for a player's character. examples: - Dwarf:
- Elf:
While elven clothing often plays off the beauty of the natural world, those elves who live in cities tend to bedeck themselves in the latest fashions. Where city-dwelling elves encounter other urbanites, the elves are often fashion trendsetters. " - Human:
--------------- As we can see, the game uses Physical Description for how the creature looks like, not his profession or name so 'Dave the cook' will not be there (it might show up in ether the 'name' or 'society' entries, but those are not used by the spell)
Notes:
#2
#3
also since this is a visual description. invisibility would still work against it. "If, at the end of 4 hours of searching, the hand has found no subject that matches the description within 5 miles..." (invisible creature by default doesn't match his normal description, he no longer look like a 5 ft human with a scar on his nose) note:
- Pranks: this can be a very interesting prank to pull on the neighbor's mangy dog that won't stop barking...
Yea, i forgot to edit that, actually even if one could ready a coup de grace in this case i wouldn't recommend it, since he'll act before the witch used her immediate action, if she survive the damage she can bounce his coup de grace back to him, and i think the dc would be a lot higher then the familiar... but taking a pot-shot at a helpless character (dex=0) is still fair game.
beside having the familiar provoking for performing the coup de grace, you might want to consider smart opponent actions once some of them realize what the witch is doing. if word got out or they dug enough info about her (or rolled a good sense motive or a knowledge check etc?) a well prepared enemy might just ready an action to coup de grace the witch themselves when she let herself be helpless. all in all a risky maneuver, not much unlike 'sheathing the blade' in all of them sword dueling epic fights. (the act to use one's own body as a sheath to hold the enemy's blade to get a chance to strike them), I'd say roll with it but play the smart enemies smart enough to make it worth it when it works, and dire when failing.
Let me just highlight the main part from Toshy's nice post:
-Until the readied action is done, unless the triggering person have a special ability etc, he can't act. to help it make sense. the counterspelling wizard's turn was before the sorcerer's turn. and he took a very special initiative altering action to allow him to continue his act at the sorcerer's turn. so we stop the sorcerer's turn, let the wizard continue his earlier stopped turn, and only then continue the sorcerer's turn.
(very special initiative altering action - from the next turn the wizard initiative change to just before the sorcerer's, no matter what it was up to now and who else act in the turn order.)
unless you have a feat or action or something that allow you (like a readied action) you can not interrupt some1 else's action. so the npc wizard who took a ready action get to try and counter-spell the Sorcerer , but the Sorcerer won't get any action, not even a quicken action to counter that counter. (and if he had any feat allowing this it would have probably be an immediate action).
just a note, in my games this item (the one linked, not the one the op is trying to price) is changed to hold a maximum of 5 spells and not 5 scrolls, since by raw a scroll can have any number of spells scribed on it (you just make it longer) and this would allow a ridiculous number of spells, all to be inside the case even on one scroll, and allow casting of any of the spells within.
I think you mixed stuff up there, op doesn't want to craft his bonded item like he can, he want to designate another, already magical ring, as his bounded item. which is a different process. to make his bounded item magical (or enhance it) he need to fulfill the item's crafting feat requirement that match his bounded item. then he can craft it into a magical item or enhance an already magical bonded item using the magic item creation rules.
to bound with a new item of the same type as his bonded item a different process is needed (that week of attuning etc) but he doesn't need any requirement beside what is describe in the process of replacing his bonded item. Also I personally rule that the point about bounded item losing all it's abilities once the master bound with a new item should only include what the master added with his class ability of crafting his bounded item. an item that was enhanced by other means shouldn't loose that enhancement just because the master took a week to attune it and then another to attune a different item.
you may take the"Advanced Weapon Training" combat feat with the fighter bonus combat feats or normal feats as long as you have the requirements (i think it's to have the class ability of weapon training).
ranged spec fighter with warrior spirit?
since every time you power up your weapon with a point from the ability you can only add one weapon special ability. this one let you shoot a 10th level (max power) searing light as a free action when you full attack per weapon enhancement bonus at the time you use this power. adding 5d6/5d8/10d6/10d8 (depending on target) to your full attack for each + the weapon have at the cost of +1 weapon bonus. (also note that the spell can target anyone in 200 feet range, not just the target you shoot bolts at)
you also can gain a feat every odd level, any feat.
there is a specific ruling that if you gain a feat with requirement but then lost them (say power attack and lost the minimum str from being sapped) you don't lose the feat, but can't use it (or any feat that require it) until you get back the feat's requirements. but as i said this specific ability doesn't say you may ignore a feat's requirements so you don't get to pick one you are unqualified to take..
we're ain't at the homebrew or game balance section, this is the Rules section.
Save the homebrewing and society nerfing for their own section of the board. Fighter's have it hard enough to scale up to casters as is, the extra feats are HIS *spellcasting* balance.
-----
that pfs ruling is clearly a nerf they added to the feat, if it was considered using one hand then the feat would have mentioned it to begin with, as it does in so many other places where that happen. the half off str and power attack alone make a big deal enough for it to be mentioned. that aside OP, you should probably go for a Clawhand shield for a caster with shield brace. it makes things so much easier and help when grappled (which would suck in ether casting or two-handed weapon fighting) .
intangible?
look up the Wayang, specifically the alt ability of Dissolution’s Child:
-- if allowed (and you don't mind playing one, some do) then a Duergar can be realy nice here. they got invisibility and enlarge person 1/day , a bunch of immunities and +2 vs spells and such. and the +2 to con and wis also help a monk. you can pick up the innate flexibility feat to gain 2 more uses a day (and take it more then once) --- getting 1 minute of invisibility from being a heavy drinker is also an option. ---
option #1:
"Empty Body (Su) (Pathfinder Unchained pg. 16): A monk with this ki power gains the ability to assume an ethereal state for 1 minute as though using the spell etherealness, using his monk level as his caster level. Using this ability is a move action that consumes 3 points from the monk’s ki pool. This ability affects only the monk and cannot be used to make other creatures ethereal." --- option #2:
--- option #3:
--- option #4:
---
Consider the unchained monk option and think of levels 1-3 as training yourself to be able to do it. (flavor wise maybe you barely flicker on and off, without a real game mechanic effect, when meditating. Until you fully grasp the ki ability at level 4)
i work a lot with AI, never trust it, always fact check. An AI will blatantly lie, and keep up lying about it up to the point you confront it with facts, at which point it will apologize ,of sort, and might still claim the lie is true in the next answer he gives. As for Freebooter:
ShroudedInLight wrote: I do not personally advocate for critical fumbles. Martial characters have it rough enough without needing to worry about one of their 6 attacks a turn causing them to decapitate themselves. To deal with martial having more attacks and thus those with X5 the attacks then a 1st level would fumble x5 time more, i added a 2nd roll. each bab a character have (which should represent his martial prowess and expertise) is a stacking 5% to not fumble on a nat 1 (which is followed by a to hit roll to confirm the miss, like with a crit) so say a level 6 fighter rolls a nat 1 and then a miss confirmation, he has 30% to just miss and not fumble. while a level 20 would only fumble if he rolls a nat 1, then a miss confirmation and then a 100 in a 100% roll.
"a monster that has miracle as an at will ability even if its just once a day?"
if it can get class levels then it's possible. a level 10 oracle(dragon mystery)/10 exalted (any deity who has the magic/divine sub domain. like nethys or Asmu) can have: sla - to material cost:
my wish granting dragon (oracle) build has all that and more, being an elf who is adopted by genie-kin got him to add his fev class bonus for 2/day limited wish and the ability to cast 'at will' any 0 level spell if a humanoid (himself as well) wish for it.
Valandil Ancalime wrote: This could make an interesting adventure. An npc party gets a hold of the bottle but only have the word of opening and don't know what will happen when they use it. Now your city is being invaded by evil outsiders that are getting progressively more powerful. As a GM (just to mess with the players) I would add that the long imprisonment in the bottle somewhat effected the resident's mind, now they all dress the same, look the same and answer to the name 'Bob' ,yes even the big guy at the end. (one way to calm this problem is to research each and every fiend true name to send them off with it)
if the dragon got acid breath attack (and gm is ok with old 3.5 pathfinder feats) then I would strongly suggest getting him the Noxious
the spell is considered to be of a higher level, but it's not is of a higher level.
just wondering, did you also take levels in the siegebreaker class? that thing get very nasty with overrun and bull rush with just 2 level dip.
in the magic section it state (in spell effects, about bringing people back from death): "Revivification against One’s Will A soul can’t be returned to life if it doesn’t wish to be. A soul knows the name, alignment, and patron deity (if any) of the character attempting to revive it and may refuse to return on that basis." so if he knows who killed him by name (and more so by alignment and patron) he might decide not to let the same person bring him back.
you bolded the wrong part. here let me point you to it:
the spell is resisted if he succeed a save, not negated. if the first save would have ended the spell effect it should have mentioned something like "staggered for 1 round as he gasps for breath and the spell ends". the save is to resist the spells effects. if the save would negate the whole spell it should have said: 1- negate, not resist. 2- spell effect not effects and 3- mention that the spell end if the first save is made. Instead the spell add a 'but', and inform us that no matter what was before it LAST 3 ROUNDS, if this part only talked about those who failed the first save it should have said "each round after the first the target can delay..".
arrows, backpack, blanket, bedroll, belt pouch, flint&steel, sawback + kunai, silk rope (cost 10 gp), soap, wet-stone, water-skin (more then one, unless you got some1 casting create water), caltrops(cold iron), torches, chalk, acid flasks (cost 10 gp each. for them swarms), mirror,trail rations,
a mule\donkey (they will go into dungeons and are more stable then horses, also cost a lo less). make sure to also get saddle and feed for it.
this is obviously a mistake and they should use 'turn'.
"You can take a 5-foot step before, during, or after your other actions in the round."
-- I think it's a carry over form 3.5 that never got patched:
the start of your turn reset all your actions. (move, standard and swift if you didn't use a swift action in your last turn and an immediate action between turns). so in case #1 once your turn start you gain all action uses including your movement or the option to take a 5 ft step. using an immediate action before your turn doesn't prevent you from taking a move action or 5 ft step once your turn start. (it does prevent you from taking a swift action, depending if you used a swift action in your previous round or not). the immediate action in fact is accounted for your previous turn (if any) and has no movement restriction on your actions in your new turn. to prevent you from taking a 5 ft step in your next turn, the ability need to specifically call it out to be prevented (for example see the step up feat). in case #2 you take the immediate action in the enemy's turn, after yours was done. so again not part of your turn's movent and has nothing to do with that turn's 5ft step -and thus you may use it.(the same for that matter with the step up feat mention above) ---- the only time this action would hamper your 5 ft step is if on your turn you provoke an attack of opportunity (not for moving. say from ranging in melee) and use the immediate action to move with Dodging Panache during your own turn actions. this movent will prevent you from then taking a 5 ft step until your next turn.
ok lets get some rules figured out. general rule is for all cases not specifically calls out an exception. it effect all things under it's rule unless called out otherwise. specific rule is an exception to the general rule and can only effect itself. one can not use a specific exception to set the rules to other unrelated to it. it is not a general rule. back to us: the general rule for outsiders call out general outsiders traits among them the proficiency in all martial and simple weapons. same general rule also say that should a specific creature entry say otherwise it trump what the general trait say. the specific of each 'planetouched'(a non pathfinder name but meh) creature rules for player playing them include some of these traits, but removed the proficiency in all martial weapon proficiency etc. so they don't get it. the fact a specific monster entry (Undine) include what seem to be a proficiency in trident, said monster is not player approved and is set as a monster for gm use. as such it should NOT have any effect on the rules for player played Undine. Hack at the same link bellow are the character Undine traits and again no proficiency in martial weapons is mentioned. why does the gm monster has such proficiency?
I marked in bold more then one line in my answer. make sure you read the first one before asking 'why not'. here it is AGAIN:
the auto proficiency or any other trait the outsider get in the GENERAL outsider type info depend on that the SPECIFIC creature of said type doesn't note a difference. and in plaintouched (as i pointed out with the Oread) it DOES. it call out SOME traits that outsiders get (like 60 darkvision) while removing others (like the proficiency) hence anyone who want to use the traits in the type to claim they SHOULD get the proficiency need to comply with the entire text they use -not just the pretty shinny bit they like. and the entire text include the part that say that if the creature specifically change anything from the general type traits then that is what he actually get and not what the type say!
yes and No. for normal player option races it's no.
- Darkvision 60 feet.
for a player's race the creature entry is the one that explain what you get as playing these races.take for example the info for Oread character (from the beastry's section about oread, scroll down to the end at'Oread Characters').
you have a NE boss that leave a lot of corpses around? I would team him up with 1 (or more) Orphene(s). NE fey that has command undead at will and 1/day animate dead (caster level 6), as well as a Desecrating Aura which boost the undead made. All them dead bodies littering the place around can be used for something other then props! With command undead at will at caster level 6 this fey can command unintelligent undead with no save, and each use of his sla last 6 days!
(voice drifting down the hill)
Goz mask + saltspray ring. (some races, spells and abilities can replace the goz mask)
you're welcome.
If you are going slayer and don't mind loosing the studied target ability for a cool factor with good defensive and utility abilities then I would suggest to go with an Ankou's Shadow. by level 5 you can have 2 mirror images constantly following you (until destroyed\discharged but can be recalled) and since it's level 5 they can also aid another (in combat, doesn't seem to be for skills, not at this level) and give flanking. the Cool factor is that you can almost always appear to leave after images and make anyone nervous by not knowing which one of the triplets the real you is.
Diego Rossi wrote:
that's already an option with this feat
that would not be a CR 33 monster but a cr 43 monster.
a Solar a a full hd\bab with divine spells (and detect evil etc) is pretty much a 'monster' paladin so adding more paladin levels to it should add the full paladin levels to the cr.
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