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.
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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:
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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.
distance perception penalties in pathfinder is wunki at best.
but then again following these rules by the letter mean one can't see the sun or moon at all (as penalties for stealth for size cap at colossal and the stacking penalties for the opposed perception to notice it do no cap)
Diego Rossi wrote:
Read the 'special' part at bottom (which led to my 2nd question in my 1st post) - can be used on a large group if suppling the booze even outside a bar.
That's because usually such effects state the target 'die' without explaining\care for how much damage it took (if any), and breath of life return one to life by fixing the damage (so with no damage value to fix it's ineffective).
I will nitpick that the spell is not capped at 200 as Diego wrote, if your effective caster level is above 20 the damage can go higher then 200.
So I have read this feat a long time ago, but stumbled into it again today while looking for something else and I noticed important things that seem to make it a lot more stronger then I initially thought. reading thig feat effect (and the fact that one can use it even outside taverns if he supply booze worth at least 5 gp) it seem that the attitude shift is: 1.An auto success not requiring a skill check (which if using diplomacy would have been at dc 20+targets cha for unfriendly).
this mean that targeting an unfriendly group, even outside a tavern buy spending 5 gp, will move them into indifferent which can then be further improved up to helpful with a high enough followed diplomacy check. so as long as the targets are not straight up hostile and you have 11 minutes to sing, one can move them into indifferent or even better with ease. any thoughts? also how many is 'a large crowd of people' in your mind? (or more importantly how few are still a large group so this can work on them?) -------------------- Suddenly anyone can pull a Cuben Pete . Drunekn Sing-along: Drunken Sing-Along
Source Inner Sea Taverns pg. 59 With a raised tankard and catchy tune, you can get large groups of people on your side. Prerequisites: Diplomacy 1 rank, Performance (sing) 1 rank. Benefit: While in a tavern or other drinking establishment, you can change the attitude of the patrons from unfriendly to indifferent or from indifferent to friendly by spending 10 minutes engaging in a group sing-along. For the following 24 hours, your attempts to gather information in that tavern take only 2d6 minutes if the patrons are indifferent or 1d4 minutes if the patrons are friendly. You must be able to speak the same language as the majority of the patrons to use this feat. Special: You can use this feat with a large crowd of people outside of a tavern if you supply at least 5 gp worth of alcohol to the group.
A bard getting countersong with ready action? anyone hearing can use his skill check as a save. and that (especially at higher levels with all the added bonuses one can pile on skill checks) can be set to be so high no dc can ever hope to reach. I find countersong to be one of the least used abilities of the core bard, about time it got used for a something. I considered even to homebrow a feat to let a bard start it as an immediate action just to make it more usable. heck at high enough level a bard can have up to 3 performances running at once, so he can have one of them to be countersong for the whole fight, no need to ready. (shadow bard and that spell\feat that let him run a 2nd performance, don't remember atm how it's called). ---------------------- Another rarely used basic function is to counterspell against the banshee wail. Then there is the silence spell that can be used ether on the party as protective or on the caster (or on an item near him, like one a close melee wear) to shutdown all his verbale depended spells. (in some ap I had casters royaly screwed by this as ALL of their spells were verbal)
and the needed spell is an empowered acid arrow. which is a (bumped up)4th level spell. you can't cast it at 3rd level. the words you posted:
just make sure your archer can deal with the other two common arrows shutdowns (beside deflecting\cut from air) - wind wall and a fighter who move and ready his tower shield once you start shooting.
Pizza Lord wrote:
Small nitpick, if the spell level is increased, in this case to 4th, the caster level must be one able to cast the same spell level - 4th level spell - 7th caster level in this case (assuming wizard spell progression, sorcerers or others might have higher caster levels for 4th level spells).so the minimum wand cost in that case would have been 750x4(spell level)x7(caster level) = 21,000 gp.
wand base costs is at (750 gp)x(caster level)x(spell level) with a max of 4th spell level (higher and you need a staff).
for example, if it end as a 4th level spell and you want to use a 20 caster level (also make sure you have a caster with enough levels) then it would cost 750x20x4 = 60,000 gp base cost (that is to buy it, half for crafting costs). remember to add any costly material (at 50 times for each charge) |