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Messages - Leviathan

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1
D&D 3.5 and Pathfinder / Re: Adding spells to items
« on: December 06, 2015, 09:57:36 AM »
This question occurs more often as "Can I make a use-activated item of true strike?". The answer is that the magic item creation guidelines are just that: guidelines.

[T]hese few formulas aren’t enough to truly gauge the exact differences between items. The price of a magic item may be modified based on its actual worth. The formulas only provide a starting point.

I would think that use-activated arrowsplit is actually worth a lot more than 66,000 gp. If you're a player, you'll need to work with your DM to figure out exactly how much such an item should cost (or if it's even available at all). If you're the DM, you'll need to make that decision yourself.

2
General D&D Discussion / Re: Looking for an old post...
« on: November 19, 2015, 09:54:33 PM »
That sounds like the Stormwind fallacy.

3
D&D 3.5 and Pathfinder / Is there a way to write any language?
« on: November 15, 2015, 05:31:00 PM »
The spell comprehend languages grants "passive fluency" - you understand all languages when you hear them or see them written, but it doesn't help you speak or write. Tongues lets you "speak and understand the language of any intelligent creature", but doesn't say anything about reading or writing. Other than taking the language at character creation, or putting points into the Speak Language skill, how can a character gain the ability to write in a language?

4
Gaming Advice / Re: Warforged PrCs
« on: November 01, 2015, 11:21:12 AM »
Reforged and Spellforged Soldier are from Races of Eberron. Four race-exclusive PrCs seems about average in Eberron. Remember that Eberron introduced several other new races (shifters, changelings, kalashtar/inspired) and re-imagined some non-original races (halflings, elves). They wrote material for those too, even if nobody uses it.

5
Homebrew and House Rules (D&D) / Re: Walker in the Wastes [Base]
« on: October 02, 2015, 06:30:57 PM »
So, once a walker in the wastes has cast a sufficiently high-level spell in a room, neither he nor any other walker in the wastes will ever again be able to cast in that room?
Does the entire Defiling radius need to be un-Defiled, or only the square the Walker is in?
How does one un-defile an area?

6
Homebrew and House Rules (D&D) / Re: Walker in the Wastes [Base]
« on: October 02, 2015, 05:55:13 PM »
So, once a walker in the wastes has cast a sufficiently high-level spell in a room, neither he nor any other walker in the wastes will ever again be able to cast in that room?

7
Gaming Advice / Re: Using Psycarnum Infusion + Midnight Metamagic
« on: August 16, 2015, 11:43:09 AM »
I'm not treating "normal spell level adjustment" as a technical term. I'm using my knowledge of the English language, and of the fact that normally, a persistent spell uses up a spell slot six levels higher than the spell's actual level. In my opinion, a metamagic cost reducer lets you do something abnormal; it does not change what is normal.

This opinion is somewhat supported (in a RAI sense) by the way that many feats (though, I admit, not Practical Metamagic in particular) use a heading "Normal:" to describe what happens for a character who does not have the feat, in contrast with the heading "Benefit:" that describes what happens for a character who does have the feat. This suggests that, even to a character who has the feat, the behavior without the feat is considered "normal", and the behavior with the feat is exceptional.

Your "what would happen if they didn't have normal" though experiment is hardly conclusive, because if things worked as you think the author could have just written that each spell chosen requires an investment of 1 essentia. The choice of a more complicated wording implies that things are not so simple.

8
Gaming Advice / Re: Using Psycarnum Infusion + Midnight Metamagic
« on: August 02, 2015, 03:15:16 AM »
None of the metamagic reducers you cited changes Persistent Spell's +6 adjustment; instead, each of them makes an additional adjustment (-1 in each case):
  • Easy Metamagic: "When preparing or casting a spell modified by that feat, lower the spell-slot cost by one." (The next sentence should make it clear that "spell-slot cost" refers to the slot used by the spell, not the cost adjustment of the metamagic feat.)
  • Practical Metamagic: "When applying the chosen metamagic feat to a spontaneously cast spell, the spell uses a spell slot one level lower than normal for the applied metamagic feat."
  • Arcane Thesis: "When you apply any metamagic feats other than Heighten Spell to that spell, the enhanced spell uses up a spell slot one level lower than normal."
None of these changes the fact that Persistent Spell has a +6 spell level adjustment. Also, they only work "when preparing or casting a spell" or "when applying the ... metamagic feat to a ... spell" - not at any other time, and in particular, not while determining the effects of the essentia allocated to Midnight Metamagic.

Additionally, I don't think that any metamagic cost reducer would work (not even one that actually says "the spell level adjustment for Persistent Spell is 5 instead of 6"), because Midnight Metamagic uses the "normal spell level adjustment required by the metamagic feat". The normal spell level adjustment for Persistent Spell will always be 6, regardless of whatever feats, class features, or other special circumstances might apply to your character.

That leaves us with just Improved Essentia Capacity, which on its own isn't enough to get a capacity of 6 until level 31.

9
Min/Max 3.x / Re: Interesting stuff in Pathfinder
« on: August 01, 2015, 10:22:03 PM »
WTF, doesn't just the existence of the Inscribe Magical Tattoo feat basically double the number of magic item slots available for Wonderous Items?

Not quite, because they "are treated as slotless magical items for pricing purposes" - that is, for the same cost, you could have just gotten a slotless item. I think their benefit is largely that they can't be lost, stolen, or sundered, and even if you are helpless they take some effort to destroy. (Of course, you also can't sell them or loan them to a friend.)

10
Gaming Advice / Re: Using Psycarnum Infusion + Midnight Metamagic
« on: August 01, 2015, 01:06:26 PM »
How are you getting around your essentia capacity? Extend is one thing, but even at 20th level your essentia capacity should only be 4, and Persistent Spell is a +6 adjustment.

11
Off Topic Fun / Re: Worst 5 words a DM could say
« on: June 19, 2015, 07:17:53 PM »
A tarrasque enters the room.
"The dog has explosive diarrhea."

"The tarrasque has explosive diarrhea."

12
Gaming Advice / Re: Weaponizing Non-Weapons
« on: April 23, 2015, 08:35:18 PM »

13
D&D 3.5 and Pathfinder / Re: Familiar Item
« on: March 31, 2015, 08:58:28 AM »
I can identify two cases with distinct outcomes: (1) your item familiar is destroyed or permanently lost, and (2) your item familiar is lost but later regained, after a period greater than one day per level.

If your item familiar is destroyed or permanently lost:

When you replace it, you have a new item familiar, which is not the same as the old one. You have not invested any skill points or spell slots into the new item familiar; you invested them into the old one. There is no way to recover the skill points or spell slots you invested, and you have to start all over again with the new item familiar. Note:
Quote
You may replace a lost or destroyed item familiar after you have advanced one level, as if you were gaining an item familiar for the first time.
and observe that, when you gain an item familiar for the first time, it doesn't have anything invested in it.

If you lose your item familiar, but then find it again:

In this case, it depends on your reading of  "you automatically lose ... all benefits derived from possessing the linked item (plus any resources you put into the item)." In one interpretation, this is just reminding the reader of the consequences of losing an item which had provided a bonus -- while the item is not in your possession, it does not grant you bonuses, you cannot activate its abilities, and so on. However, if the item is restored to your possession, you regain its benefits. The argument against this interpretation is that you are only said to lose the benefits of your item familiar after it has been out of your possession for several days, which is not a typical feature of a loss of benefits of this sort. Additionally, there is no matching reminder that you regain its benefits when you regain the item.

In another interpretation, this is a special feature of item familiars: when you go several days without your item familiar, you indefinitely lose the ability to access its benefits. Of course, no provision is made for you to regain access to its benefits, so by "indefinitely" I really mean "permanently". You cannot ever recover the ability to use or benefit from your item familiar, nor can you get back the resources you invested in it, either for their usual uses or to invest them into another item familiar. However, you still have an item familiar (it just doesn't give you any benefit), so you can't get a new one. You must destroy your own item familiar, again losing 200 XP per level (and permanently this time), to give yourself the opportunity to replace it.

14
Min/Max 3.x / Re: Help me become a ROCK LEGEND!
« on: March 23, 2015, 09:24:23 PM »
Make everyone believe you're a ROCK LEGEND and nobody will be able to hear your performance over the screaming teenagers.

16
Min/Max 3.x / Re: Fun Finds v6.0
« on: February 01, 2015, 08:58:23 PM »
The key word is "other": turning is an attack for adjudicating other effects, but not for adjudicating itself.

17
Off Topic Fun / Re: Prime32 keep out
« on: January 31, 2015, 06:31:28 PM »
I consider Oslecamo our resident expert on the subject, and he's always spelled it that way.

18
Off Topic Fun / Re: Prime32 keep out
« on: January 31, 2015, 10:05:34 AM »
Isn't it usually spelled "Touhou"?

19
Gaming Advice / Re: [PF] Strangling the sea serpent
« on: January 06, 2015, 11:34:56 PM »
Neckbreaker "works like the sleeper hold ability". The sleeper hold ability "works like the knockout ability". I assume this refers to the brawler class ability knockout, whose save DC is 10 + 1/2 the brawler's level + the higher of the brawler's Strength or Dexterity modifier.

20
Gaming Advice / Re: Madborn Spellcaster... able to cast spells, or not?
« on: December 30, 2014, 11:43:54 PM »
I would rule that he can cast spells. In my reading, the phrase "similar to a barbarian's rage" is a hint to the reader about what sort of ability he is reading. That phrase, by itself, does not have any value for the rules. Instead, the second and third sentences of the Rage ability tell you what the ability does.

(Note that I would have made a different ruling if the ability had instead had "similar to a barbarian's rage, except ..." -- in that case, you would take the existing barbarian rage ability and amend it according to the rest of the text.)

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