Personally I don't really like the idea of spending 2 full rounds to cast a summon that won't be around very long even with the extend. With summons it makes the spell which IS a 1 round cast into 2 full round actions, unless you have some sort of ability that makes it faster such as sacred summons or summoner's ability, or quicken. This is something I got wrong for longer than I would like to admit, so I thought I would point that out. Which means that a full round action cast will still take effect during the end of that full round action. Keep in mind that it doesn't make a std action a 1 round cast, but it makes it a full round action. Leo1925 wrote: Remember that when spontaneous casters use rods they cast the spell as a full round action. I wish there was a bloodline that both let me cast from Int and gave me the wizard conjuror duration bonus or something.Īnyway, are there any options I have overlooked? Feats, traits, magic items? Tho magic items are usually a last ditch option, in that I want something for *every* time I cast, not just 3/day. So I really wish I could find some way to make my summons last longer. That would destroy the whole point of making my top summon better. ![]() Also personally, I hate the Summoner class, and I hate keeping up with the mutations and etc.Īlso, he has to be a Sage bloodline so I can cast from Int, and because my goblin *believes* he is a Wizard, and Sage fits best. Also, if he was a Master Summoner with the Eidolon, he would probably worship the Eidolon, and I dont want the style feel of having the big perma eidolon. I am playing a goblin, and he is afraid of reading/writing, so he cant be a wizard conjuror. I want to remain a pure Sorcerer, wild-blooded sage, for RP reasons. The closest to this that I have found is Spell Specialization, which lets me pick a spell and apply +2 CL for 2 more rounds duration, and best of all, every even level the feat lets you move it to another spell in the same school, so I get to keep moving it to the top summon. I was wondering if there is any official way to get a -1 cost to extend spell or else take a feat that causes a penalty on a spell somehow so that you could stack it with extend and get x2 duration from the top summon. ![]() Those with high Intelligence scores can choose from the following: any human language, Abyssal, Aklo, Draconic, Goblin, and Infernal.I really want to be able to use extend spell on my sorcerer's top level summons. Languages: Wayangs begin play speaking Common and Wayang. Shadow Resistance: Wayangs get a +2 racial bonus on saves against spells of the shadow subschool. Wayangs with a Charisma score of 11 or higher gain the following spell-like abilities:ġ/day- ghost sound, pass without trace, ventriloquism ( caster level equals the wayang’s level, saves are Charisma-based). Shadow Magic: Wayangs add +1 to the save DC of shadow subschool spells they cast. Lurker: Wayangs gain a +2 racial bonus on Perception and Stealth checks. Light and Dark (Su): See stat block above. Speed: Wayangs have a base speed of 20 feet. Size: Wayangs are Small creatures and gain a +1 size bonus to AC, a +1 size bonus on attack rolls, a –1 penalty on combat maneuver checks and to CMD, and a +4 size bonus on Stealth checks. Wayangs have the following racial traits: +2 Dexterity, +2 Intelligence, –2 Wisdom: Wayangs are nimble and cagey, but their worldview is strange. Wayangs are defined by class levels-they don’t have racial Hit Dice. They follow a philosophy known as “ The Dissolution,” which teaches that in passing they again merge into shadow. ![]() Originating from the Shadow Plane, wayangs are pixie-like in stature with extremely gangly limbs and skin the color of deep shadow. Treasure NPC gear ( blowgun with 20 darts, dagger, other treasure) Organization solitary, pair, tribe (3–24) Once per day as an immediate action, a wayang can choose to be affected by positive and negative energy effects as if it were an undead creature, taking damage from positive energy and healing damage from negative energy. ![]() SQ arcane bond (amulet), extended illusions +1 round, light and dark, shadow magic Languages Abyssal, Common, Draconic, Goblin, Wayang Skills Craft (alchemy) +7, Knowledge (arcana) +7, Perception +2, Spellcraft +7, Stealth +10 Racial Modifiers +2 Perception, +2 Stealth Opposition Schools necromancy, transmutation Illusionist Spells Prepared (CL 1st concentration +4)ġst- hypnotism (DC 14), silent image (DC 14), vanishĠ (at will)- detect magic, ghost sound (DC 13), read magic Wayang Spell-Like Abilities (CL 1st concentration +2)ġ/day- ghost sound (DC 11), pass without trace, ventriloquism (DC 12)Īrcane School Spell-Like Abilities (CL 1st concentration +4)
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