Actually we are not sure about that.
We know they have a telephatic link, not that it's Psionic.

It's our best shot at psionics so far. Even if they only have the potential to be run of the mill mages, maybe they have some variation of the ridiculously awesome Phrenic template or the Telepath template from PF's version of the Psychic template? Perhaps their youth has prevented either from fully grasping their potential powers? A fish can hope! ;)
 
With the amount of gold we now have we probably need to replan the entire wish list. Especially after the loot we get from the Mindflayers and the Sellsword war.

Not really. What we have on the list right now is pretty comprehensive and addresses each party member's needs. Upgrading from most of it would be a huge increase in cost. Maybe get everyone +4 Constitution items instead of the +2s most are slated for, or add in the Cloaks of the Hedge Wizard that I wanted.

The leftover gold can be used for other things, like extra Corpse Ferrying Bags, Rings of Sustenance, Doomship upgrades, etc.
 
Last edited:
Also, gentlemen, do you know if Black Tentacles would disrupt an Illithid's SLA?
Spell-like ability.

Spell-Like Abilities (Sp)
Usually, a spell-like ability works just like the spell of that name. A few spell-like abilities are unique; these are explained in the text where they are described.

A spell-like ability has no verbal, somatic, or material component, nor does it require a focus or have an XP cost. The user activates it mentally. Armor never affects a spell-like ability's use, even if the ability resembles an arcane spell with a somatic component.

A spell-like ability takes the same amount of time to complete as the spell that it mimics (usually 1 standard action) unless otherwise stated. Spell-like abilities cannot be used to counterspell, nor can they be counterspelled. In all other ways, a spell-like ability functions just like a spell:

Using a spell-like ability while threatened provokes attacks of opportunity. It is possible to make a Concentration check to use a spell-like ability defensively and avoid provoking an attack of opportunity. A spell-like ability can be disrupted just as a spell can be. Spell-like abilities are subject to spell resistance and to being dispelled by dispel magic. They do not function in areas where magic is suppressed or negated.

A spell-like ability usually has a limit on how often it can be used. A spell-like ability that can be used at will has no use limit.

For creatures with spell-like abilities, a designated caster level defines how difficult it is to dispel their spell-like effects and to define any level-dependent variables (such as range and duration) the abilities might have. The creature's caster level never affects which spell-like abilities the creature has; sometimes the given caster level is lower than the level a spellcasting character would need to cast the spell of the same name. If no caster level is specified, the caster level is equal to the creature's Hit Dice. The saving throw (if any) against a spell-like ability is:

10 + the level of the spell the ability resembles or duplicates + the creature's Cha modifier.

Some spell-like abilities duplicate spells that work differently when cast by characters of different classes. A monster's spell-like abilities are presumed to be the sorcerer/wizard versions. If the spell in question is not a sorcerer/wizard spell, then default to cleric, druid, bard, paladin, and ranger, in that order.

Some creatures are actually sorcerers of a sort. They cast arcane spells as sorcerers do, using components when required. In fact, an individual creature could have some spell-like abilities and also cast other spells as a sorcerer.

And depending on DP, it's psi-like abilities.
 
I'm happy with Lawful Neutral; it's basically "do what we think of as right and proper, regardless of actual standards of morality", good or evil be damned. Seems like that's what we've been doing all along as Viserys' subconscious.
 
I for one, will do my best to bring us back to true neutral, where we belong.
Of course, its hard to calculate the precise amount of chaoticness, so i may accidentally keep going an aligment or two.
 
Here are my current favorites for Vee's new spells:

2nd:
Healing Lorecall: This spell makes every healing spell cast by Vee much better.

3rd:
Channel Vigor: Pathfinder spell. It's a self buff only, but extremely versatile.
Final Sacrifice: Pathfinder spell and one that would fit very well for a Summoning focused caster such as Vee. It turns any summoned creature into a bomb, even ones the caster didn't summon themselves.

4th:
Panacea: Same argument I made for Tyene; this spell is basically Lesser Heal. If we learn it, we can retrain Vee's Remove Disease spell and pick up a much more useful 3rd level spell, such as Final Sacrifice which I linked above.
 
This is what TNE already proposed for Vee's levelup:

Feat: Augment Summoning
Spells: Pronouncement of Fate, 3rd, 2nd
Skills: 9 points to spend
 
Last edited:
Back
Top