Shadowcraft Mage specifically references spells. Haures' Major Image ability is not a spell, it merely acts like one.
I'd call it woefully underpowered compared to a Wizard based Shadowcraft Mage and almost definitely not worth the investment unless you can mimic higher level spells. Evocation and a handful of Conjuration spells of a level lower than your Wizard will be able to cast once every 5 rounds is NOT all that powerful. In your average adventuring day you'll be able to cast what, 4-5 spells? And you slowed your Binding progression to get this? Big deal. Your wizard will be casting about 20, and they'll be much, much better.
comparing a Binder / ScM to a Wizard / ScM isn't really a fair comparison.
Hence the Binders shadow illusions should scale.
Does Rapid Pact Making remove the need for a Binder to draw the vestige's seal? If it doesn't, the feat doesn't seem to really do much, since one can bind as a full round action at -10 (from p.10, second paragragh, second column).
Also, the very last sentence on p10 seems to contradict the text of the Vestige Phylactery. Can't a Vestige Phylactery essentially expel a vestige, too, if the Binder was at its maximum vestige capacity?
There's also one sentence under the Vestige Phylactery text that is a bit vague: it says that the Binder remains bound based on the time the vestige was bound in the phylactery. What exactly does that mean? Does it mean that the Binder remains bound an equal amount of time as the vestige was in the phylactery?
Also, is drawing the seal for a vestige considered a special requirement for that vestige? Does Ignore Special Requirement alleviate the need for a seal?
Complex rule interactions should always be, quite frankly, adjudicated by your Dungeon Master. However there are a few sources beyond the rule books that you and your Dungeon Master can use to determine the most usable and fun solution for your game.
You may want to start by checking out our FAQ and errata documents online at our website.http://www.wizards.com/default.asp?x=dnd/rules
Many players and Dungeon Masters also read and ask questions on our message boards and chat rooms to discover what other Dungeon Masters have done in similar situations.http://boards1.wizards.com/community_home.php
Your Dungeon Master is ultimately responsible for deciding how he/she wants to handle any such issue however, and with all the tools currently available it should be relatively easy to adjudicate this matter fairly, as well as in the spirit of making the game as fun as it can be.
Please let me know if you need anymore help!
I apologize for any misunderstanding.
1. Rapid pact making doesn't actually say how it speeds the process; such a decision in terms of description would be left to your DM. However, it does eliminate the -10 penalty to do the pact as a full round action.
2. The vestige phylactery is a magic item. Often times, magic items are capable of circumventing a number of rules. This is one of those times.
3. The feat Ignore Special Requirement will only apply to whatever's stated in a Vestige's Special Requirement entry. Consequently, you would only be able to skip that portion of the pact if it was mentioned in the Special Requirement entry.
A rod of shadowblending infuses your normal illusions with shadow, making them partially real. This effect allows you to transform any casting of either minor image or major image into a casting of shadow conjuration, and any casting of major image into shadow evocation.
I just noticed an item from Complete Mage that might work with a Binder... what do you guys think?
3/day. Do you guys think the wording is vague enough for Haures's Major Image to work?
But SLA's and Supernats are not "cast" ... they don't normally fulfill casting requirements for Prestige classes, I don't see how they would work here.
I think if it said "use of" rather than "casting of" it would work... I'd house-rule in favor of it, but I think RAW it would not fly.
What can or can’t an assassin do while studying a
victim for his death attack ability?
The assassin’s death attack indicates that he can undertake
other actions while studying a target. No specific action is
required to maintain the study (for example, it doesn’t require
concentration), although the class feature lists two rather vague
restrictions placed on the 3 rounds of study. Both of these
require DM adjudication.
1. The assassin’s attention must remain focused on the
target. The assassin has to keep his victim in view, but can
perform any other action he wishes (as long as the action
doesn’t break the second restriction). The assassin could even
attack another creature while studying a target!
2. The target may not detect the assassin or recognize him
as a threat. Note that detection isn’t limited to vision only;
being invisible isn’t enough if the target hears the assassin
sneaking up behind him. Similarly, if a hidden assassin cast a
spell that was overheard or otherwise detected by the victim,
the studying would be wasted.
If an assassin studies his victim for 3 rounds and then makes a sneak attack with a melee weapon that successfully deals damage, the sneak attack has the additional effect of possibly either paralyzing or killing the target (assassin’s choice). While studying the victim, the assassin can undertake other actions so long as his attention stays focused on the target and the target does not detect the assassin or recognize the assassin as an enemy. If the victim of such an attack fails a Fortitude save (DC 10 + the assassin’s class level + the assassin’s Int modifier) against the kill effect, she dies. If the saving throw fails against the paralysis effect, the victim is rendered helpless and unable to act for 1d6 rounds plus 1 round per level of the assassin. If the victim’s saving throw succeeds, the attack is just a normal sneak attack. Once the assassin has completed the 3 rounds of study, he must make the death attack within the next 3 rounds.
If a death attack is attempted and fails (the victim makes her save) or if the assassin does not launch the attack within 3 rounds of completing the study, 3 new rounds of study are required before he can attempt another death attack.
what is the DC for the death attack from Marchosias ?
For abilities that have no defined save, like Fokalor's lightning Strike, is there a save?
In Fokalor's case, (and I'm going from memory here) I would assume that there is an attack roll of some sort, OR a reflex save...
Druid 1 / Binder 4 / Tenebrous Apostate 4 / Knight of the Sacred Seal 5 / Monteblank 3 / Devil Major Bloodline 3
Using Druidic Avenger; letting the vestige Tenebrous count for the turn / rebuke requirementFeats
3 Improved Binding
6 Practiced Spellcaster: Druid
Is it possible or not to make a death attack (from Marchosias and Andromalius for the sneak attack) with the all-around vision (from Geryon) and the whirlwind attack (from Paimon) ?
Vestiges1st LevelAmon – Darkvision (Darkvivion 60 ft.), Fire Breath (10 ft. per EBL (max 50 ft.) line, 1d6 fire damage per EBL, Reflex save vs. half)*, Ram Attack (1d6 + 1½ Strength bonus damage, plus 1d8 on Charge)Aym - Dwarven Step (can move at normal speed in Medium and Heavy Armor), Halo of Fire (1d6 fire damage when struck in melee, 1d6 fire damage touch attack), Improved Sunder (as Feat), Medium Armor Proficiency (Proficiency with Medium Armor), Resistance to Fire (Resistance to Fire 10), Ruinous Attack (melee attacks deal double damage to objects, melee attacks treated as Adamantine at EBL 10)Leraje - Hide Bonus (+4 Hide checks), Low-light Vision (as special quality), Precise Shot (as Feat), Ricochet (make single attack against two adjacent targets), Weapon Proficiency (Proficiency with Composite Longbow, Composite Shortbow, Longbow, Shortbow, +1 attack rolls with bows)Naberius - Disguise Self (as Spell), Faster Ability Healing (1 pt. per round, 1 pt. per hour if Drained), Naberius’s Skills (make skill checks with Con bonus number of untrained Skills), Persuasive Words (as Command spell, as Suggestion spell at EBL 14)*, Silver Tongue (can take 10 on Diplomacy and Bluff checks)Ronove - Cold Iron and Magic Attacks (melee attacks count as Magic, and Cold Iron at EBL 7), Far Hand (10 ft. per EBL, move object with Strength equal to EBL or Bull Rush with +2 bonus for 1d6 damage)*, Feather Fall (as Spell), Ronove’s Fists (as Improved Unarmed Strike feat plus damage equal to Monk of EBL level), Sprint (+10 ft. land speed)2nd LevelDahlver-Nar - Mad Soul (Immunity to Wisdom damage, Wisdom drain, Madness, Insanity, and Confusion), Maddening Moan (30’r, Will save or be Dazed for 1 round)*, Natural Armor (+ ½ Con bonus NA), Shield Self (10 ft. per EBL, share half damage with one creature, Will save)Haagenti - Confusing Touch (Touch attack, Will save or be Confused for 1 round per 3 EBLs, as Maze spell at EBL 19)*, Immunity to Transformation (Immunity to Polymorph and Petrification), Shield Proficiency (Proficiency with all Shields), Weapon Proficiency (Proficiency with Battleaxe, Greataxe, Handaxe, and Throwing Axe)Malphas - Bird’s Eye Viewing (Summon Raven plus special), Invisibility (as Spell)*, Poison Use (as Assassin ability), Sudden Strike (as Ninja ability, 1d6 + 1d6 damage per 4 EBLs)Savnok - Call Armor (Summon magic Full Plate Armor), Heavy Armor Proficiency (Proficiency with Heavy Armor), Move Ally (swap positions with ally within 5 ft. per 2 EBLs)*, Savnok’s Armor (DR 1/ Piercing, +1 per 4 EBLs, DR becomes Magic and Piercing at EBL 13)3rd LevelAndromalius - Jester’s Mirth (as Tasha’s Hideous Laughter spell, additional save at end of each turn)*, Locate Item (sense object within 100 ft.), See the Unseen (as See Invisibility spell), Sense Trickery (+4 Sense Motive, Appraise, and Spot checks to oppose Disguise, automatically notice Sleight of Hand attempts), Sneak Attack (as Rogue ability, 2d6 + 1d6 damage per 5 EBLs beyond 5th)Focalor - Aura of Sadness (-2 attack rolls, saving throws, and skill checks), Focalor’s Breath (30 ft., Fortitude save or be Blinded for 1 round)*, Lightning Strike (10 ft. per EBL, 3d6 electricity damage + 1d6 per 3 EBLs beyond 5th, Reflex save vs. half), Water Breathing (can breath water)Karsus - Heavy Magic (+2 Magic Item save DCs), Karsus’s Senses (as Detect Magic spell plus special), Karsus’s Touch (as Dispel Magic spell, Touch attack, EBL times per day)*, Karsus’s Will (use items as Wizard of EBL level)Paimon - Dance of Death (move and attack each creature you pass once)*, Paimon’s Blades (Proficiency with Rapier and Short Sword, as Weapon Finesse feat), Paimon’s Dexterity (+4 Dexterity), Paimon’s Skills (+4 Tumble and Perform (Dance) checks), Uncanny Dodge (as Rogue ability), Whirlwind Attack (as Feat)4th LevelAgares - Earth and Air Mastery (+1 attack and damage rolls against foes on ground, -1 attack and damage rolls from airborne foes), Earthshaking Step (10’r, Reflex save or fall prone)*, Elemental Companion (Summon Earth Elemental), Fear Immunity (Immunity to Fear), True Speech (speak, understand, read, and write all languages of creatures within 30 ft.)Andras - Weapon Proficiency (Proficiency with Greatsword, Lance, Longsword and Rapier), Mount (Summon Heavy Warhorse, one hour per EBL, once per day), Saddle Sure (+8 Ride checks), Smite Good or Evil (Smite Good or Evil)*, Sow Discord (5 ft. per 2 EBL, Will save or attack random ally)*, Sure Blows (as Improved Critical Feat, +4 roll to confirm)Buer - Buer’s Knowledge (+4 Heal, Knowledge (Nature), and Survival checks), Buer’s Purity (Immunity to Disease and Poison), Delay Diseases and Poisons (30’r, temporary Immunity to Disease and Poison), Fast Healing (Fast Healing 1, +1 at 10, 13, 16, and 19), Healing Gift (Heal 1 pt., Heal 1d8 + EBL (max 10))*, Track (as Feat)Eurynome - Animal Friend (all Animals are friendly, Damage Reduction (DR 2/ Lawful), Eurynome’s Maul (Summon Large magic Warhammer), Poison Blood (Fortitude save or take 1d6 damage + 1d6 per 3 EBLs (max 5d6)), Water Dancing (as Water Walk spell)Tenebrous - Deeper Darkness (as Spell, centered on you, unlimited duration, shift range), See in Darkness (can see normally in Darkness), Touch of the Void (charge melee attack with 1d8 cold damage + 1d8 per 4 EBLs beyond 7th)*, Turn/ Rebuke Undead (as Cleric ability)*, Vessel of Emptiness (as Flicker mystery once per day plus once per day at EBL 13 and 19)Arete (Mind’s Eye WotC article) – Psionic Boon (13 Power Points), Resistance (+4 to one save of choice), Damage Reduction (DR 5/ -), Repletion (Body Adjustment, Body Purification, and Sustenance powers)Astaroth (Cityscape Web Enhancement) - Angelic Lore (as Bardic Knowledge ability), Astaroth's Breath (60 ft. Cone, Fortitude save or be Nauseated for 1 round plus Sickened for 1d4 rounds, only sickened for 1 round if save)*, Honeyed Tongue (+4 Bluff, Diplomacy, and Intimidate checks), Master Craftsman (+4 Craft checks, one item creation Feat), Word of Astaroth (as Suggestion spell, only Cha bonus number of people at a time)*5th LevelAcererak - Detect Undead (as Spell), Hide from Undead (as Spell), Lich’s Energy Immunities (Immunity to Cold and Electricity), Paralyzing Touch (Fortitude save or be Paralyzed for ½ EBL rounds)*, Speak with Dead (as Spell), Undead Healing (as Undead)Balam - Balam’s Cunning (reroll one attack, saving throw, or skill check)*, Icy Glare (Gaze attack, 2d6 cold damage, Will save), Prescience (+1 Initiative, Reflex, and AC per 4 EBLs), Weapon Finesse (as Feat)Dantalion - Awe of Dantalion (creatures unable to attack you for 1 round)*, Dantalion Knows (+8 Knowledge checks), Read Thoughts (read surface thoughts of creature, 5 ft. per EBL, Will save), Thought Travel (Teleport 5 ft. per EBL, EBL times per day)*Geryon - Acidic Gaze (Gaze attack, 2d6 acid damage, Will save), All-Around Vision (+4 Spot and Search checks, cannot be Flanked), See in Darkness (can see normally in Darkness), Swift Flight (can Fly 60 ft. for 1 round)*Otiax - Air Blast (10 ft., Touch attack, 2d6 damage), Combat Reflexes (as Feat), Concealing Mist (20% miss chance), Open Portal (as Open/ Close spell, 10 ft. per EBL), Unlock (open lock with DC less than twice EBL)*6th LevelChupoclops - Aura of Despair (10’r, -2 attack rolls, checks, saves, and damage rolls), Ethereal Watcher (as Ethereal Jaunt spell, cannot take actions)*, Ghost Touch (can attack incorporeal creatures normally in melee), Poison Bite (Bite attack), Pounce (can make Full Attack on Charge), Soul Sense (10 ft. Blindsense against living creatures plus Deathwatch as spell)Haures - Inaccessible Mind (Immunity to all Mind-affecting Spells and Abilities as Mind Blank spell), Incorporeal Movement (partially Incorporeal while Moving), Major Image (as Spell, only one at a time)*, Phantasmal Killer (as Spell, 10 ft. per EBL)*Ipos - Cold Iron Claws (Claw attack, treated as Cold Iron), Flash of Insight (as True Seeing spell for 1 round)*, Ipos’s Influence (+1 save DCs and EBL), Planar Attenuation (protection from the natural effects of a chosen plane), Rend (as special quality)Shax - Freedom of Movement (as Spell, for 1 round)*, Immunity to Electricity (Immunity to Electricity), Storm Strike (charge melee attack with 1d6 electricity and 1d6 sonic damage), Swim Speed (gain Swim speed equal to land speed, +8 Swim checks, can take 10 on Swim checks)Zagan – Aversion (30 ft., Will save or must stay at least 20 ft. away from you, snakes, and yuan-ti for 5 rounds, -4 Dexterity, as Aversion spell)*, Improved Grapple (as Improved Grapple feat, as Large size), Scent (as Scent special quality), Constrict (1d8 + 1½ Strength bonus damage plus normal unarmed damage with successful Grapple check), Snake Bane (+2 attack and +2d6 damage with melee attacks against snakes, snakelike creatures, and creatures with a natural poison attack)Vanus (Design and Development WotC article) - Fear Aura (10’r, Will save or be Shaken or Frightened for ½ EBL rounds), Free Ally (Freedom of Movement, Gaseous Form, or free from Imprisonment)*, Noble Disdain (+1d6 damage against foes with less HD), Vanus’s Ears (+5 Listen checks, +10 vs. Evil)The Triad (Mind’s Eye WotC article) – Psionic Boon (15 Power Points), Call to Mind (as Power), Psicraft Bonus (+5 Psicraft checks), Bardic Knowledge (as Bard ability), Empathy (as Power), Diplomacy Bonus (+5 Diplomacy checks), Smite Evil (as Paladin ability)*, Detect Hostile Intent (as Power), Sense Motive Bonus (+5 Sense Motive checks), Weapon Proficiency (Proficiency with all weapons)Desharis (Cityscape Web Enhancement) - City Dweller (normal Movement Rate through crowds, +6 Gather Information and Knowledge (Local) checks), Infinite Doors (once per day, Teleport 3000 yards through similar doorway), Language of the City (as Tongues spell), Smite Natural Soul (Smite Animal, Elemental, Fey, or Plant)*, Spirits of the City (as Animate Objects spell, only one use at a time)*7th LevelEligor - Chromatic Strike (charge melee attack with 1d6 acid, cold, electricity or fire damage), Eligor’s Skill in the Saddle (as Ride by Attack and Spirited Charge Feats), Eligor’s Strength (+4 Strength), Eligor’s Resilience (+3 NA, +1 at EBL 16 and 20), Heavy Armor Proficiency (Proficiency with Heavy Armor)Marchosias - Death Attack (as Assassin ability), Fiery Retribution (+3d6 damage against opponents with Sneak Attack, Sudden Strike, or Skirmish), Smoke Form (as Gaseous Form spell, unlimited duration)*, Silent and Sure (+16 Hide and Move Silently checks)8th LevelAshardalon (Dragon Magic) - Ashardalon's Greed (+EBL Appraise and Search, Locate Object as spell), Ashardalon's Presence (as Fear spell)*, Ashardalon's Vigor (+EBLx2 Hit Points), Fiend's Heart (DR 10/ Cold Iron, Resistance to Fire 30)Halphax - Damage Reduction (DR 10/ Adamantine), Halphax’s Knowledge (+16 Profession (Siege Engineer) and Knowledge (Architecture and Engineering) checks), Imprison (Touch attack, as Imprisonment spell, lasts for EBL rounds), Iron Wall (as Wall of Iron spell, lasts 1 minute)*, Secure Shelter (as Leomund’s Secure Shelter spell, within 60 ft.)*Orthos – Blindsight (Blindsight 30 ft.), Displacement (50% miss chance), Whirlwind Breath (30 ft. Cone, 1d6 damage per EBL, Reflex save vs. half, Fortitude save or be knocked prone and moved 1d4x10 ft. away)*, Whispering Wind (as Spell)Abysm (Mind’s Eye WotC article) - Psionic Boon (21 Power Points), Overpower (Read Thoughts, Animal Affinity, Energy Missile, Psionic Levitate, Clairvoyant Sense, and Astral Construct powers)
* Useable once every 5 rounds
i don't know if somebody already posted this but i did some calculations for the amount of different combos you could have at LVL 20 and being able to bind 4 Vestiges. with 41 different vestiges we are looking at 2,825,761 different combinations if my math is right
41 choose 4 (ie, how many ways there are to pick 4 elements from a set of 41).
nCr(41,4) = 41!/((41-4)!*4!) = 101270. So not quite as many as you were thinking (are you sure you didn't count binding the same vestige twice?)