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I did some spelljammer, but I hated the terminology and fluff.


2 people marked this as a favorite.

The only thing I would want done in pathfinder 2.0 is a simplified feat system. Too many feats, and too many feats needed to do the same action. Now I do love feats, I really like the unarmed style feats in Ultimate Combat.


Gorbacz wrote:
Tome of Battle? We don't that anime wuxia crap round these parts, gentlemen!

+1


Though I will admit statistics for a house cat are just silly. They should operate under special rules.


I would like to see animals with more realistic ability scores. A human can take an ape with the appropriate weapons. Same with a tiger. Is it common, heck it is more than rare. But high level PCs are way above rare and truly exceptional. An ape is as strong as about 8 of the strongest body builders. Also keep in mind that few animals have our hand eye coordination and stamina.


1 person marked this as a favorite.

Sometimes you just have to take a break and unwind so you can start back fresh and ready.


Tholomyes wrote:
thejeff wrote:
OTOH, there's something to be said for magic working consistently. There aren't a lot of genres settings that have multiple magic systems.
Actually, I do disagree somewhat with this, conceptually. One of the things that bugs me (not enough to put the effort into house ruling or anything, though) is that Divine magic functions identically in many ways to arcane magic. Something doesn't sit right with me about that, that someone who combs through ancient tomes and researches the fundamental arcane principles of the universe has magic that functions roughly identically to one who channels the power of the gods. (Personally, I'd split druid and ranger from divine to something else, like spirit or primal magic[in name; not the existing mechanic], or something like that, and have three systems of magic which feel distinct mechanically.)

I always looked at the spell slots for clerics as favors from his deity. In that way they kind of fit.


I am a huge fan of the vancian magic system. It is the number one reason that I do not play 4E.


A Succubus kiss isn't a weapon for the battlefield, it's a weapon for the bedroom.


1 person marked this as a favorite.

Why isn't the greatsword a double weapon. The fighting style used the pommel as much as blade, and had lots of kicks.


3 people marked this as a favorite.

The same way Conan, HP Lovecraft, Michael Morecock, and Fritz Lieber handled homosexuality.


Hi, me and my group bounce back and forth between many editions and different rpg's. We play BECMI, 1E, 2E, pathfinder, mutants and masterminds, True 20, Star Wars, etc. We have played a couple of adventure paths and loved them.

But this time around, we don't want to play an entire adventure path. Can anyone recomend a good module for 12th level adventurers. I will have 4 players consistantly.


There is a d20 Zelda fan made pdf online somewhere (I have it). It was quite good. I really look forward to seeing what you do.


Matthew Morris wrote:

Was thinking in another thread. Should the base classes have cool names?

The archtypes normally do. Think about the following

"What do you do?"
"I'm a lore warden."
"Sounds cool, I'm a falconer."
"Whoa, so working with birds eh? Hey bill, we've a falconer over here!"
"Well hold on let me get the lads calmed down."
"What does he mean, 'lads'?"
"Oh, Bill's a packlord."
"Ah, does what it says on the tin, eh? Hey buddy, what do you do?"
"um... I'm a fighter."
"Really? That's what you do? Fight?"
"Well yeah, just like Larry here."
"Nah, Ted said he's a lore warden. I'm pretty sure he doesn't fight books."
"No, really, I'm a fighter, like Charlie there."
"Excuse me *sniff* I'm a cad, not some base brawler like yourself."
"I'm not a brawler! I'm a fighter!"

Oh so true my friend. Oh so true.


The last packet ruined it for me. I did not like the cantrips or spell progression at all.


Beckett wrote:
Munchkin Pathfinder?

pathfinder was already munchkin. Not that there is anything wrong with that.


1 person marked this as a favorite.
Selgard wrote:

We, as a gamer society, have greatly moved away from the concept of player knowledge advancing our characters vs character knowledge advancing the characters.

We have rules for knowledges so that our little lowbie fighter doesn't automatically whip out the torch and oil against a troll and so our wizards don't whip out fireballs when they see white dragons. At least- not without the appropriate checks.

Our characters check for traps rather than WE the players having to figure out whether they exist, and our characters use skills to disarm them rather than us trying to figure out the widget to let us go by.

And in fact when someone wants break down a door we roll a strength check. When our character needs to remember something we roll an int check. If we want to convince someone of something we roll bluff checks or diplomacy checks and the general presence (or lack thereof) for any given character is determined by their charisma score rather than our own force of personality or presence.

However when it comes to what spells to prepare- be it for a wizard, druid, cleric, ranger, paladin- well you get the idea.
When it comes to this its directly an issue of player knowledge. WE have to figure out what spells to cast in the future despite the fact that its our characters who are living in the world and who, at least in theory, are far more intelligent than we our selves are.
When you consider 20 is the theoretical human maximum (human 18 +2) and magical items and level bumps its possible that your witch or wizard especially could be far more intelligent than anyone who has ever existed on our earth. And yet we- the players- are expected to look into the game world and select their spells.

Its the very essence of metagaming.

Now spellcasters are already the most powerful of the lot and the prepared ones (wizards, clerics, druids) are the most powerful of that set. So making them more powerful isn't really something I advocate. Rather I'm curious as to the discussion about this. Am I wrong...

So when we order a beer in a tavern should we have the player roll a diplomacy check. If a player remembers something mentioned earlier in the adventure should we have him roll an intelligence check and if he fails tell him that he did not remember that. Knowing the monster manual is just knowing the game. It is separate from the knowledge checks. If someone can find a trap without the disable skill check through being observant or cleaver. Great, that is what the game is about. If someone finds a secret door through roleplaying than great. Skills are guidelines to enhance roleplay not straight jackets.


Elf
Monk 2 (Master of Many Styles)
Wizard (Teleportation specialist) 3 (25 point buy)

Str 10
Dex 16
Con 14
Int 19
Wis 14
Cha 10

Feats
Crane Style, Crane Wing, Snake Style, point blank shot, precise shot

That's basically my character. Enjoying him alot.


2 people marked this as a favorite.

ALMOST every ability for every class and feat in the game is 10+1/2 level+ ability modifier. I don't see why it should be less for spell casters.


I have been playing a 25 point build game, with no buying abilities below 10. We are playing Jade Regent. It has been a good game and still challenging with near TPK.

We have 2 fighters, cleric, monk.


All this was way to cheesy for me. So we just altered mirror image to have audible affects that made blindfighting not possible with respect to mirror images. All those images make sounds and footsteps. Worked for our group.


AD&D was balanced completely differenty. The saving throw system was different, the spells worked differently, monster armor classes all different. It was very possible at the lower levels to take out 20HD critters.

BTW, my motto is that all editions of dnd are balanced, there is just unbalanced encounters. Probaly like that for all games.

additionally a Lich less than 18th level is an embarassment to the 3.x games (in my opinion).


Sigh
Sad to me that you just can't create a character and see where it goes anymore. Everyone has to build their character to 20th level at the start. Even my players do it and I can't really blame them.


I really like the setting of Golarion. I like the kingdoms, the critters, the NPC's, the technology level. The one thing I really hate about the Golarion setting is the word "Golarion". I despise that name. The way it sounds and flows off the tongue is horrible. So I just renamed the planet to Yrth.
But other than that fantastic setting with many skilled writers. Wish I could create a setting half as good as Golarion or Eberron.


Ring of Spell Storing

http://paizo.com/pathfinderRPG/prd/magicItems/rings.html

very cheap to recharge


If a person moves 15 feet or more can he be follwed with Step Up and Strike and be attacked?


Chris Self wrote:
0gre wrote:
Everything that kickstarter does for a company/ idea subscriptions do for paizo. There is basically no need for kickstarting anything.

Yeah, Paizo has no need of a Kickstarter at this point. We're funded internally and have a built in gauge of demand, as well as many combined decades of industry experience to gauge demand for items that don't have a subscription.

Also, Kickstarter and Amazon charge an arm and a leg.

My personal opinion is that Kickstarter is great for works that don't have an infrastructure in place. Paizo does have an infrastructure.

Maybe Pathfinder could start their own version of kickstarter for the purpose of products that are difficult to gauge. It is nice to have all the expenses and overhead done before beginning a project. This would be useful for any project. Alos nice to know you have the cash to hire a contracter for a limited product. Just my thoughts.


The NPC in this case was moving 50 feet.

So, move 5 feet fighter gets to step up and attack, move more than five feet the fighter does not get to attack.

Thanks alot, really appreciate the rules clarification.


Fighter is by far the most powerful class in the game. Sure they need a cleric or spellcaster helping them with will saves, but you should be playing as a team anyway, and if at double digit levels the team has not figured out how to act as a team then you have problems. The fighter outdamages the barbarian, the ranger, the cavalier, and even the paladin. Their weapon training allows them to do more damage than a smite when combined with power attack. Any additional buffs placed on them let them reak havok. I have never seen anything outdo the fighter and I play with powergamers who really know how to min/max. Paladins are probaly a very close second when done properly under the right conditions against critters with the evil descripter.


AvalonXQ wrote:

Step Up and Strike doesn't have anything to do with casting a spell; it's about a foe trying to take a five-foot step away from you and you getting to hit the foe in response.

So if a magus tries to five-foot step away to cast Burst of Speed, the fighter will get to step up and attack him before the spell even casts. Then, if the fighter has Combat Reflexes, he'll get an AoO on the magus as he casts.

I'm not talking about casting the spell (which is a swifting action). I am talking about the movement after the spell is already cast.


Does the feat step up and attack allow a person with the step up and attack feat to attack a person using the burst of speed spell. I ruled no, but said I would get a second opinion for later use.


There is nothing wrong with house rules. I use them all the time and I let the players know up front. House Rules are nice when you are trying to custimize your own setting. I have done human only PCs with no multiclassing allowed, and with less magic items allowed in the game (typically the magic item limit kicks in at the higher levels and may be a little higher than normal at the low levels). Do I do it because I am a jerk, no because I want to do a Lovecraftian/Howard like setting of about 1000 BC.
And I also do standard Golarion setting also with wealth by level pretty darn close to the book. Players can be quite cleaver about getting wealth at times.


I think mass fumble is on par with Screech from Advanced Players Guide. I did change the range on mass Fumble. So my new write up for the spells are as follows:

Fumble [Transmutation, Chaos]
Level Wizard/Sorcerer 1, Bard 1, Chaos 1
Components V,S
Casting time: standard action
Range: 25 ft + 5 ft/level
duration 1 round
Target: One Creature
Save: Will negates
Spell Resistance: yes

You alter probability fields randomly causing great chaos. Roll 1d12 to determing the effect on the target.

1 Target falls prone
2 Target drops weapon
3 Target off Balance; -2AC for 1 round
4 Target off Balance -4AC for 1 round
5 Target off Balance -2 attack for 1 round
6 Target off Balance -4 attack for 1 round
7 Lost time, initiative count decreases by 4 for target
8 Lost time, initiative count decreases by 8 for target
9 Target is inactive as if dazed 1 round
10 Target is inactive for 1 round
11 next hit on the target is critical hit that must be confirmed
12 Target loses shield benefits for 1 round
13 Target flat footed for 1 round
14 Target provokes an AOO against all opponents within reach
15 Target Loses highest attack on his turn
16 Target is disarmed, weapon is knocked 1d6x5 feet away
17 Target loses move action on his turn
18 Target loses standard action on his turn
19 Draw an AOO against 1 opponent adjacent to you
20 knocked back 10 feet provoking attacks of oppurtunity as usual, lost movement counts toward your move action next round.

Mass Fumble [Transmutation, Chaos]
Level Wizard/Sorcerer 3, Bard 3, Chaos 3
Components V,S
Casting time: standard action
Range: 25 ft + 5 ft/level
duration 1 round
Target: All Creatures in a 15 ft radius
Save: Will negates
Spell Resistance: yes

A higher level version of Fumble.

Boy was I not clear on that spell write up.


Mitchbones wrote:

Hello! I am a new-ish DM and running the Kingmaker Adventure Path. I have 4 players currently with a 25 point buy for ability scores(Monk, Ranger, Sorcerer, Druid). We were going to have a cleric player but he dropped out.

What I am asking, as the DM, what changes should I make to make the Druid who is currently the main healer good enough for the road ahead of them? I don't really want to make a DMPC to be in their group following them around but I could. Do you guys have any recommendations?

If the druid agrees to it I would change his spontaneous healing from Summon Natures Ally to healing spells like the cleric. Maybe even suggest he take the healing domain instead of animal companion.


This is my revised version of the spell so far.

Fumble
Transmutation [Chaos]
Level Wizard/Sorcerer 1, Bard 1, Chaos 1
Components V,S
Casting time: standard action
Range: 25 ft + 5 ft/level
duration 1 round
Target: One Creature
Save: Will negates
Spell Resistance: yes

You alter probability fields randomly causing great chaos.

1 Target falls prone
2 Target drops weapon
3 Target off Balance -4AC for 1 round
4 Target off Balance -4 attack for 1 round
5 Lost time, initiative count decreases by 8 for target
9 Target is dazed 1 round
6 next hit on the target is critical hit that must be confirmed
7 Target loses shield benefits for 1 round
8 Target flat footed for 1 round
9 Target provokes an AOO against all opponents within reach
10 Target is disarmed, weapon is knocked 1d6x5 feet away
11 Target loses standard action on his turn
12 knocked back 10 feet provoking attacks of oppurtunity as usual

Mass Fumble
Transmutation [Chaos]
Level Wizard/Sorcerer 3, Bard 3, Chaos 3
Components V,S
Casting time: standard action
Range: 25 ft + 5 ft/level
duration 1 round
Target: All Creatures in a 15 ft radius
Save: Will negates
Spell Resistance: yes

A higher level version of Fumble.


I think mass fumble is on par with Screech from Advanced Players Guide. I did change the range on mass Fumble. So my new write up for the spells are as follows:

Fumble [Transmutation, Chaos]
Level Wizard/Sorcerer 1, Bard 1, Chaos 1
Components V,S
Casting time: standard action
Range: 25 ft + 5 ft/level
duration 1 round
Target: One Creature
Save: Will negates
Spell Resistance: yes

You alter probability fields randomly causing great chaos.

1 Target falls prone
2 Target drops weapon
3 Target off Balance; -2AC for 1 round
4 Target off Balance -4AC for 1 round
5 Target off Balance -2 attack for 1 round
6 Target off Balance -4 attack for 1 round
7 Lost time, initiative count decreases by 4 for target
8 Lost time, initiative count decreases by 8 for target
9 Target is inactive as if dazed 1 round
10 Target is inactive for 1 round
11 next hit on the target is critical hit that must be confirmed
12 Target loses shield benefits for 1 round
13 Target flat footed for 1 round
14 Target provokes an AOO against all opponents within reach
15 Target Loses highest attack on his turn
16 Target is disarmed, weapon is knocked 1d6x5 feet away
17 Target loses move action on his turn
18 Target loses standard action on his turn
19 Draw an AOO against 1 opponent adjacent to you
20 knocked back 10 feet provoking attacks of oppurtunity as usual, lost movement counts toward your move action next round.

Mass Fumble [Transmutation, Chaos]
Level Wizard/Sorcerer 3, Bard 3, Chaos 3
Components V,S
Casting time: standard action
Range: 25 ft + 5 ft/level
duration 1 round
Target: All Creatures in a 15 ft radius
Save: Will negates
Spell Resistance: yes

A higher level version of Fumble.

Is it ambiguous? Is there any grammar I should change to make something more clear?


Umbral Reaver wrote:
Arnwolf wrote:
Umbral Reaver wrote:

You posted a spell that forcibly teleports enemies around, swapping your position with them.

I posted a link to an existing spell that forcibly teleports enemies around, swapping your position with them (under limited conditions).

My spell does not teleport anyone.
I'm talking about the one Breakfast posted. Read what I replied to.

I see what you are talking about now Umbral Weaver.

My only current debat with what to do with the spell is what level the mass fumble should be. I am thinking 2nd or 3rd. Because of the short duration I definitely would not make it fourth like many mass spells. And based on the effects 3rd does seem high, but I am not sure about that. 3rd may very well be appropriate, just not sure at the moment. I am currently reading 2nd and 3rd level spells to get a feel for what the appropriate level of mass Fumble should be.


I'm thinking Joeyfixit, I'm thinking. And the strain is tough! I am considering to make one of the numbers be that the target stumbles and accidentally by sheer luck makes an attack against a random adajacent opponent. Chaos benefitted the target. I am only toying with and kinda intrigued by it. I don't want too many numbers being like that, but just one does give some flavor.


joeyfixit wrote:

I think at most your variables should be determined by a d12. d20 is way too much for what you're pitching as a low level spell. People should be able to remember the variables off the top of their head; don't see that with 20 distinct options.

What might help it keep low level and fit the chaos theme is if some of th variables (not most, less than half) actually helped he target. Or hurt the caster. Much more of a gamble that way. Uber chaos.

No spellcaster would want to use the spell then. Why cast this spell when they can cast grease or lesser confusion and not worry about hurting themselves. I really want the spell to be a good choice. As for the d12, I definitely want d20. I don't think that is a balance issue, but yeah you would need the chart in front of you.


Lowering ability scores to 7 for extra points at character creation.


Umbral Reaver wrote:

You posted a spell that forcibly teleports enemies around, swapping your position with them.

I posted a link to an existing spell that forcibly teleports enemies around, swapping your position with them (under limited conditions).

My spell does not teleport anyone.


Umbral Reaver wrote:
What?

I hope it doesn't sound like I am insulting, I don't intend it that way. I just don't see the connection. I could be dum, I just don't get any connection between the spells.


Umbral Reaver wrote:
Breakfast wrote:

just an idea.

shuffle [conjuration (teleportation)]
level: ?
range: 25-5/2 lvl
target: up to 1 creature per 2 levels
duration: instant
save: will negates
sr: yes

You swap positions with any 1 of the targets. You instantly swap from the new position with another target. You must continue to swap until all targets have been moved. No target may be moved more than 1 time. If valid targets exist within range you cannot choose less than the maximum possible targets. This movement does not provoke. If a creature succeeds on its save it is excluded from the spell but the spell continues as long as other valid targets exist.

ps: I wanted to include some element of random rolling to choose the order of swapping but couldn't think of a good way to write the rule for a first draft.

Have a look at hostile juxtaposition.

I just do not see the connection between my spell and hostile juxtaposition. I do see a similarity between it and grease or confusion. Mine has a shorter duration. The chances of drawing an AOO are small and avoidable in some instances. Grease is far more deadly in my opinion because of it's longer duration.


I think the abberation bloodline is the most powerful because of their reach ability. Great way to deliver touch attacks and not draw attacks of oppurtunity.


LazarX wrote:

If you're placing these spells at level 1 or 2 then you really really need to read the chapter on spell design in Ultimate Magic.

As they are, I'd place these at 7-8th level MINIMUM.

That's insane. Nothing in it last more than 1 round. Generally the spell doesn't do more that possible draw an attack of oppurtunity or cause you to lose an action. There is a 1 in 20 chance of drawing a critical hit and a small chance of being disarmed. This spell is on par or less than the 1st level grease spell or lesser confusion spell. Those spells have a duration longer than 1 round.


Shifty wrote:

I guess we don't look at it that way FD.

If he blew all his feats on crafting then he isn't pulling his full weight in the dungeon and the party is left to pick up the slack of an underperformer. On the other hand that can be done easier with the stuff he makes.

Cimply put, one way or another you are adding ustility to the party.

The wizard that puts his effort into killing stuff instead of making stuff is being penalised significantly (under your considerations) as he only gets an equal cut, not an inequal cut craftywizzy is now obtaining.

If you want to craft and make stuff then tahts awesome, but to then be subpar during 'business hours' and expect your normal cut and THEN charge extra to the people who carried you is just too much.

Looks to me like the crafter is being a buddy and selling his stuff at a big discount. I know as a store owner that I can't stand friends that expect stuff from my store with no markup. I'm in business to make money. I think it is quite generous of the crafter to give the huge discount to a fellow player.


Fumble [Transmutation]
Level 1
Components V,S
Casting time: standard action
Range: 25 ft + 5 ft/level
duration instantaneous
Target: One Creature
Save: Will negates
Spell Resistance: yes

You alter probability fields randomly causing great chaos.

1 Target falls prone
2 Target drops weapon
3 Target off Balance; -2AC for 1 round
4 Target off Balance -4AC for 1 round
5 Target off Balance -2 attack for 1 round
6 Target off Balance -4 attack for 1 round
7 Lost time, initiative count decreases by 4 for target
8 Lost time, initiative count decreases by 8 for target
9 Target is inactive as if dazed 1 round
10 Target is inactive for 1 round
11 next hit on the target is critical hit that must be confirmed
12 Target loses shield benefits for 1 round
13 Target flat footed for 1 round
14 Target provokes an AOO against all opponents within reach
15 Target Loses highest attack on his turn
16 Target is disarmed, weapon is knocked 1d6x5 feet away
17 Target loses move action on his turn
18 Target loses standard action on his turn
19 Draw an AOO against 1 opponent adjacent to you
20 knocked back 10 feet provoking attacks of oppurtunity as usual
Lose movement counts as a move action next round.

Mass Fumble [Transmutation]
Level 2
Components V,S
Casting time: standard action
Range: 100 ft + 10 ft/level
duration instantaneous
Target: All Creatures in a 15 ft radius
Save: Will negates
Spell Resistance: yes

A higher level version of Fumble.

I am going with the Fumble name in my home campaign because we do not use or like the Critical Hit Deck.

BTW Breakfast, thanks for the pointers on correcting my grammar and making the spell less ambiguous. You give me food for thought for higher level spells.


Breakfast wrote:

given the 1 round duration most of your effects seem tame enough to make it a level 1 spell. That would make mass something like 5th based on core examples.

I assume when you say "you" and "your" you mean the target of the spell? Might save some confusion later to be more specific with your wording. Speaking of confusion that is a pretty standard tool in the chaos toolbox.

One option you don't have on your list is direct damage. Given the other options for this particular spell it couldn't be very much. However for a higher level spell might I suggest reversing the standard of many small dice and use 1 huge dice to increase randomness. For example a 15d6 damage spell would have an average of 52.5 and a 1d100 would have an average of 50.5 but the d100 would have 24 more possible values than the d6s.

Domain Spells: 1st—protection from law, 2nd—align weapon (chaos only), 3rd—magic circle against law, 4th—chaos hammer, 5th—dispel law, 6th—animate objects, 7th—word of chaos, 8th—cloak of chaos, 9th—summon monster IX (chaos spell only).

One of the things that bothered me about the chaos domain was that the spells did not generate chaos. They were boring blah spells. Protection from law... boring; dispel law... yech; really none of the spells are really generate chaos, randomness, or the unexpected. I really think that whole domain needs to be redone.


FuelDrop wrote:

sounds like an interesting concept, but i'd drop the list to d6 or d8 options for simplicity's sake. also, both 'fumble' and 'fumble, mass' are already taken as spell names. they're on one of the cards for the pathfinder gamemastery critical fumble deck.

if you want to take the 'chaos' spell concept to an extreme then maybe have some form of random targeting mechanism, and a chance to buff or debuff depending on the roll. would make it unusable for a sane caster, but for trickery/chaos domain it'd fit right in. if you rolled with this then killing the v/s components is a good move, as it'll make the character less of a target if one of his friends accidently gets debuffed.
other than those minor niggles, great spell. should probably be pitched a level below its equivelent confusion spell. and be available to bards.

I like you advice Fueldrop. I definitely want 20 things on the list. Any substitutions would be appreciated if something doesn't seem enough. But I will rename it Chaos and mass Chaos since Fumble is taken. And thanks for letting me know a fumble spell already exists, I will have to get that book and read the spell. Love spells that generated unpredictability.


I want more spells that cause chaos and mischief. I created these spells for wizards and clerics with the trickery amd chaos domains. What level should they be? Are there any alterations I should add to the spell? Hope the spells don't suck, thanks in advance.

Fumble [Transmutation]
Level ??
Components V,S
Casting time: standard action
Range: 25 ft + 5 ft/level
duration instantaneous
Target: One Creature
Save: Will negates
Spell Resistance: yes

You alter probability fields randomly causing great chaos.

1 Fall prone
2 Drop your weapon
3 Off Balance -2AC until beginning of next turn
4 Off Balance -4AC until beginning of next turn
5 Off Balance -2 attack for rest of this turn and your next turn
6 Off Balance -4 attack for rest of this turn and your next turn
7 Lost time, initiative count decreases by 4
8 Lost time, initiative count decreases by 8
9 inactive as if dazed 1 round
10 in active as if 1 round
11 next hit on you is a critical hit that must be confirmed
12 Lose shield benefits for 1 round
13 flat footed for 1 round
14 you provoke an AOO against all opponents within reach
15 Lose 1 highest attack on your next turn
16 Disarmed, weapon is knocked 1d4x10 feet away
17 Lose your move action next round
18 Lose your standard action next round
19 Draw an AOO against 1 opponent adjacent to you
20 knocked back 10 feet provoking attacks of oppurtunity as usual
Lose movement counts as a move action next round.

Mass Fumble [Transmutation]
Level ??
Components V,S
Casting time: standard action
Range: 100 ft + 10 ft/level
duration instantaneous
Target: All Creatures in a 15 ft radius
Save: Will negates
Spell Resistance: yes

A higher level version of Fumble.

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