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Posts
V20 pages 212 - 213 says after level 2+ in the Primary path, you can take a second path. 2 can't be + or higher than primary path, and you can't take a 3rd path until primary is 5+. Almost all Tremere take Path of Blood, though ST may allow other. stuff:
As mentioned before, the first path a character learns
concerro wrote:
I like it. I actually took away "inflict" and replaced it with "deal" so as not to imply Inflict _____ Wounds spells only. I also wanted to avoid Cure, Harm, Remove, or Cause for the same reasons. I couldn't really think of a better word than heal, though. Jiggy wrote:
A Dhampir that becomes an actual Undead. Anyway I edited slightly explained it better. I'd drop the Despite being Alive Spoiler: and say treated as if Undead when being affected by Pos or Neg Energy.
may not actually be alive which would make this seem pointless to have anyway but lets avoid that issue or any possible issues with a NEA creature becomming Undead, how they might interact, etc. . . NEA:The creature is treated as if they where Undead when being affected by Positive or Negative Energy effects that either heal or deal Hit Point damage. Format: negative energy affinity; Location: Defensive Abilities.
I actually prefere something like this: NEA:The creature is treated as if they where Undead rather than a living creature, when being affected by Positive or Negative Energy effects that either heal or deal Hit Point damage. Format: negative energy affinity; Location: Defensive Abilities. Note: This Qualitiy is lost the the creature is no longer alive. As it is more clear, but has a similar issue. Should fit into a 2-3 line area. Jiggy wrote:
It's mostly minor things. #1 specifies that it only relates to being healed or taking damage fron P&N Energy, while yours is open to other possibilities, like Command Undead/Chill Touch, DeathWatch, and things that do use Positive and Negative Energy, but not for either healing or damage. The issue is, that Positive and Negative Energy is not really defined clearly. So trying to make a simple definition that is based off of that doens't work. Not because the simple definition of NEA, but because it's based on something else that isn't clearly defined, and is not clear to everyone. Jiggy wrote: So how would you compare and contrast the two, and what changes would you recommend within the space limitations? Perhaps include that the creature "is affected by" positive and negative energy "as if they where Undead rather than a living creature". Jiggy wrote:
I edited that post because it implied something I didn't mean it to. Anyway, yes I've read the entire thing (both threads) and no I still think your example is still to simple (or rather that because you are making it general, it still has all the same problems). We are not on a different page, but rather it seems your trying to focus on the one aspect only, and I'm disagreeing with you. I don't care about credit, mind you, so I'm not trying to bump you out of the spotlight. Monkeygod wrote: Wanna make sure I'm understanding this right, I have Thaum 3, and my paths could be Conjuration 2, Technomacy 1, just by spending my normal three Discipline points? I am less familair with Thaumaturgy, but I'm pretty sure that 1.) you need to have over 3 in your Primary path before you can begin a Secondary Path(s), and your Thaumaturgy rating is the same as your Primary Path. 2.) As a Tremere, your Primary Path (in V20) is always the Path of Blood, as the Tremere require you to be proficient in it before teaching anything else. (I could be wrong here). Not every ability, no, but the point of the FAQ was that they wanted certain spells like Searing Light, to affect creatures with NEA as if Undead. They already had a re-edit that was similar to this, and it didn't work right because it open the door to many other issues. Yours specifies only Positive/Negative Energy, so it cuts out some issues, except there is no list of wat spells use Positive/Negative Energy. For Example, Searing Light, a spell that was specifically called out as wanting to work, doesn't specify it used Positive Energy. I'm trying to help you, by the way. I don't think removing things from the definitio will work, because that's just going to add more poosibilities for things not expected. What I'm saying is, this needs to be understandable to anyone who has not been following these two threads. The way it sounds, if an NPC Cleric Channels Positive Energy to heal his living allies, the Dhampir would instead get hurt, because he is alive, but treats positive energy the same way an undead would. But it really isn't a factor, and really not on topic. As you said, if a commoner could do it with the right gear, that would be doubly true for the rest of the party, which is where the comparison is being made. They would have about the same WBL, hence it is not relevant, unless it is very far out of wack and superfavors the Paladin, (no indication this is true). The standard we use? We don't know anything about their game. Is it low magic, are items handed out like candy, can they buy whatever they want, etc. . . We are not talking about challenges to a party.
Nevermind, Answered / Corrected - House Rule idea: +1 / 5% of Spell Resistance on Saves vs using Spell Resistance
So, lets say you have a 5th level caster trying to cast a spell against a 3rd level Drow. The 5th level would roll 1d20 + 5 (their caster level) and need to beat a 9 on the Spell Resistance check, (that is to say roll a 4 or better). Depending on what spell it is, the spell may fail completely, or just not affect that target. For example, if the spell where fireball, and the character DID NOT beat the SR, the Drow would not be hurt at all, and not even need to roll a Refl Save. The spell just fizzle around them. However, the fireball still goes off otherwise, so anyone else in the are would need to see if they are hit and make a save still. On the other hand, Inflict Light Wounds, if it does not beat the SR, is completely wasted. as for teh % -> Save bonus, it is not balanced at all, but not in the way you mean. Caracters with high saves are going to become immune to magic, even if their SR would otherwise be low, while characters with poor saves might not see much benefit at all, even if they have fairly high SR. I'm just curious, can anyone find any issue with my earlier attempt to rewrite the NEA ability? NEA:
Negative Energy Affinity (Ex): The creature is alive but is healed by negative energy and harmed by positive energy, as if it were an undead creature instead of a living creature. Spells and affects that utilize Positive or Negative Energy likewise affect a creature with Negative Energy Affinity as if they where an Undead Creature rather than a living target, (unless they would be affected soley on the condition of having an Undead trait, such as Undead being Immunity to Fatigue or Energy Drain). Oddly, SKR's post wasn't there prior to me posting, and I'd just refreshed. My biggest suggestion would be to simply add in "instead of a Living creature" after "as if they where Undead." From my understanding, that seems to be the issue some people are having. PS: -1 for not changing Channel Energy TClifford wrote: Okay a couple of points. No one has still discussed at all how the cleric and his party gets to the base of the waterfall. The water is only treated as solid for purposses of walking on it. You can still walk through water, this spell does not repel water, just makes you hover slightly over it. So again, the water is not actually solid. You can not pick it up and throw it like a rock, it is not slick like ice, (you are not actualy standing on the running water) and if someone causes you to fall onto water with this spell on, you will go splash and go underwater, then rise right back up above it, (not go spat and take damage for hitting a brick wall). So you could very easily walk over the pool to the waterfall, step into it, (becomming fully or partially submerged) and then start being lifted to a point where all the water is below your feet. To me, that is clearly what is both RAW and RAI, and adding all those things to try not to allow it is going outside of what the spell does and breaking the spirit of what the spell should be able to do. I think you are confussing things up here. The party is Level 5. He and the Sorcerer "soloed" the dragon, and it's not unlikely that said Sorcer would have some of these spells, and the Paly could cast Shield of Faith on self, not to mention have a potion/wand or two. WBL isn't that relavent, honestly. It's a guideline, not a straight jacket. Maybe they where on the upper end of Level 5, (or using the slow advancement, so coud actually have appropriate gear more around level 6 or 7. Which is perfectly fine. Maybe someone in the party made them magical armor? Hack, maybe the freakin paladin decided to make and craft it themselves. Wiggz wrote: So your problem is solved - because I'm sure that the Paladin lost all his powers immediately once he started doing things like making truces with Vampire Warlords and handing over magic items in apology for killing a Dragon... The PathFinde Core book and entirety of the Carrion Crown AP disagree with you. Another +1 I had suggested a long time ago, something like a Channeling pool that the Cleric get to spend on both hurting and healing (in like d6 increments, with a max number of d6 equal to the normal number of d6 for Channel Level, and someone at Paizo was liking the idea, but then I never heard anything else about it. I have always found the either/or aspect of channeling both rubbish and dissapointing. It is only really a balance issue with early level NPC Evil Clerics, but that goes away fairly quickly as Channel doesn't work well at all past like level 3 - 5. Cory Stafford 29 wrote:
Who where you responding to? Glad you like. I actually kind of prefere the Revised book so far, especially the look. I wasn't much of a fan of 2nd Ed, and that seems exactly the direction they took it. Also, down in the Other Games section, there was thread that highlighted some of the significant changes, if your interested. Gangrel and Tremere Weaknessess, Celerety and Potence, and Splitting Dicepools are most significant, I think. Gluttony wrote:
What do you think of this? "Negative Energy Affinity (Ex): The creature is alive but is healed by negative energy and harmed by positive energy, as if it were an undead creature instead of a living creature. Spells and affects that utilize Positive or Negative Energy likewise affect a creature with Negative Energy Affinity as if they where an Undead Creature rather than a living target(, unless they would be affected soley on the condition of havine an Undead trait, such as Immunity to Fatigue or Energy Drain)." I should point out that the Raise Dead issue is still a problem if all Positive/Negative Energy affects work on NEA as if they are Undead. Not really a way around that unless you specify that is an exception or argue that just because it's a Conjuration (Healing) spell, it is not actually Positive Energy. <very flimsy> Edited:
Format: negative energy affinity; Location: Defensive Abilities. d@ncingNumfar wrote: The Dhampir is still a living creature though so I would think it can still be raised. Yes, but Raise Undead specifies that it can not raise an Undead creature. Raise Dead:
You restore life to a deceased creature. You can raise a creature that has been dead for no longer than 1 day per caster level. In addition, the subject's soul must be free and willing to return. If the subject's soul is not willing to return, the spell does not work; therefore, a subject that wants to return receives no saving throw.
Coming back from the dead is an ordeal. The subject of the spell gains two permanent negative levels when it is raised, just as if it had been hit by an energy-draining creature. If the subject is 1st level, it takes 2 points of Constitution drain instead (if this would reduce its Con to 0 or less, it can't be raised). A character who died with spells prepared has a 50% chance of losing any given spell upon being raised. A spellcasting creature that doesn't prepare spells (such as a sorcerer) has a 50% chance of losing any given unused spell slot as if it had been used to cast a spell. A raised creature has a number of hit points equal to its current HD. Any ability scores damaged to 0 are raised to 1. Normal poison and normal disease are cured in the process of raising the subject, but magical diseases and curses are not undone. While the spell closes mortal wounds and repairs lethal damage of most kinds, the body of the creature to be raised must be whole. Otherwise, missing parts are still missing when the creature is brought back to life. None of the dead creature's equipment or possessions are affected in any way by this spell. A creature who has been turned into an undead creature or killed by a death effect can't be raised by this spell. Constructs, elementals, outsiders, and undead creatures can't be raised. The spell cannot bring back a creature that has died of old age. Drizzt1080 wrote:
It is less that NEA is unclear and more that Channel Energy works wonkily, and people don't understand that so well. Negative Energy Affinity (Ex) The creature is alive but is healed by negative energy and harmed by positive energy, as if it were an undead creature instead of a living creature. Spells and affects that utilize Positive or Negative Energy likewise affect a creature with Negative Energy Affinity as if they where an Undead Creature rather than a living target(, unless they would be affected soley on the condition of havine an Undead trait, such as Immunity to Fatigue or Energy Drain). Format: negative energy affinity; Location: Defensive Abilities. Set wrote: Have I mentioned how much I prefer the Beta version of Channel Energy? Oy. Oh Hell Yes!!! Set wrote:
Preach on, brother. :) A few interesting notes A creature with NEA can not be braught back to life. DeathKnell may or may not work on them and it's also argueable if their bodies can be used in Animate dead or similar spells (you can not reanimate undead bodies). Briliant Energy Weapons? LifeDrinker? Hallow Could potentually have a hanging affect. Cheapy wrote:
I tend to just call the Feat version "Suicide when you Least Expect It". :) For some reason, the other thread isn't allowing me to post this, but I figured it would be pertinent here, too. A few interesting notes A creature with NEA can not be braught back to life. DeathKnell may or may not work on them and it's also argueable if their bodies can be used in Animate dead or similar spells (you can not reanimate undead bodies). Briliant Energy Weapons? LifeDrinker? Hallow Could potentually have a hanging affect. A few nteresting notes A creature with NEAA can not be braught back to life. DeathKnell may or may not work on them and it's also argueable if their bodies can be used in Animate dead or similar spells (you can not reanimate undead bodies). Hallow Could potentually have a hanging affect. mdt wrote: There's nothing else in the system that I know of that explicitly affects undead differently than living within the power itself. Everything that affects undead and living differently comes from the undead traits. Even channel energy comes from there, the only thing in Channel is 'what type of channel am I performing, affect living or undead'. That's not saying something affects living different than the other, it's what am I targeting. I can think of a few, but they are kind of in the Negative Energy realm. A lot of affects that deal Level/Ability/Energy Drain specifically grant Undead Temp HP (or similar boosts) instead. A few Weapons and Items have a little extra caviate for Undead, and I think that certain spells specify that the Kill Living and Destroy Undead. This might be a great example of unexpected side affects, actually, (though Common Sense. . .) Undead are "destroyed" at 0HP, because unlike the living, they do not have that Neg HP buffer. A living creature that is treated as Undead for Implosion (I think, there are a few), technically wouldn't be affected. There is no Destroyed condition for a living creature. So would they be braught to 0HP, unaffected, outright killed, etc. . .?
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