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Blue Dragon

Ed Wiscombe's page

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A lot of the synergy has to do with the exact wording of the abilities. In the case of the summoning, there is a difference between the ability that triggers on casting and one that triggers on summoning. The casting triggers when you begin to cast the spell, this can be interrupted by damage or counter-spells, thus negating the actual summoning. The summoning triggers when the creature actually appears on your next turn (or on the current turn if things such as quicken spell are used).

Quote:

Lemme give you a wildly different example. Imagine that you have four abilities (I'm just making them up, I'm sure there's abilities a little like this somewhere):

1. Make Spells Firey. This allows you to convert any spell which does elemental damage to fire damage.
2. Bonus Cold Damage. This allows you to add 1d8 damage to any spell which does cold damage.
3. Bonus Fire Damage. This allows you to add 1d6 damage to any spell which does fire damage.
4. Generic Cold Spell. This does 1d3 cold damage.

You cast the spell, and convert it to fire damage. Do you get:

1. 1d3 fire damage from the spell, +1d6 fire because it is fire damage.
2. 1d3 damage from the spell, +1d8 cold damage because it is cold damage, then the 1d3+1d8 are converted to fire.
3. 1d3 damage from the spell, +1d8 cold damage, then the 1d3+1d8 are converted to fire, then you add 1d6 because it's fire damage.

In this case it makes a difference when the elemental damage is changed. If it's changed at the point when you cast the spell, it's a fire spell and not a cold spell from the start so #1 would apply.


Would some of you experts mind looking at the folowing and seeing if it's balanced. Looking over it myself it seems good, but i don't have much experience in MCA.

Lawbringer:
Name: Lawbringer(Name WIP)
Primary Class: Paladin
Secondary Class: Inquisitor
HD: d10
Skill Ranks/Level: 4 + Int mod
Skills: Bluff(Cha), Craft(Int), Diplomacy(Cha), Handle Animal(Cha), Heal(Wis), Intimidate(Cha), Knowledge(dungeoneering)(Int), Knowledge (nobility)(Int), Knowledge(planes)(Int), Knowledge (religion)(int), Perception(Wis), Profession(Wis), Ride(Dex), Sense Motive(Wis), Spellcraft(Int), and Survival(Wis).
Alignment: Any Lawful
Level BaB Fort Save Ref Save Will Save
1 + 1 +2 +0 +2
2 + 2 +3 +0 +3
3 +3 +3 +1 +3
4 +4 +4 +1 +4
5 +5 +4 +1 +4
6 +6 +5 +2 +5
7 +7 +5 +2 +5
8 +8 +6 +2 +6
9 +9 +6 +3 +6
10 +10 +7 +3 +7
11 +11 +7 +3 +7
12 +12 +8 +4 +8
13 +13 +8 +4 +8
14 +14 +9 +4 +9
15 +15 +9 +5 +9
16 +16 +10 +5 +10
17 +17 +10 +5 +10
18 +18 +11 +6 +11
19 +19 +11 +6 +11
20 +20 +12 +6 +12

Level Special
1 Judgment 1/Day, Stern Gaze, Aura
2 Divine Grace, Detect Alignment
3 Divine Health, Solo Tactics, Teamwork Feat
4 J 2/Day
5 Bane, Discern Lies
6 Teamwork Feat, Cunning Initiative
7 J 3/Day
8 2nd Judgment, Aura of Resolve
9 Teamwork Feat
10 J 4/Day
11 Stalwart
12 Teamwork Feat, Greater Bane
13 SE/J 5/Day
14 Exploit Weakness
15 Teamwork Feat
16 J 6/day
17 Aura of Righteousness
18 Teamwork Feat
19 J 7/Day
20 True Judgment

Class Features:
Weapon and Armor Proficiency: Paladins are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).
Spells: Inquisitor Spell-list


The base damage is 1d6+5, the sneak attack damage is 2d6, you don't add any of the modifiers to sneak attack damage, they are already added into the base damage.


With only the one AoO per round, the barbarian doesn't have to take the first one that is provoked. He can wait until the opponent he wants tries to attack him, at which point he uses his AoO for potentially devastating results. (For example, don't take the AoO when the fighter moves in to help his rogue friend, instead wait until the rogue is attacks and smack her instead.)


I'm currently running a game, teaching students who have had little to no experience with D&D in the past. In their third session they split the party, with 3 of them going into the sewers and two others assigned to check out some other things. The 3 in the sewers found out why you don't want to split the party when they ran into a couple of fights. The first fight was against two goblins that they took out quickly. The second fight was against 3 skeletons. Unfortunately the party cleric was one of the two left behind, and they did not have knowledge religion to know about the skeletons damage resistance. The 3 did finally prevail, but at the cost of two of them going down and needing to use their precious healing potions.

I think after this they might be a bit more reluctant to split the party, or at least make sure they look into the split party makeup a bit more throughly.


But the Weapon Bond ability is only useable once per day for a number of minutes equal to your level right? So the rest of the adventuring day Improved Crit could be handy to have.


I still wouldn't allow more then a second weapon being used, maybe a third if i'm feeling generous. even with quick draw it takes some time to draw that weapon


james maissen wrote:
Lab_Rat wrote:
However, I would also apply a two-weapon fighting penalty to this maneuver since you are using both unarmed combat and a weapon.

I'm sorry but this has absolutely nothing to do with two-weapon fighting what-so-ever.

A fighter with 5 attacks could make an attack with 5 different weapons and not be 'two-weapon fighting' let alone whatever you might call 'five-weapon fighting'.

-James

The fighter with five different weapons wouldn't be able to get more then one attack with one weapon if he wants to switch weapons, because getting the second weapon out is a move action and that limits his attack to a standard action.


How do you get the badger to 3 INT? the starting stats show 2 INT


the resistance bonuses would not stack. They are the same type so the better bonus would apply.


I'd missed the part about the minimum being non-lethal. That makes sense on a normal basis (without any enhancements) now.


My question is why did the weasel get designed with 1d3-4 dmg. Why not just give it 1 dmg.


He's the one that directed me to the other thread. I'm not sure how often he's on the boards, but he is a self-proclaimed min/max-er so i'm sure he's been through a few of them.


Thanks for the input. Since i'm new with this group of players, I don't know the personalities well enough to know if he would try to present something that was broken or if he understands how to create MCA. Sounds like he put together one that isn't going to be overpowered and break the game.

I'll definitely have to look into using more things like this in the future.


Elghinn Lightbringer wrote:
Arcane Ki Pool: Not gained till lvl 4, Can choose ki pool or arcane talents. = ½ lvl + Int points OK; not sure what you mean by arcane talents? There is an Arcane Talent feat? All the level based references in the Magus version of this would also then be increased by 3 levels. Gained at 4th, increases by +1 at 8th, 12th, 16th, and 20th.

I think that the arcane talents here should actually read arcane pool. Basically he's creating one pool that could be used either as the arcane pool or ki pool.


Elghinn, I don't mind either way. I just wanted to get some thoughts of if his idea is balanced or way out there from people who have seen them before. I noticed a couple of things that i had questions with, basically wondering what is being given up at 1st level to gain flurry of blows, and the fact that Arcana with prerequisites should have their prerequisites 3 levels higher.

Basically I informed my players that anything 3rd party had to be passed by me so i could check them for balance before being approved.

I will also present him with your Arcane Fist and see what he thinks.


The other players could always have their characters attack if they want. What level are the characters at?


Here is a magusmonk that was written by a player in my upcoming campaign. I'd like to get some feedback on it since i'd never heard of multiclass archetypes before today. thanks.

magusmonk:
• Primary: Magus
o Secondary: Monk
• HD: d8
• Skills: 3 monk skills added to Magus’s but still 2 + int/lvl
• BAB: Magus Progression
• Saves: Magus so good Fort/Will but bad Ref
• Weapon Prof: All Simple and Martial but no armor.
• Bonus Feats: Usual bonus feats for Magus but can choose from monk list and one additional bonus feat at level 2
• Can’t cast spells in armor
• Uses Monk armor instead with ac bonus but int bonus not wis with ac bonus progression
• Diminished Spell casting: 1 fewer spell of each level
• Spell Combat same
• Spellstrike (can be used with unarmed strike)
• Gets flurry of blows at lvl 1
• Fast Movement at lvl 3
• No Arcana till lvl 6
• Gets unarmed strike instead of cantrips(except for read magic)(uses monk progression)(small monk damage instead of medium for balance?)
• Arcane Ki Pool: Not gained till lvl 4, Can choose ki pool or arcane talents. = ½ lvl + Int points
• Spell recall works normally
• Never gets armor proficiencies
• Never gets fighter training
• The rest is standard magus progression


Here is a magusmonk that was written by a player in my upcoming campaign. I'd like to get some feedback on it since i'd never heard of multiclass archetypes before today. thanks.

Magusmonk:
• Primary: Magus
o Secondary: Monk
• HD: d8
• Skills: 3 monk skills added to Magus’s but still 2 + int/lvl
• BAB: Magus Progression
• Saves: Magus so good Fort/Will but bad Ref
• Weapon Prof: All Simple and Martial but no armor.
• Bonus Feats: Usual bonus feats for Magus but can choose from monk list and one additional bonus feat at level 2
• Can’t cast spells in armor
• Uses Monk armor instead with ac bonus but int bonus not wis with ac bonus progression
• Diminished Spell casting: 1 fewer spell of each level
• Spell Combat same
• Spellstrike (can be used with unarmed strike)
• Gets flurry of blows at lvl 1
• Fast Movement at lvl 3
• No Arcana till lvl 6
• Gets unarmed strike instead of cantrips(except for read magic)(uses monk progression)(small monk damage instead of medium for balance?)
• Arcane Ki Pool: Not gained till lvl 4, Can choose ki pool or arcane talents. = ½ lvl + Int points
• Spell recall works normally
• Never gets armor proficiencies
• Never gets fighter training
• The rest is standard magus progression


It sounds like the DM is not doing his job correctly. If he has stated that Evil characters are not allowed but then doesn't do anything when the friend shows up with one but lets him play it, then he's breaking his own rule and by definition is not a great DM. He may still be a good DM but to be a great DM you have to be willing to be the bad guy sometimes and say "no, that is not allowed. Now go back and create a different character that meets the rules set up"


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I have set up a rule when I DM that everything in regards to race and class are possible, but anything outside the core books (and certain books other books that I specify at the beginning of the campaign) has to be ran by me so that together me and the player can decide if the race / class is broken and if we can fit it into the campaign world. Most of the time it is possible to do, but sometimes we have to tweak a few things to make it either not be overpowered or to fit in with the setting that is being run.


I don't see this as a problem. It is still a limited resource, and if the paladin is burning through his lay on hands to smite, what happens when he is in a position that he needs that resource. It will be gone, and if the smites were used against non-evil, it will be wasted.

In the campaign I'm currently in my paladin has had to use his lay on hands to keep himself alive long enough for some of the other healers to step in and take care of things. So burning through those would be seen as a total waste. I have used smite evil without detecting evil a few times, but they were really good reasoning(one after being hit by a flame strike that hurt the 3 good characters more then the neutral ones, and the other on the beautiful woman who we had been told was eating tieflings and had piles of bodies and black candles spread around the room)

As for the people that have said a paladin wouldn't know if the smite worked I disagree. You know how hard you can hit, and what kind of damage you do. So if your sword is causing bigger wounds then normal, you would know it's because of a special power. Just like you can tell sometimes if the enemy has damage reduction, you hit it with all your might and it doesn't seem too concerned, there is something going on.


In the campaign i'm currently playing in, our DM reminds us that death is always a possibility (i've already lost one PC and had a second one kicked out of the party) but he doesn't try to kill us.


So with Mummy Rot, does it effect damage from all sources having trouble being healed, or just damage that was taken from the mummy?


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