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Douglas Muir 406 wrote:
not sure what you mean Doug...PB/GPB are normally 6/8?there really is no minus to it...besides worshiping a totally random deity(i hate that)
edit: just realized that i can be a seperatist cleric and just choose void as my secondary domain. that way i can serve mostly whomever
interesting new addition on the srd...
1. can anyone link me to a list of curse descriptor spells...the SRD lists the curse descriptor but it is not filterable
2. any advice for optimizing a DarkFey Gnome Sorcerer?
So i'd like a constructive helpful disscussion to create some concrete rules for my game before it begins
-taking into accout the lack of good rules on Burrow/Earthglide/tremorsense
BeastShape IV(6th level spell): druid's WS doesn't use it, but the spell grants up to tremorsense 60ft...would it be reasonable to grant tremorsense to Druids WS in elemental body III or IV for EarthElemental Form? at level 10 or 12 respectively?
assuming yes, how should i run the EarthGlide/Tremorsense?
casting spells in EarthGlide works because you can breath underground.
Mike J wrote:
any insight into adjusting Wealth for your P6 campaigns? or are you just dishing out standard AP wealth and gear? that would significantly up the PC's power level even though they're just P6+Epic
in the ranger Favored enemy i think you can get rid of the "at each such interval..." language because in P6 you're only going to be getting 2 FE's.
Ex-rangers section talks about Druid advancement
you may want to include a comment about 2nd level spells being accessible through the EpicMartial Caster feat. Maybe not?
That said if they change anything I'd like...
i'm fine with the d6 HD.
i feel bad complaining though because i love PF sorcerer over 3.5 sorc
also get rid of Eldritch Heritage and stop giving away their nice things.
Prince of Knives wrote:
i would resist using names for iconics that don't exist
Disclaimer: I was reading an old RavingDork post...
about the StoneShape Spell. and after reading RossByers discussions on unchaining PlanarBinding spells from the way things have always been done, it seemed that StoneShape would be a great candidate for a look in Unchained.
I'm definitely not looking for any freakish volume calculations to make stone prisons and spiked pits...but i've seen alot of player/gm arguments on how to use this spell...touch vs area, how crude is crude, exactly 1 stone or the side of a hill up to my volume? etc...
stoneshape is one of my alltime favorite thematic spells but it would be nice to more specifically enumerate what the 3rd/4th level spell can/cannot do...especially in like of other spells like wall of stone, spiked pit, spikedstones.
earthbenders everywhere would appreciate some concrete elaboration on this one. at least i would :-)
Ross Byers wrote:
this stuff i like...the HD cap only so so. it fits undead better...
but i really like locking up a spell slot to keep an outsider bound.
the faq does seem pretty stinky...
the more i read the more i agree that Paragon Surge deserved the nerf bat, but all this spell list mumbojumbo is a load of bs.
if you honestly take the SkillFocus+EH+IEH feat chain bully for you. you win a couple of spells. Nerf paragon surge so that you can't use IEH to grab spells. problem fixed.
my beef always had been with paragon surge it stunk of cheese hot off the presses.
Improved Eldritch Heritage(Arcane) is a Huge feat investment and backstory.
another Surge Augment that would be interesting...
make a surge augment for one of the lower level telepathic abilities.
it could open the wilder to a little more flexibility with their precious few powerknown slots...without reverting to PsychicReformation all the time like i do now...
in addition...let overchannel fuel lower level SurgeAugments...That way psions and others can play with SurgeAugments alittle bit with OverChannel or a SurgeCrystal item. But leave the really big/cool SurgeAugments to Wilders that can reach +4 and higher!
i highly suggest being REEALLY careful on designing new powers...
I highly encourage carefully adding fun and interesting "Surge Augments" to many of the original powers...for example, maybe a higher level augment for Telekinetic force that changes the duration from concentration to 1round/level. allowing you to concentrate on the power when you want to use it as a move or std action. or allow the use of the thrust option more than once...or knocking everyone prone in a 15ft burst...
oh my wow, i did not realize they never ported over something that can cut a cord?!?! I will look into astral adventuring right now