I’m relatively certain that the spells Eneration and Energy Drain are not eligible to have the “negative levels bestowed” doubled on a critical hit. However I’ve been wrong before, so I thought I’d see if anyone else could find definitive rules that allow it to happen. Below are, I believe the relevant quotes from books, emphasis mine. Enervation: CRB p.277 wrote: You point your finger and fire a black ray of negative energy that suppresses the life force of any living creature it strikes. You must make a ranged touch attack to hit. If you hit, the subject gains 1d4 temporary negative levels (see Appendix 1). Negative levels stack. Energy Drain: CRB p.277 wrote: This spell functions like enervation, except that the creature struck gains 2d4 temporary negative levels. Critical Hits: CRB p.184 wrote: A critical hit means that you roll your damage more than once, with all your usual bonuses, and add the rolls together. Spells and Critical Hits: CRB p.184 wrote: A spell that requires an attack roll can score a critical hit. A spell attack that requires no attack roll cannot score a critical hit. If a spell causes ability damage or drain (see Appendix 1), the damage or drain is doubled on a critical hit. If you look in Appendix 1 in the CRB p.555, you find a heading titled “Ability Score Damage, Penalty, and Drain. and 7 or so pages later on p.562 you’ll find a seperate heading titled “Energy Drain and Negative Levels”. This is where it talks about “negative levels” and it does not refer to it as “negative level damage” or “negative level drain”. As far as I can tell this should sum up that a critical hit will not double the amount of negative levels bestowed since it is neither damage, nor ability damage or drain. What does everyone think?
I don't know if the website is just broken or what. I'm trying to purchase a bunch of pdfs and it has me in some kind of loop. I go to checkout, it asks for my password, then redirects me to the homepage. I click on my cart, go to checkout, it asks for my password, rinse and repeat.
Aaron
Sean K Reynolds wrote:
Yeah, that's why I was wondering cause it doesn't really cost them anything to do. But if that's the way it works then that's how it works. Thanks for the quick clarification SKR.
I had another question related to this thread. How do certain class abilities like a Magus' arcane pool or a Paladins divine bond work in relation to the extra enhancement bonus bypassing DR? Does it function like GMW and only bypass magic or is it better and essentially allow a free pass against nearly any DR for just about every combat each day? I ask because I recently had to deal with a black blade magus who essentially doesn't need to spend any money on his primary weapon and can pretty much bypass most of the types of DR he came across. I felt this was a little cheap and insulting to every other character that actually has to invest significant wealth in their damage dealer of choice. Am I just being too critical?
Randomdays wrote:
While this would likely get the job done for those that couldn't read it any other way. It wouldn't compare to the enjoyment of a professionally done reading of a novel.
As the subject line says I'm asking the Paizo gods to do whatever might be necessary to make the pathfinder novels available in audio book form. Preferably on Audibles service since I use them already.
TOZ wrote: At least 6. There is such an encounter in the 6th volume. Yikes, that would be hard on the wallet I think. Joana wrote: I believe that James Jacobs has said that, with the update to PfRPG, the number of rune giants in an encounter has decreased in the anniversary hardcover. Thanks for the link. One per encounter is good then. And perhaps a second to be on the safe side in those cases where pc's might become unlucky or trigger more than one encounter.
Can anyone tell me what the maximum number of rune giants might be found in a single encounter? As this would largely dictate how many I'd like to acquire and therefore either how many cases I need to order, or hope that buying them singly at some point is not only possible but also not prohibitively more expensive than buying another case or two.
Overall I'd have to say I really like your guide. Very useful and although I'd already decided to make a zen archer this has raised some interesting thoughts on how I'll go about it. One thing I'd like to point out. You recommend taking Pinpoint Targeting at 14th level and using it with Vital Strike and Improved Vital Strike. Both must be used as a standard action and so cannot be used together. So that synergy is not really there. However I don't really see that any of the other bonus feat options for 14th are any better. Also in your optional feat selection builds, for your Reflex Plan you did not mention the need for Rapid Shot to be taken in order to qualify for Snap Shot. I'm assuming you'd take it as one of your bonus feats but you made no mention of which you'd switch it out for.
ShadowcatX wrote:
I saw that quote as well. However the rogue's version does not carry that stipulation. That may have been a mistake on the part of the developers, but it has not been corrected. Quote: Ninja Trick (Ex) : A rogue with this talent can choose a trick from the ninja trick list. The rogue can choose but cannot use talents that require ki points, unless she has a ki pool. A rogue can pick this talent more than once. As you can see, it's conspicuously absent. Edit: And furthermore I can't find anything in the Ninja that says their Tricks are identical to a Rogue's Talents. (emphasis mine) I'm not trying to argue the point in as much as I'm trying to find a RAW against it.
Okay, so I know any particular rogue talent can only be chosen once unless otherwise stated. The rogue talent Combat Trick allows a rogue to choose a combat feat (as long as you meet the requirements of course since it doesn't say otherwise). My question is whether I can get another combat feat by getting Combat Trick again by choosing it through the Ninja Trick talent? As far as I can find nothing RAW says anything against it. And although I'm a little conflicted on whether it's a bit cheesy to do, at the same time I don't really feel its unbalanced or overpowered to do so. In fact I could swear there was some kind of rule that allowed you to take that talent twice anyway. Maybe I'm crazy or it's some forgotten relic of 3.0 or 3.5 and I'm just misremembering. Anyway, let me know what you think.
You can certainly continue as-is if that's what you'd rather do. However I'm betting your local VC would be happy to help you with any problems you come across and likely lend a hand every now and then as available. They're also good when it comes to trying to organize a local convention and possibly get help from Paizo in the form of boons and possibly free acces to scenarios (not positive on the requirements of such).
A venture lieutenant is kind of a sub leader to the VC with appropriately less responsibility and influence. Hope that helps. Edit: "ninjaed"
That's a useful feat, although I think "Overbearing Onslaught" will accomplish more for less. Thanks anyway though for looking. What I'm mainly interested in is anyway to squeeze out more bonuses because there isn't any weapon associated with overrun and so no easy way to gain magic bonuses to the check. Essentially it means that at a certain point it will become less and less effective as the monsters CR increases and their CMD's get higher and higher. I think I've pretty much exhausted my quest for more strength bonuses unless I want to dilute my barbarian with at least one level of alchemist. Which I'm not sure is worth it looking at the math.
I'm building a barbarian to use "Overbearing Advance" and "Overbearing Onslaught". I already have "Improved Overrun", and "Greater Overrun". Can anyone think of any feats, traits, or items, magic or otherwise that give bonuses to the Overrun combat maneuver? Oh and I would prefer that any suggestions would be legal for PFS organized play. Thanks in advance. Edit: I'm also looking for anything that might increase the size category I can use overrun against.
Hmm, seems I should probably try and pay more attention to this thread. Sorry for the extremely late reply. You should be able to deselect sections in the same way that you select them, by ctrl clicking on them to unhighlight them and tab out. If I remember correctly this works just fine to get rid of unwanted selections. As for the auto-scaling name, its possible that it's a bug in that particular spot or such a long name just isn't feasible for the space provided. There being a minimum pt size for the type used. As to auto-populating the info. While that would be very cool and I'm also quite sure it's possible to do. Unfortunately it's beyond my current capabilities. I'm fairly certain that would require some sort of database populating algorithm of which I have no experience with. I'm definitely an amatuer when it comes to programming. What I have in this so far took me a couple weeks as it was with lots of help from the adobe forums and questions asked of the kind people there that were willing to help. Admittedly I haven't been working on this or any other projects much in the last year. Life just gets in the way as I'm sure you all know. I do have a cute little son though to make up for it. Thanks for the praise by the way. I'm really glad that you find my creation useful in your gaming.
Hello, due to hard times and trying to make sure Christmas will still be good for everyone on my list this year I need to cancel my subscriptions and any pending orders.
Thanks, Aaron
After several days of reading one fracking thread, I'm finally at the end, whew! 1. Love that Paizo is making it possible to get more PPM minis.
Can't wait for the delivery deadline to arrive.
I'm looking into using my numbers app to track party xp for my home campaign. I want to have a cell for each character that will take the resulting sum at the bottom and compare it to the xp table and spit out a result of what level the character is based on how much xp they have.
Thanks for any help.
After some thought and reading everyone's input, I'd have to agree that overall WoP are not in fact underpowered. However as in most things there are choices that are sub-optimal. For instance fire is not as good a choice. Acid is pretty nice though. And many of the other examples people have posted are pretty nice. Thanks for everyone's input.
Fing Mandragoran wrote:
I'm not sure this is true, but if it is it would make things better. I think perhaps it would be a good topic for a faq
Starbuck_II wrote:
Except to achieve that 1 target per level you increase the spells level by 3, so I'm not sure it's cheaper. Although I would say it is better.
Ok, so here's my gripe.
So here's the deal: As an example at tenth level a standard wizard could cast a 10d6 fireball with a 20 ft. radius using one 3rd level spell slot. However for a word caster to accomplish the same thing he would need to use a fifth level spell slot in addition to using a meta word of which he only has 5 uses per day at this point. Anyone else disappointed by this?
Hello, I need you guys to cancel all my subscriptions except for the Adventure Path and Roleplaying (big core books, bestiary 2 etc...) one.
I'm just a little miffed that the two basic classes that you would think would benefit the most and be most thematic to take this class suffer more from taking it than what they gain in return. For a rogue, one reason you might take shadowdancer is to be able to sneak attack things more reliably. Either through using HiPS or by using your shadow companion to flank. But in doing so you're giving up your SA progression which seems counter productive. I suppose if you're more of a spy/sneaky scouting out the bad guys character then it would be ok but in my experience combat is typically more prevalent, YMMV. For a bard, thematically because of the dancing part and there tendency to sneak around a bit it would seem a good choice, but you end up losing your spell progression. Which IMHO is a very important aspect of the bard, not to mention the progression of their performance for buffing the group. It just seems strange to me that the Shadow Dancer prestige class would probably be a better choice for a fighter of all things. Or even I guess in some circumstances a Paladin or Monk.
Maze wrote:
Wow, thanks. I had not seen that before. This solves my problem specifically. Because for a normal campaign I could just use the Rich Parents trait to buy a composite bow for my predicted strength and just live with the -2 penalty for not having the required strength for a while. Now I have a way to do it in PFS as well.
Just wanted to address the reason for stealthing the whole distance as opposed to just the 5 or 10 feet in front of the doorway. Because perception covers more than just sight. If you walk along normally before you get to the doorway that your enemy is in view of, then he'll likely hear you coming before you tiptoe across the opening.
Yep, seems like the consensus is that the Shadow Dancer prestige class is really only worth a 1 to 3 level dip unless you're the GM using it for a bad guy npc. It seems you have to give up too much from your primary class which sort of stunts his growth. I must say the Paladin/Shadowdancer idea is amusing.
Looking at the shadow dancer it seems like a really cool prestige class to play. However it also means you have to give up alot of functionality of your other class, be it rogue or bard or what have you.
Used the maps this Sunday. My players loved them. Printed them out and taped them together as I don't have a projector or a big enough computer screen to make the VTT software worth trying yet. Only hiccup was one of the hallways on the 1st basement level wasn't as wide as it looked like it was supposed to be, but it still worked ok regardless. Thanks for sharing these. |