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You are not aware of any traps on the <thing>.
Clockwork Familiar (Ex) wrote:
I'd say no to most archetypes due to my emphasis. Emissary and Sage would be ok.
Victor Ravenport wrote:
Merely speculation, but from what I've heard it's not a proper shapeshifter, though it's pretty close. Go look at the Ultimate Wilderness product discussion.
Don't forget special materials!
That's my plan for my next feat as my Dual Cursed Oracle. Quicken Ill-Omen followed by one of Waves of Ecstasy, Chains of Light (favorite as they can't take actions until they beat the save), Greater Forbid Action, Serenity, Debilitating Portent, Charitable Impulse, or Reach Bestow Curse.
It occurs to me that I need some non-will save attack spells.
bitter lily wrote:
NOOOO, everything in PF rounds down. (Except anything where lower is better.) The hit should become the lower one, IMHO, unless the fraction is truly small. Yes, it penalizes multiclassing, which I suppose reflects a bias of mine. But you're ignoring it!
Why I rounded instead of rounded down is the example of Fighter 19 Monk 1. 1d9.9 would be 1d8. If that's the case, there is no point in trying to make this work. I figured 1d8.9 would round down, 1d9 would round up.
bitter lily wrote:
Sorceror 10, Dragon Disciple 9 would be 10d6+9d12. I'm not sure what you intended to type, but let's go with Sorc 10, DD 10, or 10d6+10d12, which averages to 10d9 as you say. It should NOT round up, no, it should be either a d8 & d10 averaged, or a d8. That's a ferocious HD for a caster!
I was calculating something else here. I just missed a spot editing. I was supposed to be Soc10/DD10.
Also, I was trying to avoid averaging dice in play.
bitter lily wrote:
That does simplify things a tad.
I don't think healing needs to be buffed for martials as it kind of messes with the healing economy a bit. However, it does seem reasonable.
I'm more doing this for the healer to give them more resources when dealing with the barbarian with max con and retrained HPs that just loves to dodge into weapons and spells.
My biggest issue is that I don't understand why you want to cap the CL based on the target's HD.
I did that because I'm removing the cap on spells like CLW. CLW no longer caps out at 1d8+5. In other words, CLW can do 1d8+20.
Yes, I know the Life Oracle has a revelation that does that. I planned on giving them double CL to it instead.
The HD cap is not really needed, I suppose.
bitter lily wrote:
Yeah, that's what I mean. It really only matters for lots of multi-classing. Wizard 6 Cleric 3 MT 1 Evanglist 10 is 6d6+3d8+1d6+10d8. The average die size would be 7.3, which would become d8. Sorceror 10, Dragon Disciple 9 would be 10d6+10d20. The average die size would be 9, so round that to 1d10.
I imagine that most things would stay 1d8 (Channel would go up to d8) except the full on martials. It does mean that mass healing effects need to be rolled individually though.
With spells that heal dice, the dice that are rolled are the average HD of the target, rounded to the nearest die. Cure-like spells on a barb would be xd12+x. Fighter 3 Wizard 3 would be xd8+x. Channel is also affected. Cleric 3 channeling would heal the wizard 2d6 and the barb 2d12. Of course, pre-calculate your "healing die" when you level to speed play.
Spells that have a capped caster level, such as heal, etc, cap at either the HD of the target, or the caster level of the caster, whichever is lower. CLW from cleric 10 healing fighter 7 would heal 1d10+7. CLW from cleric 7 on fighter 10 would do the same. Cleric 18 heal cures fighter 7 70 and fighter 20 200.
I don't know about spells that heal a fixed amount *(infernal healing), but I think they might be fine.
What about immediate action spells?
Scenerio: During a turn, I cast Fireball, Quickened Fireball, then move by something with grab, provoking. Can I still cast Liberating Command and then maybe finish my movement?
Alexander Augunas wrote:
Ok, that's not too shabby. :) I would like to see "treat deadly wounds" or a DC in there somewhere though, just for clarity.
Treat Deadly Wounds is DC 20, -2 or -4 if you are missing healer's kit charges.
Manny links to Enyo.
This isn't a bard problem, it's a bardic masterpieces problem. Bard is fine, it's the tacked on masterpieces that are causing the issue.
Fixed the link and made it linkified.
Kurald Galain wrote:
Aasimar can also be small without a strength penalty.
Per character level.
Unless you are fighting humanoids alot, your CMB will fall behind without help. Dirty Fighting will help, as will Fury's Fall. A Dueling (PSFG) Leveraging Whip with the best enhancement bonus you can get will help a great deal. Also look at a Dusty Rose (normal or cracked) Ioun Stone in a wayfinder. You may also want Combat Stamina and Agile Maneuvers so you can trip larger things sometimes.
I have a Fighter 18 /Maneuver Master Monk 2 that will hit CMB 72 on trips before flanking and buffs, and trip any size opponent. An Avenger Vigilante 20 should be able to get close to that, say, 67. Of course, that is going to eat many if your feats (9-ish). You can get 4 of those as vigilante talents.
Given this is a "We hate maneuvers" thread, if you want to know more, make a new thread, and I'll post the builds.
I wonder if we can get some community involvement in this: It would be useful to put dates on the guides linked from the Guide to the Guides. This will go faster if more eyes are on the job, and some people might be able to find things that others can't.
Just remember, this is going to add quite a bit of checking and rechecking. It's better to add the date last edited to the beginning of the guide itself as it will save quite a bit of work.
Also, those guides that are in google docs are easy to check the dates on if you add them to your own drive.
Markov Spiked Chain isn't talking about burn. MSC is talking about healing someone else with life link using the temp HPs from force ward to soak the damage.
ugh, I think I found it. There is no concentration check.
d20srd casting time wrote:
A spell that takes 1 round to cast is a full-round action. It comes into effect just before the beginning of your turn in the round after you began casting the spell. You then act normally after the spell is completed.
d20srd life link wrote:
As a standard action, you may create a bond between yourself and another creature. Each round at the start of your turn, if the bonded creature is wounded for 5 or more hit points below its maximum hit points, it heals 5 hit points and you take 5 hit points of damage. You may have one bond active per oracle level. This bond continues until the bonded creature dies, you die, the distance between you and the other creature exceeds medium range, or you end it as an immediate action (if you have multiple bonds active, you may end as many as you want as part of the same immediate action).
Lets say I am a Life Oracle with the Life Link Revelation. I have a link to someone with 10 damage. I am casting a summoning spell (1 round casting time).
Do I need to make a concentration check when the life link damage comes in, or do I complete the summoning spell first?
Assuming I need to make the concentration check, if I have multiple life links up with people that have more than 5 damage, so I make the concentration checks individually, or do I total it and make just one?
Tarik Blackhands wrote:
Maneuvers can also apply many of those same conditions.
Incidently, the numbers for CMD in that sheet are a little high at some levels. I did the math. The average CMD for level 12 is 32, not 34.
Why I like Combat Maneuvers.
Full Attacking is boring to me. As a full attacking damage dealer, my decisions are as follows.
Can I full attack a bad guy?
Maneuver Monkeys are interesting to me. Yes, I know they have a large investment, especially with a whip (my prefered weapon).
Lore Warden Martial Master Maneuver Monkey decisions
Don't forget Spirit Ridden. Wandering Class Skill with HD skill points.
I have a half-elf fighter/bard VMC going this route with Divine fighting style (Desna) with a dip in Lore Oracle. Dumb as a post (7 int), but very pretty (20 starting cha). Cha to attack, damage, init, ac, ref, some will, knowledge checks, acrobatics, and fly. So his knowledge checks at 13 (his current level) are at 10 (above stuff) + 6 (bardic knowledge) + 8 (cha) = 24 without a single rank.
Hell, with this, I really need to think if I want to put any ranks in things. 1 rank will drop the skill check by 6/9, so it better be worth it.
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