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At 2nd level, whenever a magus casts a spell with a range of “touch” from the magus spell list, he can deliver the spell through any weapon he is wielding as part of a melee attack. Instead of the free melee touch attack normally allowed to deliver the spell, a magus can make one free melee attack with his weapon (at his highest base attack bonus) as part of casting this spell. If successful, this melee attack deals its normal damage as well as the effects of the spell. If the magus makes this attack in concert with spell combat, this melee attack takes all the penalties accrued by spell combat melee attacks. This attack uses the weapon’s critical range (20, 19–20, or 18–20 and modified by the keen weapon property or similar effects), but the spell effect only deals ×2 damage on a successful critical hit, while the weapon damage uses its own critical modifier. Suppose a magus casts a spell using spellstrike but misses and holds the charge. Would a subsequent attack still multiply spell damage by 2 on a critical hit, or would just the initial "free" attack be eligible for a crit for the spell? The wording seems to indicate that just the "free" melee attack is eligible for the spell crit but it's still a little unclear. Another question would be whether a SLA is eligible for spell combat and spell strike. Can a nabasu magus use their SLA vampiric touch with spell strike for example? ![]()
Would this work? Take a Vigilante and have him VMC Cleric with Plant Domain. At level 10, his unarmed strikes will get the following bonuses: Fist of the Avenger: +5 damage
That's +17 damage bonus at level 10 before adding in Str, enhancement, etc. Take TWF and Improved TWF and you can really tear apart an opponent quickly. Just not entirely sure about the legality of stacking 3 different level/2 damage effects at the same time. ![]()
I just bought the Ultimate Psionics from Dreamscarred Press and it looks great! However I notice that there is no official Hero Labs support for it. Considering that Hero Labs is the only reason I can actually GM and/or play Pathfinder, I don't think I'll be able to use the Ultimate Psionics book in my campaign. Is there any chance that there will be official Hero Labs support for this product in the near future? It would make it far more likely for me to purchase other Dreamscarred Press books in the future if it were available for Hero Labs. ![]()
Does anyone know who I should contact regarding a mistake with an order from Frog God Games? I sent a message using their website and also an email to Bill Webb but there's been no answer for almost a week. In the past, Bill has always responded to me very promptly with great customer service but this time it's been radio silence. ![]()
I'm trying to build Half-Face from the Worldwound sourcebook. The book says he is Barbarian 6/Mammoth Rider 10. However, I don't see how that combo is possible. Mammoth Rider needs 9 Ranks of Handle Animal and 9 Ranks of Ride plus have a Mount with effective Druid Level of 6. It looks like he needs to be at least 9th level and have a dip into a class with a Mount feature to be able to be a Mammoth Rider. Is there something that I'm missing? ![]()
This happened in a game. During a combat, a wizard cast wall of force around her team plus 1 PC intending to nuke that PC. However the PC dimension door'd out of the wall. PC's decide to ready actions to attack wizard and her demonic strike force when the wall comes down. They don't have the capability of taking the wall down. Wizard doesn't want to dismiss wall since it takes a standard action and she would be blasted if she did so. So she simply lets the wall of force run out its duration. While she's waiting, she and the rest of her forces ready actions to attack the PCs when the wall comes down. Wall eventually runs out of duration. Who gets to attack first? I ruled that everyone just rerolls initiative at that time, but I'm not sure that's how the rules operate. ![]()
I'm toying with an idea to balance the various classes in Pathfinder. In my campaign, my house rule is that nobody has to keep track of treasure. They simply get WBL at every level. So my balance idea is for more powerful classes to get less WBL and weaker classes to get more WBL. Here is a first attempt at this: Fighter/Rogue: +1 WBL at levels 4+. So a level 4 fighter would have level 5 WBL for example Paladin/Invulnerable Rager Barbarian: -1 WBL at levels 2+. So a 4th level paladin would have level 3 WBL. Regular Summoner: -1 WBL at levels 2-4, -2 WBL at levels 5-12, and -1 WBL at levels 13+ Wizard/Cleric/Druid/Witch: -1 WBL at levels 7-12, -2 WBL at levels 13+ Sorcerer/Oracle/Arcanist: -1 WBL at levels 8-13, -2 WBL at levels 14+ Other classes: Regular WBL If any class proves in play to be stronger or weaker than baseline, I can adjust WBL to balance. Does this idea make sense? Any hidden pitfalls? ![]()
Ok, a shadow demon hits a party for 45 damage with a shadow fireball. The party has resist energy (fire) 20 up at that moment. This is my understanding of the situation: If they make their will save, they take 20% of 45 or 9 damage, but are not protected by the resist fire since they know it's not an actual fire attack. If they fail their will save, they take 45 damage minus the 20 resist fire for a net of 25 damage since they think the fire resistance will protect them. Is this accurate? ![]()
Ok, the situation is as follows: Spoiler: The demons managed to kill an important NPC and got away with his head only. They had to leave the body behind because of the 50 pound limit on teleport. Normally just the body is enough to allow a Resurrection spell to bring the person back to life. I was wondering if the demons can stop this by animating the head as some sort of undead. If so, what kind of undead can a head be animated as? I don't think trapping the soul would work because the NPC is already dead and his soul has already gone to the afterlife. ![]()
For area effect attacks, does the damage happen exactly simultaneously or does the damage occur in order from nearest to furthest away from the attacker? A BCD Suppose A casts a line spell towards B-D. Would B get hit first or would all of them get hit at the same time? Sometimes the order of who takes damage does matter. If B had a contingency that a globe of invulnerability would pop up if hit by an area effect spell, C and D would be protected if the attacks weren't simultaneous. Similarly if D had that contingency, B and C would've been hit by the area effect first if the attacks are sequential. ![]()
I'm running a WotR campaign and I've just started book 2. I've been jotting down notes of what happened each session so far. This journal is going to be a bunch of sessions behind where the campaign actually stands. If my players read this, I don't want any spoilers. If anyone reads this journal, you will notice a bunch of differences compared to the actual book. This is intentional! I have changed the backstories and abilities of some of the NPCs and some of the campaign background and tinkered with a bunch of encounters. Campaign house rules
4 PCs
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Pathfinder seems to have an issue that at high levels, it can easily turn into whoever goes first wipes out the other side. Single boss monsters become a joke vs a decent PC party. I'm theorizing a possible solution. Give monsters multiple Hit Point Pools (HPPs) that have to be taken out one at a time. No character can take out more than 1 HPP per round from any given monster. For example, a 300 hp monster could probably be easily taken out by a high level party in a single round. However if he had 6 separate HPPs with 50 HP each, it becomes much tougher. The barbarian doing 500 damage with his full attack can still only destroy 1 HPP per round. A spell or class ability that would normally incapacitate a monster such as Stun, Daze, Nausea, Paralysis, etc would wipe out 1 HPP instead until it's the monster's last HPP in which case it would have its normal effect. Mooks would have 1 HPP, lieutenants might have 2-3, and bosses might have 5+ HPPs. I'm wondering if this would work or if there are any hidden pitfalls. My party won't hit high levels for a while, so I have plenty of time to theorize. ![]()
400' tall Godzilla stands behind a 5' high and 10' wide car. He gets partial cover since an archer will draw a line from a corner of his square through the car to a corner of Godzilla even though the car barely covers any of Godzilla's cross section. My fix: Double size penalties vs range attacks. So a large creature would have -1 size penalty to AC vs melee and -2 size penalty to AC vs range. Size should affect range combat a lot more than melee combat. Range cover cannot give more AC than the size penalty to range modified by how much of the target is actually showing. So a Large Ogre standing behind a table but with a Medium size cross section showing wouldn't get the full +4 AC. He'd get to cancel the size penalty to AC. Godzilla standing behind a car gets no cover bonus since a Colossal part of it is still exposed to the range attacker. A Gargantuan rune giant standing in water with a Large part of him showing can cancel the size penalty difference between Large and Gargantuan but no more than that due to cover. ![]()
Stupid question, but where are the maps for areas D-G in the Kenabres underground? I see a map for areas A-C, but after the Millorn encounter, the next set of maps I see is for area H. The encounters for D-G are probably easy enough for me to make something up, but I'd prefer the official maps if possible. ![]()
Can a Summoner use Lesser Evolution Surge to get +8 to the Linguistics skill and immediately get 8 free languages for the eidolon (or for the summoner if synthesist)? If the answer is yes, can those 8 languages change each time the Summoner casts the spell? That'd be another reason to get Lesser Evolution Surge ASAP... ![]()
I'm thinking of running this adventure path sometime in the near future. I like the storyline but I don't really like the mythic rules. 1) How easy would it be to change the encounters for a non-mythic group? 2) The party looks like it will be a Paladin, Cleric, Magus, and Sorcerer. Would lack of a dedicated trap finder or scout be a problem in the later books? The Paladin and Magus are fairly experienced. The Cleric and Sorcerer don't have much experience with Pathfinder but have experience with other RPG systems. ![]()
It can be very anticlimactic for your big bad villain to be wiped out in the first round of a combat due to being stunned, dazed, or staggered. One idea I have is to allow a monster to burn HP to end these status effects. Based on the fact that spells that are specifically meant to kill generally do 10 hp/caster level on a failed save, I don't think lesser status effects should completely end a combat. At the same time, I want those spells that cause status effects to still be useful. So if a monster of CR> Caster Level fails a save vs a status effect, it can use an immediate action to spend HP to negate the status effect. Since it's an immediate action, it can only do it once a round. This is what it would have to burn: Paralysis/Domination/Confusion/Panic/Sleep - 10 HP/caster level Stunned/Frightened/Fascinated/Cower - 8 HP/CL Dazed/Exhausted - 6 HP/CL Staggered/Nauseated/Fatigued - 5 HP/CL Shaken/Sickened 3 HP/CL A monster cannot use this rule if it doesn't have enough HP to pay the cost. If the status effect is caused by an attack instead of a spell, use the BAB of the attacker instead of CL. Any HP sacrificed is not subject to resistance or DR. Example: A 10th level wizard manages to daze an ice devil on the first round of combat. The ice devil knows this would be fatal so it spends 60 hp to negate the daze. Example: A 14th level fighter uses staggering critical to stagger an ancient black dragon. The dragon chooses to sacrifice 70 HP to negate the stagger. The idea is that the monster can use force of will, devotion, or rage to push its body way beyond its normal capability, but at a steep cost. Would this idea gimp spellcasters too much, or are there any side effects I may be missing? I want to add some badly needed resilience to boss monsters, but I don't want to break the game in the process. ![]()
There appears to be no reason why a Solar or Pit Fiend over the course of their long lifetimes wouldn't have invested 30 wishes in giving themselves +5 to every stat. Can we assume that monsters with wish/miracle have already done so and those +5's are already built into their stat blocks? Is there any reason why such monsters wouldn't have every single personal permanency spell cast upon themselves before they get introduced to the campaign? As a spell like ability, it doesn't require any material components ![]()
It seems strange to me that a person with less than 14 str gets no additional damage from using 2 hands on a weapon. I know personally that I don't have above average str, but I hit a lot harder using 2 hands with a bat or axe than with 1 hand. My proposed house rule would be that using 2 hands provides a fixed +2 damage above your normal Str bonus. In addition, you would increase by +1 damage per 5 BAB you have. So a +20 BAB character maxes out the increase at +6 damage for using 2 hands. Offhand or secondary attacks would get a flat -2 damage regardless of your BAB. ![]()
If you don't want to use one of the standard adventure paths but still want some sort of unifying campaign, can someone give a list of good published adventures that would fill each stage of the campaign and still somewhat tie together with later modules? I'm looking for perhaps a list of 3-5 modules of each 'tier' such as lvl 1-3, 4-6, 7-9, etc that I can pick and choose from and will be minimal work to transition from one to the next. That way I can customize a path without having to do all the work myself but I'm not as rigidly tied to the storyline like I would be with an actual Adventure Path. ![]()
A tentative list of house rules that I may implement on my next campaign. Any thoughts? Are there any loopholes or balance issues I might be missing? House Rules for Pathfinder Campaign: Character Creation: All characters receive hit points equal to ¾ of their max except at 1st level where they receive their max. So d6 gets 4.5 per level, d8 gets 6 per level, d10 gets 7.5 per level, and d12 gets 9 per level. Treasure: Treasure will be the biggest change compared to a conventional Pathfinder campaign. Instead of detailing out treasure received, it will be highly abstracted. Players receive magic item points instead of gold pieces.
Level MIP
So for example, a 10th level character would receive 62,000 MIP which are used to purchase Magic Items at the standard gold piece rate. Starting 4th level, no more than ½ your total can be used to purchase from any single magic item category (weapons, armor, wondrous items, etc). So the most expensive single item that a 10th level character can purchase is 31,000. Consumable magic items such as scrolls and potions can be used once per level. So if you purchase a potion of cure light wounds at 1st level, you can use it again once you reach 2nd level or trade it in and have the MIP available for other purchases. To compensate for the fact that these 1 shot items aren’t lost permanently and the MIP aren’t lost, all costs for consumables are doubled from the listed cost. So a potion of cure light wounds would cost 100 MIP instead of 50 MIP. Wands keep the listed cost, but have only 15 charges each since those 15 charges reset every level. Any consumable with a gold piece cost associated with the underlying spell must add that cost to its price. Special materials such as mithril and adamantine must be paid for separately from the magic item itself. You do not have to spend your entire budget at the beginning of each level. In fact, spell casters are probably better served if they reserve some of their MIP to cover material component costs of some of their spells. At the player’s choice, the GM can determine treasure normally for some/all of their MIP (IE drop normally after an encounter). A player can also add specific magic items during play as long as it is under budget and he has a plausible game reason. The GM reserves the right to restrict/disallow this if it’s something cheesy like finding a dragonbane weapon when they know that the boss for this level is a dragon. Item creation feats are abstracted. Every item creation feat you take allows you to halve the cost of a magic item in that category. So if you have Craft Magic Weapons, a +1 weapon that normally costs 2,000 gold would count as only 1,000 MIP toward your budget. Every point of the appropriate craft skill such as weaponsmith or armorer reduces the cost of masterwork or special materials such as mithril or adamantine by 5% to a minimum of 10% of the cost of the material. So someone with 10 ranks in craft armor would pay only 7,500 MIP instead of 15,000 MIP to add adamantine to heavy armor. At 18 or more ranks, it costs him only 1,500 MIP. It’s assumed that you craft the armor first before getting it enchanted. Any character class can take any item creation feat or craft skill they wish. Either they have the actual capability, or it’s assumed they have some reliable contacts who will do the work for them. Players are encouraged to create a backstory for why the contact would grant them such a boon such as being a patron or childhood friend. If you purchase permanent inherent magics such as inherent bonuses to stats or permanency spells, the cost must be paid every level, otherwise it’s assumed to be dispelled at some point. If a permanent inherent magic is dispelled, the PC can get it back at the next level if the cost is allocated but it is lost for the current level. If a PC loses magic items through an effect such as sunder or disjunction, those items are only lost for the current level and he gets a fresh MIP budget for the next level. Experience Experience will be greatly simplified. Encounter Levels of: Average Party Level +0 to +1 = 1 XP
APL - 1 or less isn’t worth any XP since it really isn’t a challenge for a typical PC party. An exception might be if the party is attacked while short some resources such as HP or magic spells. Story awards might be anywhere from 1-4 XP. 15 XP will be needed for each experience level increase. At GM discretion, the party might level slower or faster if needed for a particular section of the adventure. Wealth It is assumed that characters have enough gold pieces to maintain themselves and make routine purchases or small bribes. Extraordinary purchases or payments (such as large bribes) must make a wealth check with the DC dependent on how much money is needed. The DC is 4 per 5% of the MIP chart. So a 3rd level character has 3,000 MIP normally. Every 150 GP needed for the purchase or bribe would add +4 to the DC of the wealth roll. So if that character needs to come up with a 600 GP payment, he needs to make a DC 16 wealth roll. All characters have a base wealth score equal to their Cha bonus. You may take a feat to add +8 to your wealth roll. Paladins, Druids, and Monks have the listed wealth, but this represents persuasion, organization, and resources, not necessarily actual gold pieces. There may be restrictions on their use of wealth under certain circumstances. You may also sacrifice some MIP for the level in order to receive a bonus to the wealth check. This represents selling some of your magic for cash or using a magic item as a bribe/payment. Every 5% of MIP sacrificed for the level adds +4 to the wealth roll. These MIP are reset as usual the next level. Multiple wealth checks on the same level will receive +2 DC penalty for each check after the first. Failed wealth checks mean that you cannot make a purchase or payment of that size again until 30 days have passed or you reach the next level. At GM discretion, a successful Diplomacy, Bluff, or Intimidation check as appropriate, may reduce the DC of the wealth check. You cannot Take 10 or Take 20 on a wealth check. Multiple party members may Aid Another on a wealth check, but every participating PC is considered to have made a wealth check attempt and will have the appropriate penalty if they make another wealth check before reaching the next level. NPCs or cohorts may not aid a PC on a wealth check. This wealth check roll CANNOT be used to purchase magic items or in any way allow you to go over your MIP budget. Feats Certain feats are changed from the book. The GM reserves the right to change anything else that turns out to be unbalancing in play. Skill bonus feats such as Acrobatics and Alertness that give +2 to 2 skills are rather lame. They cost only ½ a feat so you can take 2 of them for the cost of 1 feat. Craft Item feats. See Treasure section. Leadership feat is not allowed. However, a party cohort will be allowed at 2 levels less than APL. This cohort can change every level depending on party needs. There will be a “stable” of NPCs available to pick from but only one will travel with the party at any given time. If not with the PCs, the NPCs will be assumed to be doing some adventuring/training/studying and will stay 2 levels behind the PCs. New Feats Wealthy. You receive a +8 bonus to Wealth checks. You can take this as a trait to get a +4 to Wealth checks. Death A character who dies and is restored to life receives 1 permanent negative level. This negative level disappears after 15 XP is gained after coming back from death. Otherwise the negative level can’t be removed without a wish/miracle. Damage Reduction A high enough enhancement bonus on weapons can bypass certain DR. +3 Cold Iron/Silver
However that amount of enhancement bonus is removed from the damage of the attack unless the weapon is made of the appropriate material. So a +5 weapon attacking a monster with DR/Silver would do damage as if it were a +2 weapon. However if it was a +5 silver weapon, it does damage as if it were a +5 weapon. This reduction can’t reduce the damage bonus of the weapon to less than the DR of the target. IE DR 1/Silver can’t reduce damage by more than 1 point. Powerful races If a player wants to play a race that is significantly more powerful than a standard race, he may have to pay a penalty. The PC will be treated as if he is 1 or more levels less than his actual level for his MIP budget. So an ordinary drow might be treated as 1 level less and a Drow Noble might be treated as 3 levels less. EX A 10th level elf, dwarf, or human gets 62,000 MIP. A 10th level Drow gets 46,000 MIP. A 10th level Drow Noble gets 23,500 MIP. Otherwise there is no additional penalty for playing a powerful race although the GM reserves the right to veto any race that is too powerful/complicated/unbalancing even after this penalty is applied. Any race with a spell like ability does not get it until they reaches the level normally needed to cast that spell. So a Tiefling with a Darkness spell (2nd level spell) only gets it starting 3rd level since that is the first level it is typically gained. Darkness would not be received at 1st level as is normal. You can choose the better of Wizard/Sorcerer or Cleric/Druid spell lists to determine when the ability is gained. If the ability isn’t on those lists, then the most appropriate spell list will be used. ![]()
Ok, we have a 4 man level 2 party of synthesist summoner, ranger, sorcerer, and cleric. No magic items, just a masterwork longspear and composite bow for the party. We already ran into a few encounters which depleted some of our spell and healing resources. The final encounter was the following: Level 4 tiefling cleric
That's roughly CR 5-6 by my estimation which is a hard enough fight for a 2nd level party. What made it impossible was that the tieflings could each cast darkness (a 2nd level spell) and made everyone in the party useless except the summoner. Needless to say, a CR 5-6 or so encounter vs a level 2 party with 3 members unable to see didn't end well. Because of the way the situation was set up, we felt we couldn't retreat. The impossible part of this was the fact that the rogues could cast darkness at us and there was nothing we could do about it since nobody had access to higher than 1st level spells. Am I being too sensitive or is there an actual way to beat the encounter given the circumstances? ![]()
Does just the corner of a border provide cover from a range attack? Let's take the following situation: COOO
C (Caster) is aiming at T (Target). W = (Wall) and O = (Open). C would use the top right of his square to draw the line and T would use the bottom left of his square. The line would clip the top right wall at just the corner. Would T have cover relative to W? To determine whether your target has cover from your ranged attack, choose a corner of your square. If any line from this corner to any corner of the target's square passes through a square or border that blocks line of effect or provides cover, or through a square occupied by a creature, the target has cover (+4 to AC). Border doesn't seem to be defined here and I can't tell if the corner counts. In the flanking section, we get: When in doubt about whether two characters flank an opponent in the middle, trace an imaginary line between the two attackers' centers. If the line passes through opposite borders of the opponent's space (including corners of those borders), then the opponent is flanked. Borders seem to be defined in the flanking section to include corners. This seems to be the closest we get to having this answered but I'm not 100% sure it's conclusive. Does anyone know the answer? ![]()
Basically, what % of the population of PC races on Golarion can cast at least 0th level spells through class abilities, traits, feats, templates, or any other method? My guess is 3-5%, and maybe 10-20% for a race like elves which have a natural affinity toward magic. Other members of my gaming group think it's going to be much less than that. Is there anything in print that would suggest an answer? ![]()
How does Enlarge Person interact with all the different Reach options? I have a synthesis summoner with Reach (longspear) as one of my evolutions. My usual tactic is that I use a longspear to get free AoO as opponents rush me and then drop the spear to tear them apart with claws and bite when I can full attack. Here is what I think happens: 1) Base situation I can attack with my claws and bite at 5' and the longspear at 10-15' 2) If I enlarge person, I double my reach. So I can attack with claws and bite at 5-10' and the longspear at 15-30' If I gain the large evolution with reach (longspear): 3) I attack with claws & bite at 5-10' or spear at 15-30' 4) If I enlarge person, claws & bite at 5-20' or spear at 25-40' If I gain the huge evolution or large with lunge and reach (longspear): 5) I attack with claws & bite at 5-15' or spear at 20-30' 6) If I enlarge person, claws & bite at 5-30' or spear at 35-60'. If I gain the huge evolution with lunge and reach (longspear): 7) I attack with claws & bite at 5-20' or spear at 25-40' 8) If I enlarge person, claws & bite at 5-40' or spear at 45-80' I'm basing all of this on enlarge person doubling all reach ranges and reach weapons doubling the basic reach of the synthesist. Am I reading the rules correctly? Needless to say, I took Combat Reflexes as my 1st level feat... ![]()
Would the following be legal? Have a Summoner's Eidolon take various crafting feats and have it create magic items for the Summoner and party. Take the skilled evolution that gives +8 to spellcraft. Give it some sort of cheap spell like ability so that it has a caster level. This probably works best for an Evolutionist since they can transmute their eidolon to factory worker during downtime and into combat mode when adventuring. A Master Summoner/Evolutionist mix might work really well for this since the Eidolon for a MS is pretty wimpy anyway so turning it into an assembly line worker isn't much of a sacrifice. A Broodmaster might be able to get away with multiple workers at the same time. The downside obviously is that any feats spent on crafting isn't one spent on combat for the eidolon. Still, getting several craft feats that don't come from your personal total seems pretty worthwhile to me. ![]()
Right now, magic weapons with enough enhancement bonus can bypass DR. +3 bypasses Silver/Cold Iron
I think this is too powerful of an effect and trivializes many higher CR encounters. My proposal is that the enhancement still bypasses DR, but the appropriate amount of the bonus is consumed in doing so. So someone with a +5 weapon would be treated as +2 if striking a monster with DR/Silver and as a masterwork weapon if striking a monster with DR/Evil. You can't lose more bonus than the DR of the monster so a monster with DR 1/Evil would only use up +1 of the weapon's bonus. Only the highest level DR counts for the purpose of this, so a monster with DR/Evil and Adamantite would reduce the weapon by +5 for this purpose, not +9. Obviously if you have a weapon with the appropriate material/alignment, the enhancement bonus isn't reduced. IE a +4 Adamantite weapon would still remain +4 vs a monster with DR/Adamantite. This makes higher CR monsters somewhat more powerful and rewards players who had the foresight to have a weapon of the appropriate material and/or alignment. In practice what seems to happen is that DR seems to only rarely come into play with CR appropriate monsters given the resources of a typical party. ![]()
One problem with the pathfinder/d&d 3.x system is that odd stat points are simply not useful. There is almost no difference between a 14 and 15 stat. Here is a proposal to make the odd stat points useful by splitting up some of the benefits: Str:
Dex:
Con:
Int:
Wis:
Chr:
You need the even stat point to get the bonus spells for the casting stats. An example would be that a 13 str would give +2 to hit and +1 damage. 15 int would give you +3 to spellcraft and other int skils and 3 languages, but only 2 skill points per level. The point is to try and split up the benefits for +2 stats into as close as possible to 2 equal parts and give half the bonuses to the odd point and half to the even point. You might quibble with how I allocated the split, but it's the general principle that I'm interested in promoting. Thoughts? |