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I would let people do it. Its cool, and I don't see how it could be unbalancing. Evocation has few good 1st level spells. The alternative is two people standing on and directing each other's discs. It works by the rules but has the added benefit of being really stupid. A better question is whether the the disc winks out if it moves over a liquid. I'd have it persist over liquid, making it akin to a single target Water-Walk. Its cool and would make the spell worthwhile. In general, their should have been a few clarifications. What kind of action is directing the disc? Do you need to be able to speak? Is it a purely mental action? ![]()
Its kind of disappointing that once we finally get a gish class, its restricted to one fighting style. The Magus being solely a one-handed combatant seems like a very artificial restriction, stemming from the imbalance in the fighting styles that perhaps Pathfinder didn't address as well as it could have. Thematically, I see nothing wrong with Spell combat working with other fighting styles. At the very least I feel they should be accessed through a feat(s?) or Magus Arcana(s?). What do the other fighting styles add to the Magus in terms of hard numbers? Has anyone done the calculations? The fact that Still Spell doesn't alleviate the requirement also seems very clunky. Are there metamagic reducers in Pathfinder that can reduce Still Spell's adjustment to 0? If not then having to prepare lower spells seems like a fair trade-off. Agree or Disagree? And if anyone has those numbers, post them up or link them. Otherwise I'll crack open Excel and do them myself. ![]()
I'd like to see someone come up with a unbalanced monk/barbarian build. Where's the cheese? Also, +1 to the OP. I've seen monk/barbarians in play. They are cool and can be as justified as easily as any other class combination. I feel alignment just gets in the way of playing a character's personality. Also, why are there are only Lawful Good Holy Warriors? Seems like a copout, Pathfinder. ![]()
If it send someone to a random spot on the planet about as dangerous as a plane, it could be a level five spell (like Plane Shift for clerics). If it sends someone anywhere you know of with no chance of failure (as per greater teleport), including orbit, the bottom of the sea, 4 miles underground, your prison stronghold, etc, it could be a level eight spell (a more versatile Finger of Death that is negated by Dimensional Anchor, a fourth level spell). A spell that sends an opponent into the air (for 20d6 damage if they can't fly, float, glide, etc) is probably fifth or sixth. Other variations could exist of course. ![]()
I think a Baleful Teleport would work great as a sixth or seventh level spell, depending on the varieties of effect. Remember, clerics get Plane Shift as a fifth level spell at 9th level, and that can send you to a pretty dangerous environ somewhere on the planes. Now, if the spell can merely send its victim to a totally randomized place on the planet as dangerous as one of the Planes, I could easily see it as a fifth level spell. If you only have some degree of control over where you send someone (like a more randomized teleport, would have to fiddle with the percentages, maybe only 75% on target at most), that ups it a level. Adding in the option to teleport them into the sky for 20d6 falling damage... I'd say sixth is good, since you get Stone to Flesh at that level, and flying/gliding/feather fall negates the damage. If you can control the location of your victim exactly (as per Greater Teleport), I'd make it eighth level, as its pretty much a Finger of Death at this point that no creature type is immune to. Only this spell could teleport someone into an object, fusing their molecules and killing them. Of course, Dimensional Anchor (a fourth level spell) protects against these. ![]()
Hey, building a 1st level human wizard with stats 12,14,14,20,10,10.
The game will probably only last till 4th level. Its supposed to include a lot of straight hack and slash. The other party members are: a ranger, a fighter, a barbarian, and a cleric. I'm having trouble deciding between the Shadow School (from the APG) and the Conjuration School. Which would you choose? Also, having trouble choosing the first level feats. Would any combination of Toughness, Improved Initiative, and Combat Casting work? ![]()
Ultimate Magic better have lots of new IMPROVED Familiars. If I just see stats for some loser ferret or crab I'm going to flip my lid. I'd also love to see more feats in the Familiar chain. Greater Familiar, anyone? Anyone have any familiars they'd like to see? Here are some of mine: Various kinds of fey (Nixie, Pixie, Tlixie)
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