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RedRobe wrote:
Another question about spells and combat. How many spells per round can a character cast? Say his BAB is 6/1. This means he gets two attacks if he uses the full round action with only a 5 foot step. Can a spell caster cast, say, two fireballs in one round with only a 5 foot step or none at all? Most spells count as 1 standard action as does an attack. Therefore, my reasoning is at higher levels, spell casters should get more than one spell per round. Thoughts? Directions to PHB page stating that you only ever get one spell per round? I've had this argument with the players I DM for, and I want an official ruling. Thanks in advance.

Well, casting a spell isn't the same as swinging a melee weapon. A spell flat out takes as much time to cast as it says in its stat block under Casting Time. If a spell calls for 1 Standard Action to cast then that's what it takes to cast it. Iterative attacks granted by a high base attack bonus are compleatly unreleated to how many spells you can cast in a round. That only applies to melee, unarmed and ranged attacks. The only way to use iterative attacks in a round is by taking the Full Attack Action and doing that doesn't say it grants you additional spell casting. The exception would be spells like Scorching Ray that grant you multiple attack rolls for one spell. In that case though I believe they're still 'considered' one attack. You just roll multiple times to see which rays hit so your BAB doesn't diminish with each successive attack. Of course you can cast two fireballs in a single round if you Quicken one of them. ^_^

Edit: Everyone's quick on the draw. ;-p


trembletoe wrote:


4) If you are older and out of school...did you have one when you were a student?

Sadly there was no such club in my jr. high or high school. Now that I think about it, it would have been nice to have. There was my circle of about 5-6 friends. We gamed intermittently never really getting anything long term off the ground.

trembletoe wrote:


Just for your info
our club is nine years old this year
we have about sixty kids (although that drops around report card time)
we play five nights a week (not everyone but the options is there)
we have one late night session a month (2:00 - 10:30 pm) and one over night per year both of these are in the library.

Wow, that is impressive. Congratulations on making such a successful club. I wish you'd been around when I was in high school.

trembletoe wrote:


I also sponsor the Japanese Animation club, there is lots of spillover and they participate in the evening events.

I started the Japanese Animation Club at Oregon State University, does that count? ^_^


Thanks for your responses everyone. You have a good point delveg, thanks for pointing me to that FAQ question. That helps clear up pretty much everything. Although, I like the idea of not gaining anything that can be attributed to cultural upbringing. I think I'll have to ask the Sage about the Level Adjustment though as I'm still not sure what the heck to classify it as or exactly how to handle it properly in relationship to Reincarnate.


Hrm... well, one thing to consider is that you don't, "automatically speak the language of the new form." I would definitely consider that a "cultural thing."

What would help in determining what you get and don't get would be, of the traits that the various races get, what is and isn't an Extraordinary Ability. For instance, going back to my original question, are Racial Hit Dice considered an Extraordinary Ability? You mentioned Dwarves and their dodge bonus vs. Giants. A cursory glance doesn't say that it's Extraordinary but one thing Dwarves get that is an Extraordinary Ability is Darkvision, and that's definitely not cultural, it’s because they are dwarves. So Reincarnate would give you that much.

The whole, "The reincarnated creature gains all abilities associated with its new form," line from Reincarnate seems to imply that you only get abilities that are intrinsically part of your new form. i.e. Physical things like: claws, long or short legs for movement, better eyesight in the from of Darkvision or Low-light vision, and the like. The dwarf's dodge bonus would have been something he learned growing up, not for being born, just like learning the Dwarvern language. Hit Dice are something that you gain by aging and accumulating experience (both the life kind and the point kind ^_^ ). So I could see, based on that, not gaining HD for monster levels. Now that just leaves LA, a mechanic purely devised for in game balancing issues.


These crystals are an excellent idea! I'm definitely going to try to work them into my campaign. Hurray for consumable magic items! Big time kudos all around. ^_^


Yes, I try to apply the spell as literally as I can. As in, since it doesn't mention LA or hit dice I just don't apply them. The only part that bugs me is where it says, "The reincarnated creature gains all abilities associated with its new form, including forms of movement and speeds, natural armor, natural attacks, extraordinary abilities, and the like, but it doesn’t automatically speak the language of the new form." But thinking about it I suppose that HD and LA wouldn't really fall under anything from the quote.
I asked about this because I'm running a game set in Dark Sun and a PC died a couple of sessions ago and was reincarnated. He was a human when he died and he lucked out on the roll and was returned to life as a Half-Giant. The shift required a lot of changes to his character and I was just trying to figure out how do deal with HD and LA as Half-Giants normally have that.


Greetings all. I was wondering if someone could clarify something about the Reincarnate spell for me. When you come back as a race that normally has racial hit dice and/or a level adjustment what happens? Do LA and racial hit dice affect your newly reincarnated character in any way? I've looked around through the PHB and haven't found an answer that is clear to me. Thanks for any help in advance. ^_^


Saurstalk wrote:
Probably not, but I thought it'd be cool for Paizo to release a hardbound Dark Sun Campaign Setting, updated and errata'd as needed.

As unlikely as that is, I definitely second that.


The White Toymaker wrote:


Indeed, we use Tact-tiles, and they're a dream to work with -- small battle? Use one. Big area? Use four? Oblong? You can use two, they don't need to be square. I use single tiles to keep track of initiative, hit points, use of abilities, and the like, while the cleric of the group writes her prepared spells on another one. Makes the character sheet last a whole lot longer.

My players and the players of the games I play in have taken to recording HP, spell durations, and the like on the edges of the tiles as well. Very useful for that. I also use them to draw quick mini maps for my players to help discribe a room or other location.

PayToFlay wrote:


I've seen those tiles in action, and was almost swayed to make the purchase when... SOLD OUT! greets me at the ordering page.

Thanks for all the great suggestions, though. I will definately investigate some oversized graph paper goodness.

That is indeed a tragedy. And they just came out with new versions of the tiles too with lighter lines. I hope they're able to resolve the problems they're having soon. Not that I need more tiles. It's just that no one should be deprived of getting such a nice product. ^_^


I've used both Chessex and Crystal Caste gaming mats for a number of years. The Chessex ones erased with slightly more ease then the Crystal Caste maps did. Although I liked the look of the Crystal Caste ones better.
For dry erase, which is what I currently use, I use tact-tiles. They're an interlocking tile based grid that can be found here:
http://www.bc-products.net/
I have to say I very much prefer dry erase over wet erase and these tiles make it easy to draw whatever you need.


I'm currently playing in the SCAP. That game is on Saturdays and runs for about 5 hours. I'm also playing in another friends personal D&D campaign world on Sundays which runs for about 5 hours as well. On Thursdays I run a Dark Sun game after work that runs for roughly 4 hours. So I guess about 4 to 5 hours is the average for my groups which are made up of people ages 25+.


There's a mundane item in 'Races of the Dragon' that Kobolds use to negate their light sensitivity. I can't remember what its exact name is although I believe it's relatively inexpensive. Drow could likely use it or something similar.


Shane Leahy wrote:


Here is a link (I hope it works) that shows how the system works.

http://www.guildportal.com/Guild.aspx?GuildID=61885&ForumID=288192& TabID=537859&TopicID=1887078

The page I get says: "The tab page specified in the URL (after Tab=) was not a valid number or has extra characters after it without a dividing ampersand. Click here to go to the guild home page."


Kalin Agrivar wrote:


..there spells/day are more like a favoured soul than a cleric

If I'm remembering correctly, I believe the Healer class was actually a nonspontaneous spell caster type. They have to memorize their spells just like a cleric.