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Hi!

What kind of action if any does activating the Domain powers, especially the 8th level ones, take?

In the SRD, under "Monster Types, Subtypes, and Special Abilities", it says:

"Using a supernatural ability is a standard action unless noted otherwise."

Under "Domains" (PRPG, p. 69), it also says:

"Unless otherwise noted, these abilities are activated by
using a standard action."

Thus, using one of these abilities requires a standard action. But is this intentional?

Most 1st level abilities state that it takes a standard action (complete list below*) or melee touch attack to activate them, but except for the Rune and Weather Domains, there's no such thing for the 8th level powers.

Is this...

... a pure redundancy in those cases where it's stated explicitly?
(=> Remove either the abstract rule under "Domains" or the mentioning in the ability descriptions.)

... a hint that those without an action type stated are supposed to be able to be activated freely?
(=> Clarify that.)

From a design standpoint, I'd suppose that some powers were better as free actions, e. g. the Strength Domain's 8th level strength-check bonus , as the need to spend an action forbids the use on "passive" checks, i. e. those initiated/planned not by you, or the Protection Domain's 8th level Feat power, as spending a standard action seems pretty "expensive" for such a relatively minor effect.

*Air Domain (p. 69), 1st level power,
Animal Domain (p. 70), 1st level power,
Community Domain (p. 71), 1st level power,
Earth Domain (p. 72), 1st level power,
Fire Domain (p. 73), 1st level power,
Glory Domain (p. 73), 1st level power,
Good Domain (p. 73), 1st level power,
Healing Domain (p. 73), 1st level power,
Law Domain (p. 74), 1st level power,
Liberation Domain (p. 74), 1st level power,
LuckDomain (p. 75), 1st level power,
Magic Domain (p. 75), 1st level power,
Nobility Domain (p. 76), 1st level power,
Protection Domain (p. 76), 1st level power,
Rune Domain (p. 77), 1st AND 8th level power,
Strength Domain (p. 77), 1st level power,
Water Domain (p. 78), 1st level power,
Weather Domain (p. 79), 1st level AND 8th level power.


Hi!

Ability Focus is a Feat increasing the DC for any special attack by +2. As Channel Energy can do damage, it is an attack. Thus, Ability Focus (Channel Energy) should be possible.

From a balancing standpoint, I'd say that's okay. However, this duplicates Improved Turning, which does exactly the same.

This has four possible consequences:

- Remove Improved Turning; a reference to Ability Focus might be good, then.

or

- Forbid Ability Focus (Channel Energy).

or

- Allow both to be bought. A clarification might be wise.

or

- Change the effect of Improved Turning (+1d6 heal/dmg, for example), as there already is a Feat to increase its DC.


Hi!

Currently, Charisma is used to calculate the Save DC's for SLAs gained by Wizard Schools / Cleric Domains (PRPG, p. 65, 69).

Wouldn't it make more sense to use the casting attribute, i. e. intelligence/wisdom?


Perhaps we could assemble a list of spells / items that might need revision? I propose keeping it short and free of discussion; if there's a topic worth discussing, a new thread should be opened for that.

Planar Binding (+variants)
Possible problems:
- HD =/= CR =/= usefulness (e. g. Lantern Archon, Efreet)
- abuse of templates (summon a half-fiend-half-dragon-paragon ogre)
- body source for undead creation (animate aforementioned ogre)

Possible fixes:
- limit to CR
- only creatures from Summon Monster can be called
- make Binding a variant use of Summon Monster (calling for 24 h instead of summoning for some rounds)
- costly material component

[b]Planar Ally (+variants)[b]
- pretty much as Planar Binding

[b]Animate Dead / Necromancy[b]
Possible problems:
- Limitation to HD has little relation to usefulness of Undead (e. g.: Necromancer 5 animates Pit Fiend Skeleton)
- High-level necromancers have little use for Skeletons/Zombies and no practical mean of controlling other undead

Possible fix:
- give Skeleton/Zombie template non-fixes CRs, then tie limits of Animate Dead to CR
- make undead created with Create (Greater) Undead fall under the animation control limit
- limit HD of creatable undead to Caster Level for skeletons, Caster Level x 2 for zombies; remove limit of 20 HD for skeletons/zombies

[b]Rope Trick[b]
Possible problems:
- very powerful for 2nd level spell (compare to Leomund's huts)

Possible fix:
- reduce duration to 10 min./level
- raise to level 5
- costly material component or focus

---

[b]Animated Shield[b]
Possible problems:
- screws balance between one- and two-handed weapons/two-weapon-fighting

Possible fix:
- remove item

[b]Bag of Holding & Teleport[b]
Possible problems:
- Bag of Holding can be used to practically increase capacity of Teleport spells (army climbs into bag, wizard takes bag, teleports, army climbs out of bag)

Possible fix:
- Creatures cannot enter Bag of Holding
- Teleport limit counts creatures inside carried equipment

---

That's all from me for now. What can you think of?


First time poster on these boards, so first of all: Hello, everyone! :-)

I've read the Pathfinder Alpha releases 1 and 2 with great excitement, as they seem to fix exactly those balancing and gameplay issues my group has had with D&D3.5 so far. However...

I'm concerned with the current mechanic of controlling undead via Channelling Negativ Energy (p. 60).
The undead receives a saving throw against the control, which IMHO is a great improvement to the unnecessarily complex and weird HD-check of D&D3.5.

Hit dice are, as has been stated over and over again, not a good criterium for any mechanism, as HD - especially with undead - are no indication of challenge rating. E. g.: an Ettin Zombie (20 HD) is near impossible to turn at levels appropriate to its challenge rating.
Half the problem has been fixed by Pathfinder Alpha 2. However, the number of undead controlled still refers to hit dice. This indirectly makes undead with more HD than the cleric immune to controlling.
A Shadow (3 HD) or Spectre (7 HD) is much, much more powerful and useful for the adventurer / villain cleric than even the mentioned 20-HD-zombie.
Therefore, I propose changing the HD limit to a challenge rating limit.

---

In a related matter, undead are now allowed a daily check to break free of the control. This is a serious hindrance in comparison to D&D3.5, where an undead, once controlled, remained under the clerics control until released. With the 20-always-saves mechanic, even a 1 HD skeleton will have broken free after a month.

From a balance perspective, I see a problem in this. Clerics channeling positive energy receive buckets of "free" healing in comparison to D&D3.5, while those channeling negative energy get a mediocre damage dealing effect - undead clerics with strictly undead companions / minions excluded.

In addition, "evil" clerics get a serious new flaw in their signature ability, and can hardly rely on controlled undead anymore.
I'd suggest simply removing the automatically renewed saves, and only keeping those caused by positive energy. This keeps a little excitement in controlling undead without crippling the ability.

Edit: Repost due to hungry internet locusts who devoured the first one.


Some SLAs granted by domains and schools remain useful a whole adventuring life, while others lose any real effectiveness very quickly.

Examples:

- Cause Fear, Death Domain, gained at level 2, useless at about level 5, when CR appropriate creatues break the 5 HD limit.

and

- Magic Weapon, War Domain, gained at level 2, useless at level 4 or 5, when fighting adventurers typically posess magic weapons.

vs.

- Protection from Law/Chaos/Evil/Good, gained at level 2, but ever more useful, as the number of mind controlling and summoned creatures increases and will saves of fighters/rogues tend to fail more and more often.

and

Divine Favor, Nobility Domain, starts as a very mediocre buff (spending one round to gain a +1 bonus...), but really shines in mid- to high-level, when the clerics ability to outshine the fighter is limiting by... the number of available Divine Favors!

I'd be happy to see more SLAs with a more or less equivalent usefulness while gaining levels. Change Cause Fear to Doom or Detect Undead, Magic Weapon to Bane or Entropic Shield.

The Wizard School often suffer from the same problem. Summon Monster I (Conjuration) starts out as a mediocre, but useful combat spell, but later is useful only to disarm traps (which can even be seen as an abuse of the ability). Ray of Enfeeblement (Necromancy) however starts useful and gets even better, especially with the new Power Attack limits.


First time poster on these boards, so first of all: Hello, everyone! :-)

I've read the Pathfinder Alpha releases 1 and 2 with great excitement, as they seem to fix exactly those balancing and gameplay issues my group has had with D&D3.5 so far. However...

I'm concerned with the current mechanic of controlling undead via Channelling Negativ Energy (p. 60).

The undead receives a saving throw against the control, which IMHO is a great improvement to the unnecessarily complex and weird HD-check of D&D3.5.
Hit dice are, as has been stated over and over again, not a good criterium for any mechanism, as HD - especially with undead - are no indication of challenge rating. E. g.: an Ettin Zombie (20 HD) is near impossible to turn at levels appropriate to its challenge rating.

Half the problem has been fixed by Pathfinder Alpha 2. However, the number of undead controlled still refers to hit dice. This indirectly makes undead with more HD than the cleric immune to controlling.
A Shadow (3 HD) or Spectre (7 HD) is much, much more powerful and useful for the adventurer / villain cleric than even the mentioned 20-HD-zombie.

Therefore, I propose changing the HD limit to a challenge rating limit.

---

In a related matter, undead are now allowed a daily check to break free of the control. This is a serious hindrance in comparison to D&D3.5, where an undead, once controlled, remained under the clerics control until released. With the 20-always-saves mechanic, even a 1 HD skeleton will have broken free after a month.
From a balance perspective, I see a problem in this. Clerics channeling positive energy receive buckets of "free" healing in comparison to D&D3.5, while those channeling negative energy get a mediocre damage dealing effect - undead clerics with strictly undead companions / minions excluded.
In addition, "evil" clerics get a serious new flaw in their signature ability, and can hardly rely on controlled undead anymore.

I'd suggest simply removing the automatically renewed saves, and only keeping those caused by positive energy. This keeps a little excitement in controlling undead without crippling the ability.