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Hey all. I'm sorry for askign the age old Counteracting query again but I'm getting to high level play now and my head is getting mashed by all the different rules. My players will be encountering a Shining Child
Which has the spell turning spell (7th level spell)
When I want to react the spell turning I need to roll a d20+7 against the players spell DC for example is 32? They can cast up to 7th level spells. I have no way of getting a sucess is that correct and can only counteract a 6th level spell or lower?
Hey all, Got a great team going through extinction curse atm and near end of book 2. I've just notice a massive damage increase from the druid using wild shape and having 3 damage dice instead of 2 as the spell says. The monk and champion are struggling to keep up with the druid/warrior. The druid does have +1 striking handwraps so unsure if these apply to a druid in wildshape or not. Last post I saw was from 2019 and was unclear back then also. Should the druid have 2 dice damage or 3 dice damage in wild shape. I can see the 5th level heighten version of the spell says double the damage dice so would that be 4,5 or 6 if he is doubling. I love these rules some times :) Thanks in advance!
Hey all, I'm seeking some advice which I can imagine most of you've had and I'm unsure if I'm burnt out or if it's the players issues with overcoming challenge. I'm running strange aeons and we're on book 5. This is the furestest I've gotten with Gming at high level and I'm not enjoying myself running it now. I love all my players but I have one player who has taken the challenge out of the campaign and no matter the challenge I present, the player seem to be able to counter it every time. He is playing a dual curse life oracle, as you can imagine lots of healing and support. The problem is he has built up the AC with spells and armor enchantment that none of my creatures can hit her 40AC. The stats add up and I've check the numbers multiple times. Normally they would be other weakness but he has incredible saves espically against mind affect which is the big theme of strange aeons and less relex save monsters. For me to hit her I need to get natural 20 most of the time. The other players I'm able to hit but the life oracle negates that threat of danager with healing, recovery of dieases, ability damage and even has offensive ability vs undead and other creatures. I could increase the diffculity but then I am going to be super swing for the other players at the table who don't have this advantage. It kinda putting me off running this campagin anymore. SHould I ask the players if they are still enjoying the campaign and if we should do something else instead or talk to the one player about scaling his character back or bringing in a different character?
Hey all, I know this question has been asked many times...but it seems many GM's have thier own ruling on this. My Fire Oracle took the metamagic feat to change my fire to Ice spells.
I alwasys though it would just take my standard / move action and be cast on my turn. I've been playing this way for a while now. I've just played with another player who had a life oracle who had the meta magic rod of reach so they could cast Breath of Life on the same turn as a full round action. Any insight would be great as I just need to know if a standard action spell becomes a full round action or 1 round action when using metamagic. Cheers
Hey all, I recently did an PFS in heaven with my Ifrit Orcale of Sarenrae who didn't appricate the lawful outlook on life. It affected her spiritual as a servant of Sarenrae. I been thinking of getting Shard of Chaos, but I am confused on the duration on the spell. Spell written below the line. Why does the spell have a duration of instantaneous (1d6 rounds)? Only duration that I can see in the spell is the part it talks about slow which only last one round. Any clarfication would be great :) I know it isn't the best spell, but I want to get it for RP reasons. -------------------------------- Shard of Chaos School evocation [chaos]; Level cleric 2 Casting Time 1 standard action Components V, S, DF Range close (25 ft. + 5 ft./2 levels) Effect dart-shaped projectile of chaotic energy Duration instantaneous (1d6 rounds) Saving Throw Will partial (see text); Spell Resistance yes You hurl a multicolored shard of congealed chaos from your holy symbol, affecting any one target in range as a ranged touch attack. A lawful creature struck by the shard takes 1d8 points of damage per two caster levels (maximum 5d8). A lawful outsider instead takes 1d6 points of damage per caster level (maximum 10d6) and is slowed (as slow) for 1 round. A successful Will save reduces the damage to half and negates the slow effect. The bolt has no effect on chaotic creatures. This spell deals only half damage to creatures that are neither lawful nor chaotic, and they are not slowed.
Hey all, Hope people can help me with this quick question. With Hungry flesh (beast 4) it has reg 5 which I know can be stopped with acid & fire. However I'm unsure if the special abililty hungry flesh has would stop also? Reactive Regeneration (Ex) Whenever a hungry flesh takes piercing or slashing damage, it regenerates 5 hit points and gains 1 growth point. Would the above ability stop if a player used acid or fire attacks? Would this also stop the growth points also? I was playing with it as it didn't stop it and the monster just kept growing and my players couldn't kill it and had to retreat. Thanks in advance :) |