![]() ![]()
![]() ItoSaithWebb wrote: You got yourself a tone deaf bard. Or a mime. Being deaf is a pretty severe handicap. There is no reason to limit the benefit to oracle only. Multi-classing as a spellcaster is sub-par to begin with and if the DM thinks its really being abused he can easily make being deaf a more significant problem for the player. ![]()
![]() Nubzcrymore wrote:
Monkey grip also didn't allow for an oversized offhand weapon. You had to use a small greatsword in your offhand if you wanted all the feats to work, and the -2 to hit and smaller weapon die generally weren't worth it. Shields have terrible crit, thats a huge balancing factor. ![]()
![]() Pirate wrote: Though I will repeat: I still find it perplexing that these exotic mounts are more viable for a starting small sized cavalier than a riding-dog. *shrugs* Its not as much that they're trying to not give you a riding dog, its that the small dog is included for those who actually want a small dog. If you want to have a medium dog all the way up, use the wolf stats from 1-3, then dog at 4+, you should even be able to get away with pretending it is the same dog. Watch the stats though if you are worried about it. A lot of the bestiary animals have very low base con scores, at least the dinosaurs do (because they have massive base sizes and have their bulk of hit points in pure hit dice instead of high con, so when reduced to a low hit dice and a smaller size they end up with very few hit points), the electric eel on the otherhand is crazy tough. ![]()
![]() BryonD wrote:
Thats a lot of sleep spells. Usally the 1 round casting is a dead giveaway that something bad is about to happen and everyone attacks the caster, forcing several concentration checks. ![]()
![]() I noticed one of the 4 example pictures of 30' lines that doesn't seem to work. Look at: http://paizo.com/pathfinderRPG/prd/magic.html The second (from the left) example 30' line is actually 35' long. It is obvious that the only way for the line to travel the path indicated is for it to be started at the casters upper corner/intersection square, which means by the time the line shifts over one square like it does it has traveled a second diagnal, but this doesn't seem to be accounted for in the diagram. Assuming the spell also has a 30' range the final square is within 30' of the caster, but the line itself can still only travel it a total of 30'. So had the caster started the line at his upper right insection/corner instead it could hit this ending square, but the resulting line would look like the first example line, only shifted one square to the right. The opposite of this is another rules problem I have. If you apply the widen spell metamagic feat to a lightning bolt you increase the spell's listed area to a 240' line, but since the spell's range is unaffected and remains at only 120' the line can not effect anything further away than 120'. This is specifically stated under the Range heading on the same link. Quote: If any portion of the spell's area would extend beyond this range, that area is wasted. Also note that most cone spells can not be increased in size because they are limited by range rather than area, and they do not qualify for enlarge spell because their ranges are fixed rather than being short, medium, or long. ![]()
![]() KaeYoss wrote: Strong voice means strong voice. Not whisper. Agreed, strong voice =/= strong whisper. Besides that a strong whisper is almost the same db as a normal speaking tone, someone on the other side of the door or down the hall is going to have a chance to hear it unless theres significant background noise. Hearing the details of a normal conversation is DC 0 and a whispered conversation is DC 15. Now a strong whisper is louder than a regular whisper and the person just needs to hear some of the noise to be alerted, not make out the details of what you are saying, so figure the starting DC is around 5ish. Pretend you're trying to melt the lock to someones room, they're asleep (+10), on the other side of the door (+5), and about 20' feet away (+2). That gives them a DC 22 perception check to notice you casting a spell, every time you do it, so anyone with a few ranks in perception will eventually notice someone casting spells outside thier door, even while asleep. ![]()
![]() Ravingdork wrote: slowly and silently It is slow, but it is certainly not silent. An arcance trickster only gets limited uses of his tricky spells ability, after that it makes noise, and considering how slow acid splash is, he'll run out of uses of tricky spells before he can melt through much. The verbal component aside I see nothing wrong with allowing it to do the 1 damage per casting to most objects. After all on something like a lock he could disable it, cast knock, smash it with an adamantine weapon, or spend all sorts of loud and tedius time casting acid splash over and over and over again. ![]()
![]() Dork Lord wrote: Have the Animal Companion rules changed significantly from 3.5? Yes and no. Yes: The rules are significantly different on how you choose and stat your animal companion out. Rather than having to know the rules on how to add levels of animal to a creature you pick an animal for the base stats and look at a chart on how to adjust it and it pretty much tells you everything. Yes: Animal companions level a little more steadily rather than jumping up 2 levels at a time. No: You still have a lot of math to do to figure out the companions final stats. No: The companion uses pretty much the same hp and bab as it did in 3.5. Quote: I seem to recall our party's Druid in 3.5 sending his Animal Companion into battle a lot and said Animal Companion died in every encounter. We had a running joke that no animal wanted to be this guy's companion because it would mean certain death for it. Basically, I got the impression that in 3.5 an animal companion was mostly for role-play and had no business being in combat past level 4 or so. I'd have to know the exact situation that was causing the companion to die so commonly to be able to know what was wrong. Most animal companions were durable enough to take a few hits in a fight. There was a huge variance by animal though. If you picked a low con animal like a chicken at first level and never did nothing but stack the levels on it then it probably wouldn't be too hard to kill. On the other hand if you took something with a bit more con and base armor like a riding dog, gave it magic barding, and took feats like improved toughness then it could probably go a few rounds with anything the DM threw at you. Quote: Am I understanding things correctly that Druid and Ranger Animal Companions now scale with the level of the PC? They did before and still do. The end result is similar, but they did get bumped up a tad. 3.5: Animal Companions got +12HD at 20th level, putting them approximately in the 13-15 hit die range. They also got +12 Natural armor, +6 Strenth and Dex, as well as a variety of free abilities like improved evasion and multi-attack. Pathfinder: Animal Companions have exactly 16 hit dice at 20th level. They also get the same natural armor, strength, dex, and other free abilities. There are a few differences. You gain feats faster in Pathfinder so your companion will have more feats. In 3.5 you had a pretty big selection of crazy animals, which could get totally out of control. In Pathfinder you have a specific selection of animals which all start at small to medium size and nevet end up bigger than large. In 3.5 there were some options to get non-animal companions, that would use the that different creature type to determine how big each hit die is, as well as BAB per hit dice, saves and even skill points (dire animals got all three saves as primary and magical beasts had larger hit dice and full BAB). In Pathfinder no matter what type of creature is your companion it gets the same hit dice, BAB, and saves from the chart. ![]()
![]() There is a specific part of the article: "but it’s not uncommon for an alchemist to keep some (or even
Just don't prepare anything expensive. Prepare what you know you'll use over a couple of fights, your favorite buffs and some healing and leave a few extracts to be determined later in the day. ![]()
![]() I don't see it as a problem myself. Assuming the alchemist has an averagish charisma of 10 he would have to have the opportunity to quaff several a day or one everyday for a number of days before it really becomes a problem. Any decent length of inactivity, non-use of the mutagen, or anyone with lesser restoration (alchemists can have it at 4th) to help out completely negates the charisma damage. The charisma damage is really only a problem for 1st-3rd level dwarven alchemists who use charisma as thier dump stat, maybe in that case its better to focus on bombs and drink less mutagen. |