Xenocrat wrote:
I meant 12 as you're hitting them with a readied action as they move up so 6 instances of damage assuming they're moving 30 feet (one per square). Also they only get a save if the spell the meta-magic is attached to does not allow a save. which etheric shards and trial by fire and acid do. Which means if you take any damage from the spell you always take the ability damage regardless of your save. hence the "No save" Cherry blossom spell wrote: When a living creature takes damage from the affected spell, that creature also takes 2 points of damage to Strength, Dexterity, and Constitution or 2 points of damage to Intelligence, Wisdom, and Charisma (your choice). If the spell does not normally allow a save, the target can attempt a Fortitude save to negate the effect. Compare to dazing spell Dazing Spell wrote: If the spell allows a saving throw, a successful save negates the daze effect. If the spell does not allow a save, the target can make a Will save to negate the daze effect.
Rallying strike is where it's at. Allways full hp never die as you basically vampire them on every sneak attack. That or Severing strike, great for a disarm build. The only things I can think of that I'd actually think to class as or near legitimately broken are Heroic defiance + feat mastery as it's 16 rounds of immortality and un cc ability at level 11. And Selective spell antimagic field as this shuts down roughly 90% of monsters abilities Not to mention most of the Numen on an NPC (disregarding it shutting off spell casters entirely). Also the at-will mages dis-junction on dispelling strike is fairly silly
RE -Immune to mind-effecting : Noticula Simulcarum for her mind effecting removal aura Spoiler:
Seductive Presence (Su)
Unlike most demon lords, Nocticula does not possess a frightful presence ability. Rather, she has a seductive presence that she can activate as a free action whenever she speaks or uses a spell-like ability. Anyone within 180 feet who fails a DC 43 Fortitude save loses any immunity to mind-affecting effects, charm effects, and compulsion effects, and becomes fascinated by Nocticula for 5d4 rounds. A creature affected by a mind-affecting effect while within this aura remains affected even after leaving Nocticula’s seductive presence. Creatures that succeed at this saving throw are immune to this ability for 24 hours. The save DC is Charisma-based. RE -Same Race : Instant enemy to treat it as my favored enemy (which happens to be my race) for all purposes Spoiler:
With this spell you designate the target as your favored enemy for the remainder of its duration. Select one of your favored enemy types. For the duration of the spell, you treat the target as if it were that type of favored enemy for all purposes. Worth noting this lets you effectively become whatever you want
No it doesn't, It doesn't address or interact with Ability damage at all, it addresses temporary increases to an ability score. Ability Damage does not lower or change an ability score. It applies a penalty to specific things for every 2 points of damage you have. Ability Drain does lower an ability score and would reduce Ability DC's. This is not the point in contention.
See here for the source, but what I quoted then clarifies that there is a explicit list of things it changes Quote: For every 2 points of damage you take to a single ability, apply a –1 penalty to skills and statistics listed with the relevant ability. Specifically for Wisdom and Charisma: Quote:
Neither mentions special ability DC's outside of Channel energy Specifically for Charisma. If it was intended to apply to all special abilities would it not just say that (as that would also catch channel energy as it's a supernatural ability)?
Ability damage doesn't change a score. It inflicts a penalty per 2 points accrued. Ability Drain actually modifies the ability score. Ability Damage wrote:
Drain wrote: Ability Drain: Ability drain actually reduces the relevant ability score. Modify all skills and statistics related to that ability. This might cause you to lose skill points, hit points, and other bonuses. Ability drain can be healed through the use of spells such as restoration. OP was asking about damage not drain, unless I misunderstood. Which as far as i'm aware (per what I've quoted so far) Cha damage does not lower the Mummies abilities unless there's some other rule that people are referencing.
Ability Damage wrote:
Special Abilities are not listed as a thing that is reduced / takes a penalty. it appears to me, RAW it has not effect. Is there another source someone can cite?
You could have a number of 'free' spells known equal to the spells known table. I like that idea mechanically (because it's easy to reference an existing table) however that works out to basically the same number of free spells / level as Pathfinder which is 4 of each spell level (assuming specialist). Which is almost certainly too many by your standards :P
It's roughly 40% of a wizards Wealth at level 9 to have an extra 2/4/4/4/4 Spells known, the base known for a Pathfinder wizard is 14,400 nu. So it's not insignificant. HOWEVER that Being Said that is roughly the equivalent to a Fighter Having a +3 Weapon ~18,000 nu. So yea it sucks but it's basically the same crap characters that actually need tools to function have to put up with imo.
the nerve-eater of Zur-en-Aarh wrote:
A point of the Disparity argument is Player 1 can do X Y Z and W while player 2 can only do W. Basically the claim is player 2 is sort of redundant and unnecessary / adds nothing new to the parties abilities.
Also while I have your ear I have 2 more questions 1. Sp and Su abilities. Normally Sp and Su abilities have no components (Somatic, Verbal, Material or Focus). Has this changed? "Spellcasting in combat: Spell-Like and supernatural Abilities" page 6 seems to allude to them now having somatic's but does not outright state it. (this might be stated elsewhere and I've missed it), could you provide some clarity on this? I.e do they still follow the core rules on special abilities 1.And a thing about Aoo's I think I may have found an error (or just slightly confusing language) In "Griddless Combat: How do Attacks of Opportunity work?" page 13 it says: "Moving into or out of an enemy’s threatened area (see Reach, above) provokes an attack of opportunity as normal" This is contrary to core aoo rules (in which only the act of leaving a threatened area provokes when moving) Has this changed and does approaching a foe now provoke as well?
Question what is the action economy of a level 1 commoner? Move Partial actions: 1 (1 base, +0 bonus)
Total: 2 partial action (1 reserved for "move" actions exclusively) or Move Partial actions: 1 (0 base, +0 bonus)
Total: 1 partial Action
Except for the part where the spell explicitly denotes Scrying (including a hyperlink) as being sufficient to teleport (with a ~25% chance of error). Teleport wrote:
It's not a misunderstanding. It's them trying to nerf the tactic without having to do a reprint.
Moonclanger wrote:
Then Why is a 20th level caster and a 20th level fighter the same CR? the System assumes they are the same (or near equivalent) challenge rating. If this is not the case (which it is) then something is most definitely broken.
What Gallant listed are also valid but so is Ominus' approach in the given scenario. Simply avoiding a fight is totally a valid way to defeat an encounter, especially if the goal isn't to explicitly kill or beat up those enemies it's just get to the end and kill the BBEG. Because hey now with their leader dead it's probably a lot easier to use that 4th option Gallant presented (Which is the only one that's not a variation on kill everything in the rooms, instead being incapacitate)
@William That line is in reference to the dead condition Dead wrote: Dead characters cannot benefit from normal or magical healing, but they can be restored to life via magic. As without it the spell would not function. You can target spells on dead things all you want but if it restores HP and doesn't have an exception it's going to do nothing despite the spell being on the body.
A dead body is still a creature, it's just a creature with the dead condition. Various spells seem to indicate that a dead creature is both a creature and an object (assuming a corpse is an object)
Jurassic Pratt wrote:
Or to say it more more generally the way for your lizard to beat the wizard is have more wizard on your lizard. :P Wizards are strong because they can potentially have an answer solution or contribution to any scenario. Many of those solutions require the GM to plan around then in order to make a specific narrative function just because they could potentially break it. In contrast the degree of narrative changes that many other classes require are significantly less involved or complex.
Antimagic Field wrote: The effects of instantaneous conjurations are not affected by an antimagic field Caustic erruption wrote:
The acid would not linger and would get suppressed but the initial burst would not be blocked. But if you insist that it is then the Wizards can use another instantaneous conjuration to deal damage like wall of iron (drop anvils on it's head) or clashing rocks, Acid Spray. Gate has a range of 300 feet at CL 20. the Archon's can be dropped on top of the dragon. As it's a standard action they all get to shoot the turn they appear, instantly killing the dragon. So the wizard now actually has to optimize and boost their CL by 3 levels which is doable. Dragons CL would Be 22 so Wizard would need a Caster level of 23 which is obtainable.
1) Caustic eruption is blocked by neither spell-bane nor anti-magic field as it is an instantaneous conjuration creation effect, it's real acid. 2) The Archon's do enough damage in 1 round to instantly kill the dragon on account of there being 120 of them. 3) Wall of suppression can suppress an anti-magic field and or spell-bane so long as their caster levels are lower or equal to that of the casters. Unless said spell-bane is key'd to wall of suppression at which point it must be first brought down with another spell-bane
@Darksol I'm fairly certain an arbitrary number of wizards has a better chance at killing a dragon then 12 archers. Heck take 12 wizards they all cast caustic eruption assume the dragon makes every save, that's 420 damage on average, Gold Great Wyrm only has 465 HP. If the dragon has defenses vs that like resistance and energy protection then you maximize the eruption with say a rod. Assume every save is made So 60 damage per wizard. 2 of them get rid of energy protection leaving 600 damage which is halved effectively by resistance 30 so 300 damage. This is absolute worst case scenario (Dragon making all saves and having full resistance/protection spells up somehow despite being in an anti-magic field) and the dragon's almost dead. You could also just gate in an arbitrary number of lantern Archons. Let's say 6 wizards analogous to your gunslinger's at CL 20 they can bring out 120 Lantern Archons without any specialization, which is 240 beams which have a 95% hit rate for an average 798 damage (ignoring critical's). That's a dead lizard. (note via time stop a wizard could potentially produce that number of archon's on his own) I'm also fairly certain a single wizard has the capacity to strip both spell-bane and anti-magic field off of a Dragon or any other foe. Via their own casting of spell-bane and then either mage's dis-junction (if they want to roll the dice) or with a wall of suppression at your CL -1 (Dragons CL's cap out at CL 19 as far as I can tell so you don't even need an orange Ioun stone).
I believe fighter would retain his attack bonus from his weapon unless the fighter's bow was also inside of the anti-magic field. Barbarian should be able to spell sunder just fine (he can only do it outside of the AMF (it's SU)), which means he's retaining all his magical bonuses as none of his gear is suppressed. But assuming he has strength surge he's still getting all of his bonuses that's automatic success at a level you'd be fighting said dragon. And the DC is Only a 35 assuming CL 20 And the wizard could/should teleport everyone unless he's being a dick. And even if they do all die he could just bring them back with clones he made for them before, or maybe he just astral projected everyone. edit: I see This is level 20, and i misunderstood the Dc he needs to target. But yea Yea barbarian basically auto succeeds at sundering that antimagic field 20 bab + 20 str surge + 4 rage + 9 Strength (this is without any tomes and starting with 16 base) + 7 Weapon (furious op) + 2 improved sunder = 1d20 + 62 vs a DC 67 (to dispel). Those are pretty good odds, only a 20% failure chance.
This is going to be a fun thread. The short of it is their utility and adaptability is unmatched and they can theoretically have an answer to literally any problem you present them with. Also there are several spells which are so powerful that an adventures needs to plan around their existence them or be ruined
Chromantic Durgon <3 wrote:
I mean I don’t like it but as written she ignores things that reduce her movement speed or prevent her taking a 5 ft step Daze does prevent one taking a 5ft step. Sooo
So does unconsciousness and by extension death :/
Fighter (Crossbowman) 7 / ??? 13 Over-watch Vortex - 6 feats Pinpoint Targeting - 2 feats Point blank master - 2 feats Quick Draw - 1 feat Deadly Aim - 1 feat 12 feats total. Get a ton of masterwork double crossbows with bolts coated in shiver. Overwatch vortex readied actions. Pew pew 4 times delivering 8 bolts. Ignoring her Dex, Armor, Nat armor to Target an AC of 19). So we can hit this even when inside an anti magic field. As or to hit roll is at least a +26 (20 bab, 7 Dex, 1 mwk, 1 wf, -2 ow vortex). I assume you can play with the wording on our readied actions in such a way as to stop shooting once she falls asleep. And once she's out I assume we've considered the battle won?
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