Caineach wrote: What it is saying is ... Cure light wounds extract would be identical to a cure light wounds spell, but only the person who drinks the extract will be healed, instead of anyone touched. Range and number of targets are the 2 things this is restricting. Ok, is this the correct interpretation? I know that is how a potion works. But if it duplicates the spell does it actually duplicate the spell. i.e. When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage + 1 point per caster level (maximum +5)In other words does it infuse you with the ability to cure light wounds?
So does an Energy drain attack become permanent after 24 hours and the first failed save, or does it allow daily saves? From the bestiary on Energy Drain
From Negative levels in the Core rules
Enchanter Tom wrote:
I was going to ask the reasoning for why the Druid's Animal companion was getting a d8 and the Eidolon was getting a d10, but the answer revealed itself with a little research. In 3.5 the Animal Companion became a magical beast, but did not get the d10s for hit dice for some reason. Further an Outsider had d8's for Hit dice. In Pathfinder the Animal Companion retains the Animal Type, no longer becoming a magical beast so remaining at d8's is consistent. And an Outsider was increased to d10s for hit dice. So... Unless I am missing something, never mind.
Kolokotroni wrote: You are completely ignoring the 2 main things that make a cleric a good healier, channel positive energy, and the ability to SPONTANEOUSLY cast heal spells. No witch will prepare all heal spells, a cleric doesnt have to. I will grant you I forgot to include the channeling, and that makes a big difference in the healing capabilities of the cleric. More so I think than the ability to convert spells. I listed in my description that Clerics could cast all cure spells if desired Frank wrote: Now granted the cleric could be converting his spells to cures and the witch would need to decide in advance to take them. I DM so I see things more from that perspective than a players, I will allow you. Last time I tried to play a game the campaigh fell apart in no time... Regardless, the statement that a cleric can spontaneously convert their spells to healing still means they need to hold back on their casting to have them available to do so. In the three campaigns I have run in the past few years using 3.5 rules I have seen the clerics struggling to decide between casting the buff or utility spell and holding on to the ability in case healing was needed down the line. The Witch with the Healing hex can "Spontaneously" cast cure light wounds a number of times equal to the number of individuals present and still have all her spells for the day. The Cleric can "Spontaneously" cast up to the number of his spells remaining. And hope they don't need any of the other spells they prepared the rest of the day. I do not argue that clerics and they grow in levels are more powerful healers of their own ability. The only class that came close to rivaling the cleric as a Healer was the "Healer" from the Miniatures handbook, and with the introduction of channeling positive energy I do not know if they come close any more. In a number of published scenarios I see all kinds of events with Civilian casualties. Whether in a "war" situation, or the trouble makers at the fair, muscle for the local thieves guild taking protection money... I think the witches' ability to tend to these individuals without concern can have a massive impact from a role playing perspective that others do not seem to share. So be it. Opinions will differ, and clearly this is such an instance. I feel the witch is fairly well balanced. I would like to see some sort of limit that removes them as the ultimate asset in a war situation, but otherwise I am quite content with the class.
Wow, clearly I differ from the opinions of most everyone out there. After reading the healing hex and doing the math I was shocked and appalled that the witch over the course of a single day could conceivably cast 14,400 cure light wound spells. Granted it is nigh impossible for them to cast one every round for a full day, but the capability is there. And this from the start as a level 1 witch. Unless I am grossly misreading this at low levels the witch is so above par for the cleric it is not funny. 4 characters seems to be the standard now a days so lets start there.
Same process for a witch...
Now granted the cleric could be converting his spells to cures and the witch would need to decide in advance to take them. But with the healing hex I think this is more than balanced.
Eberron has introduced a new class and four new races. It is just a matter of bringing them into line with the Pathfinder classes and races. The adjustments in the spoiler note work in my opinion and are 2/3 of the work. The only things left are the favored classess for each race and if you look at the Racial substitution levels in races of Eberron for these races and choose 2 of the 3 you can call it done. DigitalMage wrote:
evilvolus wrote:
The difference in BAB at low levels is inconsequential. Up to level 4 the sorcerer is only 1 or 2 points behind a fighter. In my game I have someone who took a Half-Orc Sorcerer with a dragon Bloodline. His intent is to go Dragon Disciple. He has a 20 str and a 14 Chr. By taking this feat he is getting Two Weapon Proficiency PLUS... If someone dual wielded 2 short swords, or 2 hand axes or any combination of light 1d6 weapons they would still suffer a -2/-2 on the attacks. The Dragon Bloodline does not suffer this weakness. Even without the outrageous str of my player if the Sorcerer and Fighter had the same strength score the sorcerer would still have a net +1/+1 better than the fighter with his higher BAB. So it would take the fighter to 3rd lvl to just equal out with the Sorcerer in two weapon fighting. And it would take the fighter to 5th level to exceed the attack bonuses. And then the Sorcerer starts taking his dragon disciple levels and pumping his strength score. Then you need to keep in mind the Feats and Prestige classes that increase the dice type of natural weapons.
Erik Mona wrote: What form would you like these books to take? Zootcat wrote:
I have to throw my 2 cents behind this one. One of my biggest complaints with the 3.X material was that a little of everything was scattered everywhere. So I would either like to see dedicate books to particular themes, or some way of getting an electronic copy that merges and updates so new feats will feed into a comprehensive list, new spells, new psionic powers... I don't want to have to go to Crystal keep or google a feat or spell name to find out which book it was published in so I can go look it up.
Probably too late for this proposal but... This system replaces the Feats necessary for item creation, all other new rules for the actual manufacture could stand. Why does it take a Caster level 12 character to make a 2,000 gp ring?
e.g.
You would still have separate feats for
It goes down a different road than everything else I see here, but I couldn't figure out how to start a new thread so... Dispelling magic has always been something that I have had issues with both as a player and DM. Over the years I have tried different solutions, from a dispel magic spell at every level that is only able to effect spells 1 or more levels lower, to variants on clerical turning abilities. This second notion came from the description in the PHB and Defenders of the faith saying the power could be used for more than just turning undead. I created feats that allowed it to break curses, dispel magic, lay on hands, even allow temporary Stat Buffs, followed by periods of exhaustion like the "Call Upon Holy Might" spell in 2nd edition. I even made turning a feat and made these options available by deity, the goddess of magic allowed dispelling and curse breaking but had no interest in undead turning, god of the sun allowed turning and breaking curses, god of war ability buffs and weapon enhancements... The problem I ran into is my players just didn't like clerics.
What I do not understand is why Spell DCs for Casters has a different mechanic then everywhere else. The Monk Stunning fist for example is 10 +1/2 Class level+Ability Modifier. The Spell Like abilities of monsters follow this same formula. It does not matter for these spell like abilities whether the ability is similar to a first level spell or an 8th level spell. If the objective in Pathfinder is to simplify mechanics, as seen in the clean up of Bullrush/Grappeling/Disarm... then why stick with this mechanic? Just my 2 bits.
MisterSlanky wrote:
I see 2 issues with the proposal. 1) There are no guidelines or rules for maintaining concentration for extended periods of time, so unless a new fight broke out what would cause the concentration to break? 2) Unless you are saying it builds healing 1hp/round but does not apply it until the cleric stops how is that an issue? Fighter A has 17 hps damage, the cleric casts Cure minor wounds for 10 rounds when he is interupted, 9 rounds of healing have passed, there was no healing on round 10, what prevents him from resuming on round 11 for another 8 rounds? MisterSlanky wrote: I'm just thinking because I'd like to implement Pathfinder rules, but with my small gaming group, I'd like to give them some other options beyond more-or-less forcing a cleric or bard in the party (like what normally... I have had the same issue, but worse, my group didn't have a cleric. My solution went towards a more mundane path. I set up rules that allowed the Heal skill to convert a portion of the damage suffered to subdual damage, allowing heroes to recover at a rate of hitpoints/ hour instead of Hitpoints/day. It also amplified the effect of Cure wounds spells if performed after the medical treatment since part of the damage was now subdual. The treatment had to be started within 10 minutes of taking the injuries, a check was made every 10 minutes, each check could convert 10 hp damage to subdual damage, and there was a cap of only 1/2 the total damage could be converted. This allowed my players to rest a couple hours then get back to work, definately worse for wear, but not out of commision. |