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Goblin Squad Member. Organized Play Member. 15 posts. No reviews. No lists. No wishlists.


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Deivo Winterwalker wrote:

I'll probably post them after I re-record them, the quality of the audio is a little low for my standards.

So I will post a few as I get them fixed up.

I have them organized by possible encounters, say before you get to the goblin druid you may hear him humming a few songs from the thistles.

The Keep on Thistletop had a noisy ambiance, and goblins playing that crow game then busting into song. It is really, really, geeky.

I haven't cracked Skinsaw Murders book yet, as I'm a player but I'll peek at the lyrics and see what I can do.

I just tried both of the links you posted previously, and receive errors for each. Any update on the status of the re-recordings you were talking about.


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?


DogBone wrote:

If anyone can point me to which issue it was in, I'd be greatly appreciative. Thanks guys (and girl).

DogBone

Written by Ben Vandgrift Dragon #338 pg 60

Found at http://www.aeolia.net/dragondex/feats.html


1 person marked this as FAQ candidate.

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
Negative levels remain until 24 hours have passed or until they are removed with a spell, such as restoration. If a negative level is not removed before 24 hours have passed, the affected creature must attempt a Fortitude save. On a success, the negative level goes away with no harm to the creature. On a failure, the negative level becomes permanent. A separate saving throw is required for each negative level.

From Negative levels in the Core rules
A creature with temporary negative levels receives a new saving throw to remove the negative level each day.
The DC of this save is the same as the effect that caused
the negative levels.


Enchanter Tom wrote:
Quote:

At level one, the cleric can heal thousands of damage. How?

The cleric heals in a 30' burst. If the cleric stands on a platform (allowing him to heal in a sphere), that allows him to hit over 100 squares with his positive energy burst. Given the grapple rules, we'll say that two people can fit in a single square. That's over 200d6 healing in a single round. And he can do that 3 + his Cha mod times per day, so you're probably looking at over 1000d6 healing in a single day.

That's one cleric. In just a few rounds. The witch can pump out 1000d8 + 1000 healing in a day, but it's going to takes hours to do so.

So, really... You are going to take the torn and mangled bodies, throw them in a great big pile, completely disregard that the poor souls on the bottom are going to get crushed by the tons of weight mounded on top of them. Lets also disregard the raw man hours it would take to get everyone into position for this healing.... And then the platform itself would block part of the effect. Or are you somehow making them all fly.

I am sorry, I would never allow it as a DM.
From page 214 A burst spell affects whatever it catches in its area, including creatures that you can’t see. It can’t affect creatures with total cover from its point of origin (in other words, its effects don’t extend around corners)

So it isn't even possible to have everyone laid out in layers to avoid putting weight on top of them.

You know, it isn't worth it. I knew there was a reason I did not post in these forums. I won't make the mistake again...


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.
A party of level 1 characters with a Cleric (12 Wis minimum for bonus) would have the capacity for 2 1st level spells plus a domain spell. That would grant a maximum of 3 castings of cure light wounds if the healing domain had been taken.
At Second level this would go up to 4 castings of cure light wounds.
At third level they would gain access to cure moderate and would have 4 cure light and up to 3 cure moderate (again assuming high enough stat for a bonus and the healing domain.)
All this assuming that the cleric didn't actually use any of his spells for anything else.

Same process for a witch...
Healing Hex grants 1 casting per person per day, so that is 4 before getting to the spells.
Wow, look at that spell progression, it matches the clerics minus the domain spells so take 1 off at each level for the capacity. So 2 at 1st, 3 at 2nd, 3 and 2 at 3rd...

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.
Starting at 5th the cleric would pick up a new level of cures that the witch will not get till 7th where the cleric is advancing again. But by 5th + the party could begin laying it's hands on consumable items to help keep the witch as an able healer.
Lets not forget the benefit of being able to throw a cure light wounds on every Joe NPC the party encounters without needing to worry about using resources the players will need later. If the DM is worth his salt the good will this can generate could be well worth it.


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:
Twin Dragons wrote:
I'm aware that there has been some conversion work on getting Eberron Pathfinder compatible but don't know where to find the thread(s).
What sort of conversions do you think are needed? If I ever get round to running an Eberron campaign I don't want to have to do any conversions and as such if Pathfinder requries some I will likely stick with 3.5.


evilvolus wrote:
Urocyon wrote:
The claw damage seems a bit strong to me. With two claws you've got a sorcerer who can naturally attack with the equivalent of two short swords! A 1d4 attack for medium seems more consistent to me. That's the equivalent of a black bear's claw attack. You could instead make it 1d3 for small, 1d6 for large.

This will be a problem for roughly 37 minutes before the sorcerer's poor BAB renders him incapable of hitting anything at all. I had a player in Age of Worms specialize in touch spells and the claws from his Draconic feats. It was only a few levels before he bagged that entirely and started dumping all his spells into Draconic Breath.

The only problem I see with good damage on the claws is that it might trick sorcerer players into thinking they can actually hurt anything with them.

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 am glad you asked! I didn't like the aproach that the official 3.x supplements took-- every book had a little bit of everything. Feats. Classes. Prestige Classes. Spells. Monsters. Etc. I would love it if PFRPG books were instead devoted to a particular aspect. A book of feats. A book of spells. Etc. That said, I wouldn't mind the everything-method if it were centered tightly around a theme. For example, an asian-themed player's guide.

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?
Instead of having separate feats to cover Weapons and Armor, Rings, Rods and Wondrous items (i.e. every thing else permanent) Why not set them all as Wondrous items and govern the feats by Power level...

e.g.
Caster Lvl Value limits
Craft Tier 1 items Lvl 5 1 - 8,000 gp
Craft Tier 2 items Lvl 7 8, 001 - 32,000 gp
Craft Tier 3 items Lvl 9 32,001 -72,000 gp
Craft Tier 4 items Lvl 12 72,001 - 128,000 gp
Craft Tier 5 items Lvl 15 128,001+ gp

You would still have separate feats for
Craft Spell Completion Items (Scrolls)
Craft Minor Spell Trigger items (Wands)
Craft Major Spell Trigger items (Staves)
Craft Consumable item (Potions)


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:


1) Is the suggestion for removing Cure Minor Wounds really necessary?

...What if, cure minor wounds was a continuous spell that needed to be maintained a number of rounds equal to the number of hit points to be healed...

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.