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I would appreciate it if you could send me a copy when you're done.

Email::
czonka1972@verizon.net


I completely agree with you, the spell is overpowered. I would limit the spell to ignore terrain that slows (but not blocks) your movement in any way. But if you are immobilized due to paralysis, mental compulsion, grappling, etc. - I don't think freedom of movement should grant you immunity to those conditions. So if a terrain or condition lets you move, than the spell lets you move normally. Otherwise it should have no effect.


Kevin Andrew Murphy wrote:

The buffs sound like nightmare bookkeeping and I'd avoid it for that alone. It also penalizes other players such as bards whose own survival strategy depends on being able to buff the fighter.

I think the Hero Point reservoir interaction should be enough both as carrot and stick.

I would argue that Pathfinder already encourages nightmare bookkeeping by allowing characters to prepare for battle by casting the following spells all at once:

Bull's Strength
Cat's Grace
Bless
Freedom of Movement
Death Ward
Blur
Protection from Energy
Magic Circle vs. Evil
etc.

These spells are just off the top of my head, anybody could add a dozen more that would be in effect simultaneously.

As far as bards are concerned, bardic performances are supernatural and are not subject to dispel magic - thus they are not buffs. Yes, the bard's spells could be buffs, just like wizard buffs and cleric buffs. The rule doesn't necessarily nerf these spells, it nerfs the caster from going nova with these types of spells, hopefully discouraging the 15 minute day.


In addition to making action points dependent on Cha, IMC I am thinking of using it as a base for retaining "buffs". Thus a character's "force of personality" allows them to be the target of more beneficial spells at any given time.

This is an idea to help speed up combat by limiting all the spells that are usually in effect simultaneously at the higher levels.

A "buff" is defined as a beneficial effect on a character's person or equipment that 1) is subject to dispel magic and 2) has a duration of a minute or more when first initiated.

The number of "buffs" a character can have at any given time is 1 + (1 per 3 levels) + (Cha modifier). The minimum number of "buffs" is one.

If a character receives a new "buff" beyond the maximum he or she can have at any one time, the character chooses which old "buff" is replaced by the new one.


Cylerist wrote:
I can't locate a casting defensivly DC on the spellcraft chart, did I miss it or is it missing?

I'm pretty sure it was not there, deliberately. Concentrating defensively could easily be ditched in the rules and make a better game. Spellcasters should move away and cast, not sit there and force their opponent to ready an action to hack at them when they cast. Grappled spellcasters already have a concentration DC, so there is no need for concentrating defensively when they can't move because somebody grabbed them. It makes spellcasters think about their tactics a little more than in the current game.


Kirth Gersen wrote:


Characters must pay full XP value for items they keep, as if they had crafted them.

This looks brilliant! I was thinking about adding a 24 hour attunement period to any item other than a potion, scroll, staff, or wand. Adding a small XP cost would make the player think twice about attuning with just any item.


Why do unarmed strikes become lethal just because of grappling? They should be non-lethal unless it is from a creature using natural weapons or has the Improved Unarmed Strike feat.


Praetor Gradivus wrote:

I really do believe clerical spells ought to be grouped by domains with some universal just as arcanist spells are grouped into school... I think that your choice of domains should limit your choice of spells....

And lastly, Paizo should think about putting out a Deities and Priest Book which include a Priest class specifically tailored to each Deity so as an option a DM can drop the more generic Cleric, and spell lists tailored to each Deity. You can even go further and have different options/spell lists based on the aspect of the Deity favored by that priest.

I agree completely. My next campaign will require this for the cleric, Pathfinder or no Pathfinder.

About Grey Horror

Relentless Alchemical Ogre Spider Zombie

NE Huge undead vermin
Init +2; Senses darkvision 60 ft., tremorsense 60 ft.

DEFENSE

AC 20, touch 14, flat-footed 16 (+4 Dex, +6 natural, +2 armor -2 size)
hp 138 (13d8 (110) +13 desecrate +15 toughness)

Fort +3, Ref +7, Will +7
Immune mind-affecting effects
+2 Channel Resistance

OFFENSE

Speed 50 ft., climb 40 ft.
Melee bite +16 (2d8+10 plus poison)
Slam 2d6+7

Special Attacks web +13 ranged, DC 16, (10 +1/2 HD +cha) web has 13 HP

One additional slam at full BaB during a full attack

Space 15 ft.; Reach 15 ft.

STATISTICS

Str 24, Dex 18, Con -, Int -, Wis 10, Cha 10
Base Atk +9/+4

CMB +18 (+9 bab, +7 str, +2 size)

CMD 32 (10 +9 BaB, +7 str, +4 dex, +2 size)
(44 vs. trip)

Toughness

SQ compression

Survival +4 for tracking by scent

SPECIAL ABILITIES

Scent (from Relentless)

Poison (Ex)

Bite—injury; save Fort DC 18 (10 +1/2 HD +cha, +2 racial) (includes +2 racial bonus); frequency 1/round for 6 rounds; effect 1d4 Str and 1d4 Dex; cure 1 save.

Quick Strikes (Ex) Whenever a fast zombie takes a full-attack action, it can make one additional slam attack at its highest base attack bonus.