Cale the Calistrian

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We should collaborate with decent Minecraft mod-makers and MAKE a MineCraft Pathfinder servermod. Actually lets you set up certain things, lets the DM actually have access to moving all the monsters, etcetera.


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Da'ath wrote:

I tend to agree with Vamptastic. I'm not for "nerfing spellcasters," but I'm also not for rule changes that make their already spiffy life any easier. My opinion, obviously.=)

They're already much more resilient and vastly more sustainable in Pathfinder than previous editions. Lack of resilience and sustainability were previously used as balancing factors for their "phenomenal cosmic power".

PHENOMENAL COSMIC POWEEEER,

Itty bitty living capacity.


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I would absolutely love to play a Chaotic Good paladin of Cayden Cailean, hot dang.


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120. The Incredible Edible Book!

Have you ever been stuck in a library overnight? How about for over months? Well this book's for you! With regenerating, blank pages, you can simply tear out the pages of this book and eat them! Easily survive for extended periods of time in a library!
... If someone hasn't already checked it out.


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#315: A little girl wants to play! Yep. Just a little girl. Totally not secretly a demideity with a 5-year-old's maturity that plans on shrinking the party down to really freakin' tiny and toying terribly with them sending rats and bunnies at them or whatever a demideity little girl's creativity plans to be doing. Yep. Just a little girl.


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52. A collection of magickal tomes, each in a different language. Perfect for the adventurer who's good at pattern recognition but terrible at memorization and needing to speak in a language they're not all familiar with. Opening the page with the desire to find certain words will immediately bring up all the vocabulary pertinent to the situation. All you have to do is put those words together!

(Totally not inspired by my hatred of French class and the amount of failure on my final I just took because I hadn't memorized the effing vocabulary. I'm so good at grammar, just, ugh. x.x)


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43. Theoretics on Evocation, Conjuration, and the Elements Therein, a study upon the arcane and divine magicks and the differences therein. A theory is provided: If an arcane caster can survive a month-long excursion to the Positive Energy Plane, enough study upon the subject, given all the current information available, may be enough to discover a means of simple arcane conjuration of positive energy. Of course, nobody has ever survived in the Positive Energy Plane for that long.


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12. A multivolume series of books written by a collaboration of wizards and magi describing in detail rituals necessary to inscribe runes into armors and weapons and to empower those runes with legendary magicks. However, to prevent just anyone anyone unworthy from wielding the powers these runes provide, the actual sigils are absent from the books. In order to perform the rituals, one must discover the rune patterns themselves. The locations of these runes have been lost to time, but if one is always vigilant in their search, they may find these symbols appear in unexpected places.


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Everyone's constantly arguing over how the importance of dex as to everything ever makes this feat so OP. My question is, why not make strength more important in some other way?
After all, the heavier your armor, the, well, heavier your armor, what if you needed a minimum strength score to wear heavier armors and still benefit fully from this feat?


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I've been looking at the Spell Resistance armor enchantment and the Spell Resistance ability, which describes as "Not stacks, but overlaps" and that got me to thinking about *how* that overlap works.

I did a search on the internet, AFTER coming to my own conclusion (which is the topic of this post) and found that, to my dismay, SR appears to be written as working similar to DR. Which is nice, except that SR is also described in the SRD as being like magic version of AC (which stacks), which DR is not at all.

The conclusions I made, based on the word 'overlap' which implies partial stacking (such as overlapping pieces of paper) and the SR item and armor enchants (which reads as being 10,000 gp per point over SR 12; SR 13 minimum, or 13 +2 bonus,15 +3, 17 +4, 19 +5, respectively)

And I came to this conclusion:

When given multiple sources of SR from armor or items, for each additional item beyond the first granting such spell resistance, subtract 12 and add onto the total.

Now, this is a very VERY basic concept, assuming that SR is minimum 12, and not taking into account innate spell resistances, and developed by someone who isn't intimately familiar with the rules. I'd love to start a discussion about whether or not this is overpowering characters who choose to have spell resistance, how to balance it out it if its, whether it should apply only to the armor/items or to all SR sources, etcetera.

(PS: Whoever moved this to the proper board: Thank you! I was having trouble navigating the forums, I'm a tad new to this.)