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BASE CASTER LEVEL
Each Class has a Base Caster Level (BCL) that is either Arcane or Divine. A character’s Base Caster Level of the same magical type (Arcane or Divine) stack for the purpose of determining Caster Level (CL). A only Arcane Base Caster Level Stacks with other Arcane Caster Level, the same with Divine. To determine the Arcane BCL of a Divine Casting Class use the Non-Caster progression and vice versa.

Primary Casters: Wizard/Oracle/Sorcere/Witch/Cleric/Bard/Magus/Summoner
Primary Caster's BCL is equal to their class level.

Dedicated Casters: Paladin/Ranger
Dedicated Caster's have a BCL:0 at 1st level, BCL:1 at 2nd & 3rd level and from 4th level and higher have their class level -3 as their BCL.

Non-Casters: Rogue/Fighter/Barbarian/Monk/etc...
Non-casters have a BCL: 0 at first level and it increases by one every odd level after that. 1 at 3rd, 2 at 5th, 3 at 7th, etc...

Base spells per day are determined by referencing total caster level to the spells per day chart (All casters use Wizard Chart as Default). Use Divine Caster Level to determine Divine Spells per day and Arcane Caster Level to determine Arcane Spells per day. A caster only receives access to spell slots of a level that a class grants him access to. For Example A Wizard 10/Sorcerer 5 would have access to up to 5th level spells. Even though his total Caster level would normally grant him access to 8th level spells. He gains the spells per day as if he were 18th level but does not have access to any spell slots of a level higher than 5th. These spell slots are not devoted to specific classes only separated by Divine/Arcane.
A Wizard 3/Sorcerer 1 would have two first level spells and one 2nd level spell per day, plus any bonus spells per day granted by class or
Ability Modifier.

A Cleric 3/Wizard 1 would have 2 first level Divine spells per day and one 2nd level divine spell per day. He would also have 1 first level Arcane spell per day from his wizard class.
Note: This raises or lowers the spells per day of some class. Spontaneous casters receive bonus spells per day based as a class feature. Paladins/Rangers would receive more spells per day than normal at lower levels but it balances out to roughly the same as you advance closer to 20th Level. Ending up only granting one addition 3rd and one addition 4th level spell at 20th level.

CASTING ABILITY SCORE
Each class that grants spellcasting ability has a Casting Ability Score. This is the Ability Score used to determine spell Save DC, Bonus Spells per Day, and also applies to the effects of various spells.
Any spell that has an effect based on an Ability Modifier should use the Casters Casting Ability Score. Most spells using a line such as this “Intelligence modifier for wizards/Charisma modifier for sorcerers) should be read as “Casting Modifier”. In the case of a caster with level in more than one Arcane or more than one Divine Casting class with different casting modifiers, the caster may choose which modifier to use as long as the spell is one that could be cast by either class based on spell access. ***(Alternately to simplify you could use the highest in all cases.)***

BONUS SPELLS PER DAY
Casters receive bonus spells per day based on their Casting Ability Score. These bonus spells are granted for each of his classes based on each spell level each class grants access to. A Wizard 3/Sorcerer 1 with an Intelligence and Charisma of 16 would receive 1 bonus first level spell from his Int and 1 bonus first level spell from his Charisma. He would gain a bonus 2nd level spell for his 16 Int but would not gain a bonus 2nd level spell per day for his high Charisma since he does not have access to second level spells as a sorcerer.

NOTE: This addition is made to reflect the greater number of lower level spells per day a multiclass caster would usually have. A normal Wizard 3/Sorcerer 1 would have 2 first level spells per day from his wizard class and 3 first level spells per day from his Sorcerer Class and then applying bonus spells for Int/Cha separately. See also Bonus Class abilities of Spontaneous casting classes.
NOTE: A Paladin 6/Cleric 2 would actually have fewer 1st level spells per day than in the normal system but because of the increases caster level he would have access to slightly more higher level spells slots per day so I think this evens out.


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Just had a great idea of a character. Basically I want to play a Medusa Oracle. She would be veiled in robes concealing her features entirely. I just like concept of a mysterious oracle and the tragedy of being a Good/Neutral Medusa hated and feared by those that discover her true nature.

First off I would take the Blind Oracle Curse and as such render her petrifying gaze ability void. That should get rid of alot of the consternation about being overpowered. Likewise I would assume we can easily ditch racial hit dice and just advance her as a typical PC Race, shes young for a medusa so not as physically tough as others of her kind.

What I am stumped on is

Racial Abilities
Ability Score Modifiers?
Natural Armor Bonus?
Skill Bonuses?
The Poisonous Bite Ability? (Too powerful?)

Just curious what others think?


I searched the forum and found this question being asked but not answered.

The 15th level Shadow Bloodline ability does not mention how often it can be used. It doesnt say per day or at will or anything.

"Enveloping Darkness (Sp): At 15th level, you may create an
area of deeper darkness that you can see through without
penalty. All creatures except you are entangled within
this darkness unless using freedom of movement or a
similar effect."

Has this ever been answered?


I am creating a few house rules for my campaign and wanted some suggestions and Ideas.

I am include a few racial feats unique to specific races. One of the concepts that I had was Racial Skills. Each race would have a short list of skills (6 or so) that are commmon to memembers of that race. During character creation you select one of your race's racial skills and it is treated like a class skill from that point forward. I know traits allow a similar mechanic but I just dont like the feel of Traits.

I really just need help coming up with a list of about 6 skills common to each race. What I have so far is.

Dwarves: Knowledge(History), Knowledge(Dungeoneering), Knowledge(Local), Appraise,

Human: Any one

Half-Elves: Any one

Elves: Knowledge(Nature), Knowledge(Arcana),Survival, Spellcraft

Gnomes: Handle Animals, K(Nature), K(arcana

Halflings: Stealth, K(nature), slight of hand, diplomacy, Escape Artist,

Half-ocrs: Survival, Intimidate, Perception, Ride, Climb

What I want is that regardless of what class you pick there is atleast on skill per race that would not normally be a class skill for that class.

Any advice would be welcomed.


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Can split hex be used to heal at a range with the Healing Hex?

If I use the Healing hex and touch Bob, can I then Heal Jack who is 15ft away by spliting the hex?

Additionally....

Can I use Split Hex to use the Disguise hex on my self and also Bob who is standing next me?


I love options!!!! The more the merrier.

But I think PF (as 3.5 did as well) is making too many TYPES of options.

We have Feats, Class Abilities with suboptions, Prestige Classes, Archetypes, Arcane discoveries, etc...

All of these are abilities that you get we just have all these different names slapped on them. Some are feats, some are class abilities, some are prestige class abilities, etc...

What is the difference between a feat that grants a +2 bonus to damage and a class abilitie that grants a +2 to damage. It's all in a name and what slot you have to spend to get it.

I know at this point it would require a complete rework to sort them all out but this is what I think would be a better format.

Each class has its basic BARE BONES FEATURES which may consist of a few options for each Bare bone feature but mostly each class is just a framework. BAB, HD, Skill points, Spell progression. From that point on as you level up you just get to select class options, much like the Rogue Talents or Oracle Revelations. You pick and choose.

Example: Wizard 1st: (Pick 3) Scribe scroll, Familiar, Arcane Bond (item), Spell Focus, Specialization School (1st ability),

When the Wizard gained 3rd level he would gain an additional class option which he could select any class option he qualified for, even one of the options he skipped at 1st level.

Feats could still exist for the very generic abilities availible to all classes. Weapon Focus, Iron Will, etc... But things like Arcane Discoveries would just be added to the Wizard list of Class options. Metamagic Feats would just be class options for any class that had spell casting.

Throw in a few feats that add class skills to your class list,

Skill Training (General Feat)
Benefit: Select 3 skills, these skills are added to your list of class skills.

Highly Skilled: You recieve 1 additional skill point each time you gain a level. This bonus is retroactive and applies to levels you currently possess when this feat is selected.

Prestige Classes wouldnt really be classes they would just list a few Class options/Feats that were availible to memebers of that group exclusively. They could list a few that were availible to different classes that belong to the order.

Prestige Class Cabalist
Requirement: Memebership in the Cabal of the Broken Circle
Skills: 5 ranks knowledge Arcana, etc...

Cabalist Class Options
(one example)
Arcane Warding (5th level general class feature)
As a full round action you can invoke mystical warding to protect you from magical effects. This grants you a +4 bonus to save vs spells and spell-like abilities. The effects of this class feature remain in effect for a number or rounds equal to your intelligence modifier.

A fighter that managed to join could take this option so could a wizard.

Some options might be gear more toward a specific class but could be useful to others based on how they selected there options.

Archetypes would just be fluff with example templates of what class options to pick.

Just a thought.


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Should Masterpeices just have been bard spells? or Alternate performance abilities?

Was it necessary to create a new mechanic for them?

Some bardic performances already function like the Masterpeices. The healing one requiring 4 rounds or performance to invoke, etc...

I like the concept of Bard magic and special songs/dance/etc with magical effects. But do we really need three different mechanics to cover the concept of Magicl songs/dance/etc...

(using song in place of dance/epic/etc..)

Song Magic Type 1
Bard spells already all require verbal or sound component to cast to simulate magical songs/chants/orations/epics etc...

Song Magic Type 2
Bardic performance

Song Magic Type 3
Masterpeices.

I love the way the masterpeices are present and almost wish the bard was built with a masterpeice list rather than a spell list. OR have all of their performances & spells rolled into a list of masterpeices they have learned.

Just seems like bards a getting burdened with three different things all trying to represent the same thing, Magic through performance.

It seems like it might have been simpler to just add in "The following addition bardic performance abilities can be aquired by spending a feat for each the bard wishes to learn. Accept they wanted to let you spend spells known on them as well so couldnt.


Ok was running a game and the party had captured a mercenary hired to kill them. They threated and coorced the merc into revealing the location of one of the mercenary's hideouts and lead the PC's there. The mercenary was poised by a trap at the entrance and died. The PC then proceeded to drag the mercenary's dead body around with a light spell cast on it so they could see and repeatedly throw the corpse infront of them trying to set off any traps that might be there. Personally I think using a body in such a fashion, even the corpse of an enemy is a little on the shady side of moral. I tried to bring it up but they were like its not an "evil" act. They made such comments as...."He's already dead." "Its not like we killed him."

Sure it wasnt evil but really tasteless and a bit sadistic. Aside from teh fact of whether it would be good or evil. It's kind of a twisted thing to do.

What are other peoples views?

The party consists of Good and Neutral characters and contains a Paladin.


Not sure where this should go. Not a rules question nor a suggestion for a change. Just looking for peoples opinions.

How come Detect Evil and Detect Undead are 1st level spells while Detect Magic is a Cantrip.

Detect Evil seems just on par with Detect magic as far as usefulness.

Detect Undead much more situational than detect magic.

Yet both of those spells are 1st level while Detect magic is a Cantrip.

Thoughts?


2 people marked this as FAQ candidate.

Got kind of a wierd question.

Can you magic missile and Illusion? The target for Magic Missile is listed as Creature. Meaning magic missile is only effective on creatures. You cant magic missile a door for example. So if a spell has an invalid target it fails. Does this mean you cant magic missile an illusion? If the caster thinks the target is valid does the spell function even if the target is not?

This leads to my mirror image question. what happens when a Magic Missile spell is cast on someone under a mirror image spell? Do the Magic Missiles home in on the real target? do they just fizzle out? Do you just destroy x number of images?


Just looking for opinions. I am the DM so basically can run it anyway I want but wanted to get a few opinions. Debated between Rules and Advice forums. Decided rules as I think it would be a more complete answer.

If I was going to put in a storyline that involved an Evil Spirit entity that was bound to say a wooden idol. The spirit uses the idol to possess anyone that carries the idol on their person for more than one cycle of the moon. The Idol is not enchanted magical, just the spirit has bound itself to the idol as a means by which to possess people.

Basically my question is would it be "fair" (rules-wise) to say that Detect Magic would detect nothing from the idol? Detect evil would certainly tell the idol was evil. Basically I don't to have my players after the fact screaming that Detect Magic should have detected it was not normal.

Opinions?

As per Rules as Written, what can be detected with Detect magic? Supernatural abilities? I know Spell-like and Spells as well as magic items are all detected.


Just had an interesting thought. I has always bothered me that if I was playing a cleric of the God of Winter/Cold/Ice etc.. that I still have access to fire spells like Flamestrike, Firestorm, etc...further more there are no cleric spells that actually inflict cold damage.

That's when I had the Idea. What if each Domain listed an energy type associated with it if appropriate. Then all cleric spells that inflict energy damage were generic and assumed the energy type of one of your domains. If I have the Air Domain (Energy Type, Electric) then I dont cast FlameStrike but I casst Energystrike and it does electrical damage.

Just a thought.


Basically I'm a bit confused on the logic they used when creating the summoner. They wanted to limit them to a partial caster spell progression. I can understand that, they have higher hitdie than the Primary Arcane Casters (Wizard, Sorcerer, Witch) higher BAB and have an Eidolon. That part of the logic makes sense. What I dont get is limiting them to 6th level spells if you are going to just give them 8th and 9th level spells as 6th level spells. Past 1st level spells Summoners get a large number of spells that are higher level for Primary casters as lower level spells for the summoner.

2nd Level Summoner Spells
Haste, Phantom Steedn, Slow, Wind Wall

3rd level Summoner Spells (Mostly 4th level spells, with a few 3rd.)
Black Tentacles, Dimension Door, Charm Monster, Dimensional Anchor, Fire Shield, Invisibility Greater, Locate Creature, Wall of Fire, Wall of Ice, Spiked Pit, Summon Monster IV, Stoneskin, Minor Creation, Reduce Person Mass, Enlarge Person Mass

4th level spells
Most of these spells are 5th level for primary casters and a few are even 6th level.

5th level spells
Almost all of these are 6th & 7th level Wizard/Sorcerer spells

6th
8th and 9th level Wizard/Sorcerer spells.

Basically all they seem to have done is squish the 7-9th level spells down into lower levels and label it "Limited 6th level casting".

This create a number of interesting issues.

At some levels Summoners get certain spells earlier than the Primary Full Progression Casters. I also realized that in alot of cases Summoners get most of the spells at the same character level as Primary casters. But if this is going to be the case, why bother squishing them down to lower level.

6th Level Summoner spells gained at 16th level
Dominate Monster (9th level spell, 17th class level for Wizards, 18th for Sorcers)
Charm Monster, Mass (9th level spell)

Should a Summoner be casting Dominate Monster and Mass Charm Monster before a Specialist Enchanter Wizard? or a Fey Bloodline Sorcerer?

Clerics have Medium BAB, Cast in armor, etc... and still have up to 9th level progression. I see no reason why the summoner couldnt have had this as well with just a very limited spell list at those higher levels.

This also breaks the normal rules for Potion creation. With the existance of the Summoner spell list we now can have potions that were never possible before. Potions of Stoneskin, Greater Invisibility, Fire Shield, Dimension Door(?), etc...

Likewise we can have wands of Mass Bulls Strenght, Hold Monster, Teleport, Wall of Stone, Insect Plague, Magic Jar, etc...all spells that before the summoner could not be used as wands.

Basically other than having fewer spells per day the summoner has access to just as powerful of spells as the Primary Casters they are just relabled as "Lower Level Spells"

It just seems to me it would have been easier to just leave all the spells on the same spell level as primary casters and reduced the summoner's spells per day, and provide a slightly slower progression up to ninth level. Perhapse something like sorcerer progression for level access capping out on spells per day one less than wizard (max 3 per spell level).

I know the Bard spell list has the same issue but it seems not as rampant as the summoner spell list.


I dislike the idea of a feat that grants access to a class feature of a class. Really would we want a feat that granted someone a Ki pool and a few ki abilities?

Would we want an Amateur Barbarian Rager feat?

An Amateur Performer Bardic Music feat?

Amateur Magus Arcana Feat?

I'm just saying : )


Just a suggestion. Just not fond of Grit

Prowess?
Daring?
Cunning?
Finesse?


Starting 1st level characters really cant afford firearms additionally they would be hard pressed to afford the cost of ammunition.

I know a "Grit ability" was thrown in to aleviate this somewhat but really that got me wondering.

Wouldn't it just make more sinse as a prestige class. By the time most characters would qualify for it they would have the resourses to support the style and not need a "gimmick ability" mechanic to make it work.

You wouldn't need one of the Class Features to be "Oh and by the way we will give you this class specific weapon that you couldnt ever possible afford at first level so that the class is playable."

It just seems that a Prestige class would be the most appropriate approach here.

Opinions? Thoughts?


It states in the rules that if you use a metamagic feat on a 0 level spell you can only cast it once and then that slot is expended.

What about if you just use one of your 1st level spell slots to prepare and extra 0 level spell? Not applying any metamagic feats just preparing it as a normal cantrip. Can you then cast it as a 0 level spell an unlimited number of times?


Ok heres an odd situation, just curious how people would run it in game.

Bob the Wizard cast Shadow Evocation and traps Fighter Jack in a Shadow Magic Resilient Sphere. Jack failed both of his saving throws (Will and Reflex) so is trapped and can not attack or move outside the sphere.

Bob's companions move up to attack Jack. Technically they need to make the will saves or their attacks will be blocked by the resilient sphere just as Jack's attacks are. If they make the save then I assume the sphere would only have a 20% chance to block all of their attacks.

What if Bob informed his companions that shadow magic was being used and explained how it really isnt real. Would they forgo the save and just suffer the 20% chance of the Shadow Sphere blocking their attacks?

If an attack passed through the sphere and hit Jack, would this be "proof" that the sphere was not real? Jack is just a fighter with no ranks in spellcraft or K:Arcana? It could easily be in his mind a one way trap. It keeps him in but doesnt keep other things out.

What if the wizard cast the resilient sphere around himself?


Who suffers extra damage 1 round later with Sticky Bomb.

The first sentence seems to imply anyone damaged by the bomb takes damage again one round later. I read it to be that those in splash area would be affected as well.

After the first sentence it only refers to a creature hit by a direct hit. Unless it is only referencing that to clarify that they take only splash damage the following round rather than full direct hit damage.

"Sticky bomb: The effects of the alchemist’s bombs are
persistent and continue to damage creatures for 1 round
after the initial damage. Creatures that take a direct
hit from a sticky bomb take the splash damage 1 round
later. Bombs that have effects that would normally occur
1 round later instead have those effects occur 2 rounds
later. An alchemist must be at least 10th level before
selecting this discovery."


2 people marked this as FAQ candidate.

Would Weapon Focus: RTA include Rays?

Would I have to take Weapon Focus Ranged Touch Attach and Weapon Focus Rays so that my Schorching Ray and my Acid Arrow both get the bonus?

Or if I'm using Vampiric Touch with the Reach Spell Feat?


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Hey i was just thinking about the brew potion feat and what all spells can be brewed as potions. I compiled a list of the spells that can by RAW. I included magic weapon, magic vestment, due to the reference to Potion(Oils) being applied to objects.

I also have a few questions about potions and brewing.

Since Potions are not Spell Trigger or Spell Completion one does not need to have the spell to brew it as a potion. They can simply take the +5 DC to the crafting check.

Ok but if you do this what level is the spell if it falls on multiple spell lists at different levels? (Example: Heroism Wiz 3/Bard 2)

My natural instinct is to say that Wizard/Cleric/Druid (Primary Casters) list are the standard. But even then you have some conflicts. (Neutralize Poison: Cleric 4/Druid 3)

The level of the spell also effects the caster level and cost.

Another question: Charm Person could be made into a potion per rules. But the rules state that the imbiber is both the caster and the target of the effect. It also states that the all variables of the spell are set by the brewer of the potion. So would that mean that I could brew a charm person potion and the person drinking it would be charmed in regards to me or whould he just really love and trust himself?

What about Hold Person (can be made into a potion) but has the Duration of 1 round/level (D) (Dismissable). If the drinker is both the caster and target of the effect can he just Dismiss the hold person effect?

Any way here is the list I have complided from the Core. Anyone see anything I missed or anything that should not be on the list?

Spells that inflict Damage or harmful effects would seem to effect the drinker. Chill Touch? Does the drinker take 1d6 cold damage per turn and have to make a fort save or take strength damage?

0th
Bleed
Touch of Fatigue
Resistance
Stabilize
Guidance

1st Level Potions
Cure Light Wounds
Chill Touch
Doom
Endure Elements
Enlarge Person
Feather Fall
Hide from Animals
Hide from Undead
Inflict Light Wounds
Jump
Mage Armor
Magic Fangs
Magic Weapon
Pass without Trace
Protection from Evil
Reduce Person
Remove Fear
Sanctuary
Shield of Faith

2nd Level Potions
Aid
Barkskin
Bear’s Endurance
Blindness/Deafness
Blur
Bull’s Strength
Cat’s Grace
Cure Moderate Wounds
Darkvision
Delay Poison
Eagle’s Splendor
Fox’s Cunning
Heroism
Hold Person
Inflict Moderate Wounds
Invisibility
Owl’s Wisdom
Protection From Arrows
Rage
Remove Paralysis
Resist Energy
Restoration, Lesser
Tongues
Touch of Idiocy
Undetectable Alignment

3rd Level Poitions
Bestow Curse
Confusion
Contagion
Crushing Despair
Cure Serious Wounds
Deep Slumber
Dispel Magic
Displacement
Gaseous Form
Good Hope
Haste
Inflict Serious Wounds
Keen Edge
Magic Circle against Evil
Magic Fang, Greater
Magic Weapon, Greater
Magic Vestment
Neutralize Poison
Nondetection
Poison
Protection from Energy
Remove Blindness/Deafness
Remove Curse
Remove Disease
Slow
Water Breathing
Water Walking


1 person marked this as FAQ candidate.

Can you metamagic a domain spell by preparing it in a higher level domain slot?

Can you just prepare a domain spell in a higher level slot just for the heck of?

Example:
3rd level Domain Spell: Fireball

Can I empower it and use my 5th level domain slot?

Can I just prepare it in my 4th level domain slot and my 3rd level domain slot so I can cast it twice?


Ok planning out a new character and was looking for some advice.

Concept: Martial type cleric (1 or 2 levels of fighter the rest cleric.
Basically the character was a temple guard/soldier that turned closer to the faith as he served the church. Kind of like a paladin but I dont like the paladin class.

Domains: Glory(Heroism) and Healing(Restoration)

Attributes: Want to focus on Strenth and Wisdom followed by Con and Charisma.

Pretty dead set on Domains and was envisioning the Character fighting with a longsword and shield.

Mostly what I need help on is feats.

Feats I wanted to take
Weapon Focus
Shield Focus
Selective Channel
Extra Channel
Toughness
Body Guard (just like the concept)

Was wondering about Power Attack with a 3/4 BAB class, would the -to hit hurt to much?

Have kind of the same question about TWF (Longsword/Shield) with a heavy shield it would be -4 to hit right? Are there feats that lower the penalties to hit? Would cleric buffs make up for the -2 penalty?

Another idea I had was taking Vital Strike and Improve Vital Strike and just basically limiting myself to one attack per round but with an extra +2d8 damage. Just seams that the second and 3rd attack for a cleric are at such a low bonus (-5 and -10) with a 3/4 BAB might not even hit all that often. Would this work?

Cleave really worth taking?

Cleave and Vital Strike don't work together do they?

Channeled Smite? worth it to smack down undead?

Please feel free to make any suggestions.

EDIT: Limited to Core and APG for materials.


I was planning to create an Enchantment Focused Witch and was thinking of taking the Minor and Major Spell Expertise Feats (1st & 5th) level spells.

I was going to go with

Charm Person (1st)
Dominate Person (5th)

Anyone got any other ideas for good spells to Expertise?

Was thinking Command as a 1st level spell might be nice as well.

Only negative about the spell expertise is that Spell Focus and Greater Spell Focus wouldnt apply to them as Spell-like abilities. :(


Just wanted to get peoples feedback on whether these spells seem balanced.

CONFIDENCE
School enchantment (compulsion) [mind-affecting]; Level sorcerer/wizard 1, witch 1
Casting Time 1 standard action
Components V, S, M (a ribbon or other token carried by the subject)
Range Close
Target One humanoid creature
Duration 10 min./level
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
With a touch you can fill the subject with confidence and determination when performing a specific task. While the spell persists the subject gains a +2 competency bonus to all checks for one skill chosen at the time of casting. For every 6 levels of the caster the bonus increases by one to a maximum of +5.

EERIE PRESENCE
School enchantment (charm) [mind-affecting]; Level sorcerer/wizard 0, witch 0
Casting Time 1 standard action
Components V, S
Range Personal
Target you
Duration 1 minute
Saving Throw none; Spell Resistance no

While this spell is active you invoke an uneasy response from those around you granting you a +2 circumstance bonus on all uses of the Intimidate skill. Further more the duration of any fear effect you cause while this spell is active is increased by one round.

ENTRANCEMENT
School enchantment (charm) [mind-affecting]; Level bard 0, sorcerer/wizard 0, witch 0
Casting Time 1 standard action
Components V
Range Close
Target One humanoid creature
Duration 10 minutes
Saving Throw Will negates; Spell Resistance yes
This spell causes the target to perceive you in a more favorable light. The subjects attitude towards the caster is improved one step (indifferent to friendly, friendly to helpful, etc…). If the creature is currently being threatened or attacked by you or your allies, however, it receives a +5 bonus on its saving throw. During the duration of the spell the caster’s action can shift the targets attitude further. Any act by you or your apparent allies that threatens the entranced
person breaks the spell.

Would a duration of 1 hour be excessive for Entrancement being a cantrip?


What spells do you think are underpowered and why?

Basically what spells do you think really arn't up to snuff for their level when compared to other spells of similar level and effect.

Also what suggestions would you make to make the spell on par with it's peers.

Example;

Daze Monster: When compared to spells like Hold Person (2nd level Cleric) and Hideous Laughter (1st level Bard) this spells seems to under perform. Having a maximum HD limit of 7HD and last only one round with a save to negate it's effects completely. Both hold person and hideous laughter last up to one round per level and do not have a HD limit. Furthermore they have far more impacting effects than just the Dazed condition. Hideous laughter leaves the target prone and Hold person leaves the target helpless.


If I cast a spell (say Hold Person) that requires a save each round to breakfree. Does the target have to roll two saving throws each round to break free or would it only be two saves on the intial casting.

Alternately would it be a second saving after the first time the target managed to succeed? Basically one extra save for the entire duration of the spell.


1 person marked this as FAQ candidate.

Basically wondering if the witch's hexes can be used on herself.

Example: Healing Hex, Fortune, etc...


I remember mention of a feat that lowers the cost of metamagic feats applied to a specific spell. I know there was one in 3.5 but is there one in Pathfinder Core/APG. I have looked through the feat sections of both books and cant seem to find it.


I was just wondering if reprints of the APG will have actually corrections and errata included?

The APG is ripe with typographical errors, broken mechanics, abilities that dont function as written, etc...

I love all the options and content of the APG I just hope that in the future I can purchase and "edited/errata'd" copy of it.


1 person marked this as FAQ candidate.

Just curious how others would see the effects of this feat when used with Chill Metal or Heat Metal.


This is mainly directed at the Inflict Line of Spells but also applies to the Cure spells when used on Undead.

Also I even had this viewpoint in 3.5 before Pathfinder but Pathfinder kind of amplified my oppinion on this matter.

The Inflict line of spells is greatly underpower compared to other spells of an equivalent level. They are melee touch attacks and allow a saving throw. Even when weighed against other cleric spells they seem to fall behind.

Compare Inflict Critical Wounds to Searing Light.

Searing Light does 1d8 damage per 2 levels is a Ranged touch attack and allows no saving throw.

ICW: does 3d8+1 per caster level.

At 5th level when both of these spells come availible they seem closer to balanced. Searing light would inflict 2d8(2-16) damage while ICW would do 3d8+5 (8-29). However just adding one more level (6th) gives us this
6th Searing Light: 3d8 (3-24) ICW: 3d8+6 (9-30)
8th Searing Light: 4d8(4-32) ICW: 3d8+8 (11-32)
15th Searing Light: 5d8 (5-40)ICW: 3d8+15 (18-39)

At some points ICW does have a bit of a damage advantage over Searing Light and always has a higher minimum damage. I left out the aspect of Searing Light doing increased damage to undead and less damage to constructs, etc.. But the fact that ICW allows a save and is melee touch seems to drop it way below Searing light in my opinion.

Inflict Light Wounds also seems lack luster as a spell. Lets compair it to Shocking Grasp. I know arcane spells should inflict more damage than divine spells on average but the gap here seems a bit to much.
Both are Touch Spells but shocking grasp allows no save.

1st SG (1-6) ILW (2-9)
2nd SG (2-12) ILW (3-10)
3rd SG (3-18) ILW (4-11)
4th SG (4-24) ILW (5-12)
5th SG (5-30) ILW (6-13)

If you look at the Mass Inflict spells its a bit more extreme.

Inflict Light Wounds Mass (1d8+1/level max +25)

So at 15th we would be doing 1d8+15 (16-23) damage to all targets.
Flame strike cast by a 5th level cleric would inflict 15d6 (15-90) damage. Both allow a save. The only advantage ILW Mass has is that you can select the targets. Its damage is a joke compared to Flamestrike. Eif ven the target saves vs the flamestrick they are still likely to take more damage than if they fail the save vs ILW Mass.

Thematically I see these spells as the clerics ability to smite opponents with the might of their gods. People have said the reason the inflict spells exist is so that evil clerics have something to spontaneously cast in emergencies, etc...Most clerics can melee for close to the damage that they get from the inflict line of spells by using Divine Favor/Divine Power and inflict that damage over multiple rounds. They are running into melee anyway.

I simply think the Inflict spells should not allow a saving throw, that in my oppinion would atleast give them some use outside of....

"Crap I lost my weapon, Im out of Channel Neg Energy uses, burned through all my useful spells and have a crap utility spell prepared that I should have just prepared a better spell in that slot anyway. Well I have nothing better to do than Inflict Moderate Wounds.

There should be a reason to prepare a spell even if only limited use. Really I see no reason why anyone would prepare one of the Inflict spells and can hardly see any situation where an evil cleric would burn a slot to spontaneouslly cast one unless things had gone horribly wrong and he had for some odd reason prepare an utterly useless spell in the slot he was burning.

If they didnt allow a save I would say the Inflict spells were at least somewhat appealing as a choice for a direct damage spell.


Been checking the site and boards but cant find an actual release date for the APG? Has it be set yet?


Was just thinking should a wizard or sorcerer that specializes in polymorphing and shape changing have access to the natural spell feat?


Just wondering if permanent increases to Intelligence grant retroactive Skill Points for levels already obtained.

As in Attribute increases from leveling up.

In 3.5 they did not to my knowledge but couldnt find anything in Pathfinder RPG one way or the other.


Just a clarification if anyone can help.

Does the 50% concealment granted by Lightning Stance go into effect at the beginning of your turn as you start your move or only after you have used two move actions to move.

With the withdraw action you state you are taking that action at the beginning of your turn so as stated the 50% concealment goes into effect when you announce that action.

But with movement you could take one move action and then be prevented from taking the second due to an AoO and therefore not meet the requirements for the feat to activate.

I hope I stated that in an understandable fashion.


in the rules for using CMB it says

"make an attack roll adding your CMB in place of your normal att bonus."

Does this mean you add your full CMB even if you are using one of your intertive attacks to perform say a trip?

Logic would seem to me to have you adjust your CMB to the BAB that was left for that attack.

Example: +10/+5. Use +10 attack to hit with sword then use +5 attack to trip. Would you use your Total CMB or would you recalculate your CMB based on the +5 bonus of that attack?

The main eyebrow raiser for me is that it uses the words "normal attack bonus" rather than normal BAB (Base Attack Bonus)


Read the discription on Vital Strike and it never states that the Attack action used for the single attack has to be a melee attack. does that mean you can vital strike with ranged weapons?


Ok a friend is playing an Illusionist in a game along side my Swashbuckler.

3.5 gave lots on options and feats that were no brainers for casters. Just looking for some advice to give him on feats and spells to take.

He plans to take Craft Wonderous Item at 5th. The game will be low magic so this will give us a way to get access to magic items. He was debatign on taking brew potion but we thought the cost was not worth the benefit.

The metamagic feats are nice but in a lot of cases not really worth the higher level spell slots.

Any Advice?


Ok starting a game where I will be playing a Swashbuckler (Tome of Secrets). I was going to go with a Two Weapon Fighting Build to draw upon the Swashbucklers Thrust (sneak attack like ability)and just wanted some advice. I will be the main fighter type in the game. Other player will be an Illusionist. We may be adding a third player (Rogue).

DM wanted a Heroic game so my starting physical stats ended up

Str: 15
Dex: 20
Con: 18

He went with the heroic attribute route because plans on making magic rare and hard to come by. So no buying Keen weapons etc....

I was planning to go either Rapier/Short Sword or Dual Short Swords,

Rapier would give me an insane critical with the Swashbucklers "Find the Mark" ability (Threat range of 13-20, with improved critical)

Dual Shortswords allows me to take improved Crit and Weapon Focus etc...for both wielded weapons so leaning toward that route.

Here are the feats I was thinking.

Human: Two Weapon Fighting
1st: Dodge (main fighter need all AC I can, no healer in party)
3rd: Two Weapon Defense (need AC)
S3rd: Double Slice (prereq for Two Weapon Rend)
5th: Weapon Focus Shortsword
S6th: Improved Two Weapon fighting.
7th: Weapon Specialization: Short Sword
9th: Power Attack
S9th: Improved Critical: Short Sword
11th: Two Weapon Rend
S12th: Greater Weapon Focus: Short Sword
13th: Critical Focus
15th: Bleeding Critical
S15: Greater Weapon Specialization: Short Sword
17th: Staggering Critical
S18:
19: Stunning Critical

Alternately I could go Rapier/Shortsword and ditch the Weapon Focus/Specialization.

Advice?


I think that shields do not provide a bonus on the level that it should. Shields afforded soldiers a far greater degree of protection than a suit of leather armor. I think increasing the bonus shields provide to ac would be a good thing something along these lines.

Type AC Bonus
Buckler +1
Shield +2
Large Shield +3
Tower Shield +4


Would it make more sense to list feats by the base feat name and tag things like "Improved", "Greater", etc... on at the end so all the feats in a feat line could be found together in the feat descriptions?

Example rather than Weapon Specialization and Greater Weapon Specialization being found pages apart in the feat discription section why not list them as...

Weapon Specialization

Weapon Specialization, Greater

Weapon Specialization, Superior

etc....

Just would save so much time referencing their discriptions.


Or atleast change it to something that makes some kind of sense. Basically it has not realistic basis for its function. How do you gain more attacks by spending time switchin a weapon from one hand to the other than just attack straight away with it in your primary hand? It screams gimick game mechanic.

Many people like the idea of switching a weapon from one hand to the other as a means of throwing your opponent off-guard ("But I am not left handed!") and that is what one would assume Weapon Swap would be but its not.

Two-weapon Fighting is supposed to be based on attack your opponent with a weapon in each hand SIMULTANEOUSLY which weapon swap clearly does not reflect.


Ok in the new feats Jason posted Shield Master and Greater Shield Master both grant DR. I have an issue with shields granting DR when armor does not. I would totally see allowing armor to grant DR long before I would attribute that characteristic to Shields. Do shields need an upgrade? Yes they do I would love to see increase in the AC bonus granted by shields or even things like bonus to reflex saves and touch AC as others have suggested. But a shields function is to stop attacks from connecting on the wielder not to mitigate the impact of the blow that is more the function of armor. So unless armor will be gaining DR in some shape or form I would really be opposed to shields granting it.


This ability is just to much. +2 to all DC and +2 (or is it +4) to overcome spell resistance is just wrong I feel.

If an 20th level Enchanter and a 20th level Generalist both cast Charm Person who should have the higher save DC? Well I would assume the Enchanter however this will not be the case. The Generalist wizard will infact have an equal if not higher save DC. He would get +2 to the DC for being 20th level and also could have +1 or more on top of that if he took Spell Focus (Enchantment). The Enchater would have to take Spell Focus and Greater Spell Focus (Enchantment) just to equal the Generalist DC and would never be able to exceed it.

If you want to give Generalists Higher Save DCs at 20th I would suggest a +1 to all schools and then give Specialist a +2 to the DC of their specialty school. A generalist should not be better at banishing a demon than an Abjurer but with this system the generalist always wins where DC are invovled at 20th level.

I know it wont come up in most campaigne as its not gained until 20th level it just feels wrong.


Ok I was just reading Empower spell and realized that we have not been running it as it is written.

The feat states that it increase the random variable of a spell by x1.5. I think we all understand this in relation to say a fire ball. (1d6 per level x 1.5, 10th level caster = 10d6 x 1.5 = damage with empower.

I think we all agree that Empower would not work on Heal as it heals a flat 10 hitpoints per level and there is no random variable (I hate that it doesn't work on heal by the way. :( grrr )

However where the problem comes up is with say Cure Moderate Wounds. By the discription of Empower it stats that it increase the random variable of the spell by 50%. So Cure Moderate Wounds cast by a 10th level caster would heal 2d8+10 hitpoints. If we Empower this it would heal (2d8 x1.5)+10 hitpoints. Note that the +10 for caster level is not multiplied as it is not part of the random variable. so if we rolled 2 4's on our 2d8 we would get a total of 8 x 1.5 = 12 + 10 = 22 Hitpoints healed rather than 4 + 4 + 10 X 1.5 = 27 HPs.

I dont think this is what was meant by those that wrote the Empower Feat.

Any thoughts?


The 20th level Domain Powers should be something to look forward to, something that shows a true connection to ones god and the domain. Right now alot of the 20th level domain powers are just 9th level spells that the cleric was already able to cast when he was 17th level. The Healing Domain for example give Mass Heal. Now Mass Heal is a nice spell but the cleric already had it at 17th level when he gained access to 9th level spells. Some of the domains do grant spells that would not normally be availible to the cleric which is nice. Though I would much rather see the 9th level abilities be Supernatural powers similar to the 1st and 8th level abilities rather than just bonus spells. A 17th level cleric should have some motivation for going those 3 more levels to get that cool 20th level power. Right now alot of the domains really dont offer anything that special. In the case of the healing domain I might as well switch over to a prestige class at that point for some nifty abilities and +spell progression rather than linger a few more levels for a spell I can already cast.

Alternately (this totally brakes backwards compatability in a way) I would like to see the spell Miracle removed from the cleric spell list and instead made a class feature of clerics say at 18 or 20th. Basically at that level the cleric has his gods ear. The cleric has proven so pios and devoted that the god will directly answer his request for divine intervention. I just think Miracle has more flavor and a better feel as a class feature than as a spell.


This may have been discussed before and if so I appologize.

But

It just strikes me as odd to have 3 different exp charts for advancement rather than just adjusting the amount of exp recieved.
If you want faster advancement just give more exp if you want slower advancement give slower exp.

With three charts it seems awkward to slow down or speed up advancement. I mean lets say you want progress slowly for the first few games then progress a bit faster towards the middle of the storyline. So you start off with the slow advancement chart after a few levels you want to speed up advancement but if you switch to the other chart people may just spontaneously level (DING!!!) do to the different exp totals on the chart per level. This all seems so backwards.

I would suggest a simpler system of just adjusting exp by a precent.

Faster advancement +25% exp
Slower Advancement -25%

The numbers can easily be adjust to +/- 50% exp etc...without the need for a chart.

Am I just missing something?