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8 people marked this as FAQ candidate.

Is there any compelling reason I cannot maximize dispel magic and make my check always equal to 20+caster level?

So we have Maximize Spell

Maximize SRD wrote:


Your spells have the maximum possible effect.

Benefit: All variable, numeric effects of a spell modified by this feat are maximized. Saving throws and opposed rolls are not affected, nor are spells without random variables.

Level Increase: +3 (a maximized spell uses up a spell slot three levels higher than the spell's actual level.)

An empowered, maximized spell gains the separate benefits of each feat: the maximum result plus half the normally rolled result.

Dispel Magic SRD wrote:


Targeted Dispel: One object, creature, or spell is the target of the dispel magic spell. You make one dispel check (1d20 + your caster level) and compare that to the spell with highest caster level (DC = 11 + the spell's caster level). If successful, that spell ends. If not, compare the same result to the spell with the next highest caster level. Repeat this process until you have dispelled one spell affecting the target, or you have failed to dispel every spell.

The dispel check doesn't have an opposed roll, so it is not an opposed roll and it clearly isn't a saving throw.

So the only weak objections I can come up with are this.
1. Opposed roll as a general term is not very well defined, so maybe the dispel check is actually an opposed roll.
2. The d20 roll is not actually part of the spells effect.

But RAW, I cannot think of any reason this shouldn't work, but it just seems wrong to me.


From the caster martial disparity thread...

Feats like skill focus, weapon focus, and dodge are solid feats, but they are really boring. All they do is add +X to some number. I would love it is all feats gave a solid mechanical benefit, and also added new gameplay options.

For example,
Skill Focus(Bluff) gives you +3/+6 to you bluff checks, and lets you avoid the effects of one truth based divination once per day.
Skill focus(Stealth) gives you +3/+6 to stealth checks and lets you hide in plain sight for one minute a day.
Skill focus(Actobatics) gives you +3/+6 to Acrobatics and lets you stand up as a free action once per day.
Skill focus(Appraise) gives you +3/+6 and lets you identify an items magical properties.
Dodge gives you +1 AC, and lets you gain +4 AC as a swift action once per day.
Arcane Strike gives you +1 damage, and lets you ignore DR on one strike per day.
Power Attack/Deadly Aim gives you the normal benefit, and lets you ignore the to hit penalty on 1 strike per day.
Far Shot gives the normal benefit plus allows you to ignore all range penalties for 1 shot per day.
Rapid Shot lets you take 2 extra shots once per day in addition to the normal benefit.

The idea is to keep the mechanical benefits of these feats while increasing the choices that martial character can make in combat, because right now most martial characters boil down to 5 foot step and full attack.

Please add your own feats, and ideas.


Flexable: Advanced Player's Guide

Aura Moderate transmutation; CL 4th; Craft Magic Arms and Armor Price +1 bonus.

Description
This enchantment only works on ranged weapons that have limited strength. With this enchantment active, the weapon will autotically adjust its maximum strength bonus to that of it's wielder.

Basically a useful enchanement for any class that uses buffs that increase strength with a bow.

Thoughts?


Ok, so I have a level 10 fighter (+10 BAB) with a strength of 24(+7 CMB) attempting a trip with a +3 whip(+3) with weapon focus(whip) and greater weapon focus(whip) (+2) and improved trip(+2) that gives me a +24 bonus on my trip attempt.

Now the same fighter is attempting to trip without a weapon. The have an amulet of mighty fists +3 and weapon focus/greater weapon focus(unarmed strike).

Do I get the bonus from the amulet of mighty fist to my trip attempt?
Do I get the bonus from weapon focus(unarmed strike) to my trip attempt?

The rules don't actually define what "weapon" you are using for the trip attempt, so it is ambigious what bonuses would or would not apply.


So I dislike the way combat expertise/fighting defensively/all out defense currently work. My complaints are thus.
- fighting defensively/total defense don't scale as you level makeing them really good at level 1, and almost worthless at level 20
- Combat Expertise is a separate mechanic from fighting defensively
- Combat Expertise is generally considered a subpar feat in most builds.
- You can combine combat expertise and fighting defensively, which makes that combination of the two better than total defense once you have a BAB of 4 or better.
- None of these abilities account for other defensive options like shields. I would think that fighting defensively with a sword and board would be more effective than fighting defensively with a two hander.

So with that, here are my proposed house rules for fighting defensively and total defense.

1. Remove Combat Expertise from the equation. Make it into something more fitting as a pre-requisite to improved trip/disarm.

Spoiler:

Combat Expertise(Combat)
Your quick wits aid you when performing and defending against combat manuvers.

Prerequisite: Int 13.

Benefit: Add half of your intelligence modifier(minimum of 1) to you CMB and CMD.

2. Fighting Defensively - Take a -1 to hit plus an additional -1 per 4 BAB gain an equal dodge bonus to AC. In addition, multiply your shield bonus to AC by 1.5 when fighting defensively.

3. Total Defense - You gain a +2 to dodge bonus to AC plus an additional +2 dodge bonus to AC for every 4 BAB. You cannot make attack of opportunity, and cannot fight defensively. In addition, multiply your shield bonus by 2 when using total defense.

4. Acrobatics - You gain a +1 dodge bonus to AC for every 3 ranks in acrobatics when using total defense. You gain a +1 dodge bonus to AC for every 5 ranks in acrobatics when fighting defensively.


This came up in another thread, and I like the idea, and wanted to propose it as its own house rule.

There are several similar skills that overlap. To clear up confusion, and also to create a little more difference between arcane and divine spell casting I propose the following house rule.

The spellcraft and survival skills are gone.

Knowledge(arcana) can only be used to identify arcane spells and effects. In addition, knowledge(arcana) can be used to identify arcane spells that are being cast, and it functions just like spellcraft does for an arcane caster

Knowledge(religion) can now be used to identify divine spells and spells effects. In addition, knowledge(divine) can be used to identify divine spells that are being cast, and it functions just like spellcraft does for an divine caster.

Finally, Knowledge(Nature) can be used to do anything the survival skill can do.

Thoughts?


So I posted some ideas for making counterspelling more common a while back, but I saw the rules for dueling counters in Ultimate Magic, and I thought that would be a much better system to start with.

New rule:
You may attempt a dueling counter during normal combat, but you take a -10 to the counterspelling roll.

Additional modifiers
Wizard Specialists get a +2 to rolls to counter spells from their favored school, and a -2 to counter spells from their opposition schools.
Any class that gets bonus spells(sorcerer, oracles, etc) gets a +2 to counter a spell from their bonus spell list.
Any class with domain spells gets a +2 to counter spells from their domains.
Spell Focus and Greater Spell Focus both add a +1 to counter spells from that school.

New spell Counterspell
School: Abjuration
School abjuration; Level antipaladin 1, bard 1, cleric/oracle 1, druid 1, inquisitor 1, magus 1, paladin 1, sorcerer/wizard 1, summoner 1, witch 1; Domain magic 1

This spell works just like dispel magic, except it can only be used to counter other spells. You can attempt to counter with counter spell as a readied action or as a dueling counter. If you successfully counter a spell with counterspell, the target takes 2d6 damage per level of spell they were trying to cast(Will save for half damage).


TLDR 1 level of fighter is no better than 1 level of ex-paladin

I was playing around with an idea for a multiclassed fighter/rogue. I was trying to figure out ways to improve my will save. I was looking at taking iron will when I noticed that paladins have will saves as a strong save. I wanted to be a chaotic good poison using backstabber, so paladin was out of the question, but I could be an ex-paladin. So I sat down and compared taking 1 level of fighter to taking a level of ex-paladin. The results were interesting.

Spoiler:

Ex-Paladins
A paladin who ceases to be lawful good, who willfully commits an evil act, or who violates the code of conduct loses all paladin spells and class features (including the service of the paladin's mount, but not weapon, armor, and shield proficiencies). She may not progress any further in levels as a paladin. She regains her abilities and advancement potential if she atones for her violations (see atonement), as appropriate.

So basically, you keep your BAB, saves, weapon profiencies, and skills.

BAB +1 and +2 fort for both classes

Weapon profiencies Ex-paladins cannot use tower shields. Very slight advantage to the fighter.

The fighter gets a bonus combat feat, while the ex-paladin gets +2 will saves(which is the same as taking Iron Will). Slight advantage to the fighter due to flexibility, but the ex-paladin can still take Iron Will for a total of a +4 to will saves. If you are really hurting for will saves, the ex-paladin seems to be the way to go.

Skills
Both get 2+int and have Craft, Handle Animal, Profession, Ride

Ex-Paladin gets Diplomacy, Heal, Knowledge (nobility), Knowledge (religion), Sense Motive, and Spellcraft.

Fighter gets Climb, Intimidate, Knowledge (dungeoneering), Knowledge (engineering), Profession, Survival, and Swim.

In my experience, I find Diplomacy, Sense Motive, and Spellcraft to be more useful than Climb, Swim, and Survival. I would give the skill advantage to the ex-paladin.

So, all in all it looks like a wash. For a 1 level dip, I get everything I would want from ex-paladin, and I can still take Iron will later for another +2 to my will saves. I am hard pressed to find a reason why I would take a 1 level dip in fighter over a 1 level dip in ex-paladin.


I am trying to put together an alternate idea for an alchemist. I want a woodsman type that uses rare mixes of herbs instead of the mad scientist type.

Internal Alchemist
Breath Mastery replaces Throw Anything.
Disease Resistance replaces Swift Alchemy.
Uncanny Dodge replaces Swift Poisoning.

Preservationist
Bottled Ally replaces Poison Use, Poison Resistance, Poison Immunity, Persistant Mutagen, and the level 18 discovery.

Vivisectionist
Sneak Attack replaces bombs

I don't see any conflicting replacements, did I miss anything?


Some ideas from the discussion on invisibility vs perception.

First, remove the +20 bonus to stealth for being invisible from the perception skill.

Second, change invisibility to granting 100% concealment.

Third, change total concealment to
Creatures with 100% concealment are effectively invisible. An invisible creature gains a +2 bonus on attack rolls against sighted opponents, and ignores its opponents' Dexterity bonuses to AC (if any). Perception checks relying solely on vision automatically fail against anything that has total concealment. Total concealment gives a +10 bonus to stealth vs perception opposed checks.

Fourth, Rewrite the blinded condition.
Blinded
The creature cannot see. It takes a –2 penalty to Armor Class. All opponents are considered to have total concealment against the blinded character. Blind creatures must make a DC 10 Acrobatics skill check to move faster than half speed. Creatures that fail this check fall prone. Characters who remain blinded for a long time grow accustomed to these drawbacks and can overcome some of them.

Finally, add a blurb to spells like displacement that basically states that the spell gives total concealment, but does not cause visual checks to automatically fail and does not grant the +10 bonus to opposed perception checks.

TLDR - I essentially moved the penalties and bonuses around to make their effects a little more consistent.


So, I have read all of the critique on guns, misfires, and the difficulties of getting full attacks with firearms.

The problem is the making firearms compatible with full attacks really kills willing suspension of disbelief for a lot of people. So here is a challenge, lets go in a different direction. Lets try to make a class that uses firearms do viable damage with a single attack per round.

Remove Deadeye.
Move Gun Training to level 1, and change it to
Add your dex to your ranged damage with a gun of your choice.
At 6, 11, and 16th level, the gunslinger can pick a new type of gun, and the bonus to damage from dex increases by 1(IE at level 6 you get 2 x dex to damage, 3x dex at level 11, etc.)
Give the gunslinger the vital strike feat chain for free.

So at level 1, the gunslinger can move and do 1d8+5 damage.
At level 6, the gunslinger would be doing 2d8 +6 x 2 dex + 2 weapon spec = 2d8 + 13 damage.
At level 11, the gunslinger would be doing 3d8 + 8 x 3 dex + 2 weapon spec = 3d8 + 26 damage.
At level 16, the gunslinger would be doing 4d8 + 10 x 4 dex + 4 weapon sped = 4d8 + 44 damage.

Sure 62 damage isn't stellar, but you can inflict that damage while moving and also cause conditions. If you blow grit, you can get 2 shots off in one round via the free reload.

This gives you a character with a switch style. They can be ranged and mobile with guns + vital strike and still do good damage, or they can close to melee, and make full attacks with a melee weapon.

It also helps with the cost of gunpowder and bullets since the gunslinger will usually be shooting once a round. This also reduces the number of misfires that happen.

I think this might be closer to the swashbuckler style that a lot of people are looking for.


I'll start out with my basic premise. The options for temporarily boosting your defense in D&D/PF have never really been all that great.

I'll give an example. I am a level 8 DW rogue with 50 health. I have +2 mithril chain shirt, 22 dex, and +2 ring of protection. That gives me an AC of 24. I find myself in an tough fight against an adult white dragon(CR10). The wizard buffs us with haste, I move into flanking position, eat an AoO, and start attacking. Everything seems ok, until the dragon full attacks me. Long story short, I find myself under 10 hp looking at my options.

If I just stand there and do nothing, the dragon will do an average of 47 damage, more than enough to turn me into rogue hamburger.
1. Run away. With mobility, I would have an AC of 29. The dragon's bite hits on a +20, so I have about a 40% chance of escaping that way.
2. Tumble away, 8 ranks + 6 dex = +14 vs a CMD of 32. I need an 18. If I fail, I am back to number 1. This increases my chance of survival to 50%.
3. Go for broke, I make a full attack 5 attacks against an AC of 27 with a flank. +18/+18/+18/+13/+13 to hit for 1d4 + 4d6 + 3 damage. I can deal an average of 48.75 damage. Maybe that will be enough for the party to drop the dragon before I die.
4. Wait I know, I fight defensively. -4 to hit +2 AC. This reduces the dragons average full attack damage to 37.4 damage and my full attack drops to 29.25. So I lose 40% of my damage to reduce his damage by 21%. Not a great option.
5. All out defense! The dragon full attack drops to 30.7(34% reduction), and my damage drops to 0(100% reduction).
6. But wait, I took combat expertise! -2 to hit for a +2 AC! So the dragon's damage drops to 37.4(21% loss), and my damage only drops to 39(17% loss). Not bad, but I am still going to be rogue hamburger.
7. Force the cleric to eat an AoO to get into melee and heal me. Cure Critical heals 4d8+8 = 26. That gets me up to 30ish health. Even with all out defense, the dragon is probably going to drop me.
8. Drink a potion. Similar to 7, but I eat an AoO that has about a 60% chance to drop me.
9. Cleric channels positive energy and heals me for 4d6 = 14 health. I have enough health that I can probably run away, but if I stay in melee I am rogue paste.

In short, 3 is probably the best option. The dragon has 150ish HP. If I can knock off a good chunk of HP, then the dragon will either die or retreat. 1, 2, and 8 all have a greater than 50% chance to get you killed. 7 and 9 are ok options, but they leave the cleric open to getting pounded by the dragon and if the cleric is unable to get close enough, then your are out of luck. That is all good and well, but my real gripe is that options 4, 5, and 6 are worse options than just standing there and slugging it out.

In short, all out defense, fighting defensively, and combat expertise just plain suck. That is why they rarely ever get used.

So here are my ideas for making them actually viable choices.

All out defense - full round action + swift action, you can move up to your move while using all out defense. You add 3 + half your BAB as a dodge bonus to you AC. You cannot make attacks of opportunity and no longer count for flanking purposes.

Fighting defensively - swift action(allows it to be combined with more things). You gain a +1 dodge bonus to AC, and a -2 to hit for the entire round. At +4 BAB and every +4 after than, the bonus to AC increases by 1, and the penalty to hit increase by 2. IE, this is the old combat expertise.

Combat expertise - When fighting defensively or using all out defense, you can add you int as a dodge bonus to your AC, and you half the to hit penalty of fighting defensively.

Now the above rogue with an int of 14, combat expertise who uses all out defense with gains +8 dodge bonus to AC. That would drop the dragons average damage to 17. The rogue will be down, but probably still breathing. More importantly, the rogue can move away while using all out defense(the rogue will have an AC of 37 against AoO causes by movement with mobility) and have about an 80% chance of being able to more out of the dragons reach. This would force the dragon to either move and attack, or ignore him for another target.

Fighting defensively with a full attack + combat expertise drops the rogue's damage to 37(20%) while dropping the dragons damage to 30.7(30%), but you can also fight defensively while drinking a potion or making a withdraw. Fight defensively, move away, and drink a potion is also a viable choice.

Also note, that these option can be used by intelligent villians to escape to fight another day...


Spoiler:

Spellstrike (Su): Whenever a magus casts a spell with a
range of touch from the magus spell list, he can deliver the
spell through any weapon he is wielding as part of a melee
attack. If successful, this attack deals its normal damage as
well as the effects of the spell. This ability does not grant
the magus a free melee attack—such attacks must be
made normally. Alternatively, a magus
can make a free touch attack with his
free hand instead of delivering the
spell through his weapon, as normal.

When do you declare that you are using spellstrike? When you cast the spell or when you forgo the free touch attack?

Example, Level 2 magus.
I use Spell Combat and cast shocking grasp.
Can I take my melee attack at a -4 with spellstrike? I believe yes.
If so and my melee attack misses, can I still take my free touch attack from casting the spell? I think the answer is no.

What about in subsequent rounds?

If I attempted to land a spell with spellstrike is the charge stuck on my sword, or can I later choose to try and deliver it with my free hand?


Spoiler:

Paralyzed

A paralyzed character is frozen in place and unable to move or act. A paralyzed character has effective Dexterity and Strength scores of 0 and is helpless, but can take purely mental actions. A winged creature flying in the air at the time that it becomes paralyzed cannot flap its wings and falls. A paralyzed swimmer can't swim and may drown. A creature can move through a space occupied by a paralyzed creature—ally or not. Each square occupied by a paralyzed creature, however, counts as 2 squares to move through.

Spoiler:

Spell-Like Abilities (Sp)

Usually, a spell-like ability works just like the spell of that name. A spell-like ability has no verbal, somatic, or material component, nor does it require a focus. The user activates it mentally. Armor never affects a spell-like ability's use, even if the ability resembles an arcane spell with a somatic component.

A spell-like ability has a casting time of 1 standard action unless noted otherwise in the ability or spell description. In all other ways, a spell-like ability functions just like a spell.

Spell-like abilities are subject to spell resistance and dispel magic. They do not function in areas where magic is suppressed or negated. Spell-like abilities cannot be used to counterspell, nor can they be counterspelled.

Some creatures actually cast arcane spells as sorcerers do, using components when required. Some creatures have both spell-like abilities and actual spellcasting power.

So I am pretty sure that you can activate an SLA while paralyzed.

But if you activate a SLA while paralyzed, you provoke an AoO because you lowered your defenses?


Ok, relevant rules

Spoiler:

Starting at 1st level, a monk can make a flurry of blows as a full-attack action. When doing so he may make one additional attack using any combination of unarmed strikes or attacks with a special monk weapon (kama, nunchaku, quarterstaff, sai, shuriken, and siangham) as if using the Two-Weapon Fighting feat (even if the monk does not meet the prerequisites for the feat). For the purpose of these attacks, the monk's base attack bonus is equal to his monk level. For all other purposes, such as qualifying for a feat or a prestige class, the monk uses his normal base attack bonus.

Spoiler:

Power Attack (Combat)

You can make exceptionally deadly melee attacks by sacrificing accuracy for strength.

Prerequisites: Str 13, base attack bonus +1.

Benefit: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

Spoiler:

Combat Expertise (Combat)

You can increase your defense at the expense of your accuracy.

Prerequisite: Int 13.

Benefit: You can choose to take a –1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your Armor Class. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the dodge bonus increases by +1. You can only choose to use this feat when you declare that you are making an attack or a full-attack action with a melee weapon. The effects of this feat last until your next turn.

So I have a level 16 monk. My BAB is +12. That means I get -4/+8 from power attack and -4/+4 from combat expertise. Now when I flurry, for the purpose of my attacks, my BAB goes up to +16. Does this increase in BAB effect my power attacks and/or combat expertise?


3 people marked this as FAQ candidate.

I was reading the other thread, and I was about to make a comment on smite only benefiting martial types, but now I am not so sure.

Spoiler:

Smite Evil (Su)

Once per day, a paladin can call out to the powers of good to aid her in her struggle against evil. As a swift action, the paladin chooses one target within sight to smite. If this target is evil, the paladin adds her Cha bonus (if any) to her attack rolls and adds her paladin level to all damage rolls made against the target of her smite. If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to 2 points of damage per level the paladin possesses. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess.

In addition, while smite evil is in effect, the paladin gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite. If the paladin targets a creature that is not evil, the smite is wasted with no effect.

The smite evil effect remains until the target of the smite is dead or the next time the paladin rests and regains her uses of this ability. At 4th level, and at every three levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table: Paladin, to a maximum of seven times per day at 19th level.

Spoiler:

At 11th level, a paladin can expend two uses of her smite evil ability to grant the ability to smite evil to all allies within 10 feet, using her bonuses. Allies must use this smite evil ability by the start of the paladin's next turn and the bonuses last for 1 minute. Using this ability is a free action. Evil creatures gain no benefit from this ability.

So the level 12 paladin pops aura of justice, then the wizard smites the bad guy and casts magic missle, acid arrow, or lightning bolt.

Does the wizard get to add the smite damage to the spell damage roll?

How much damage is added to magic missle +12 or +12 per missle?

Same with acid arrow +12 damage or +12 damage per round?


Build your own weapon.

This came up in another thread, but I really hate how simple weapons are inferior to martial weapons to the point that it can kill character concepts. If I want to play a spear wielding Aiel(Wheel of Time), I am stuck with the spear or short spear which both suck compared to a longsword or greatsword. In theory, there is no reason why you couldn't have a special nastier version of a spear that was on par with a longsword or greatsword.

So, why let the rules get in the way of your character's concept?

Here are my first stab at building a set of rules for letting players create their own weapon.

Base stats -
All weapons are x2 and threat on a 20
Light weapon - 1d3 small or 1d4 medium damage
One Handed weapon - 1d4 small or 1d6 medium damage
Two Handed weapon - 1d6 small or 1d8 medium damage
Die sizes are 1d3->1d4->1d6->1d8/2d4->1d10->1d12/2d6->2d8->1d20/2d10

Damage increases
Increase threat 2 points
Increase crit multiplier 2 points
Increase damage by 1 die size 2 points
Decrease damage by 1 die size -2 points

Special properties
Trip, Brace, Monk, Reach - 1 point
Disarm, Double - 2 points
Range Increment - 1 point per 10 feet

Simple Weapon - 4 points
Martial Weapon - 7 points
Exotic Weapon - 10 points

Examples:
Greatsword - 2d6(4 points), 19-20/x2(2 points) = 6 points
Falchion - 2d4(2 points), 18-20/x2(4 points) = 6 points

Exotic Fighting Spear(two handed) 2d6(4 points) x4(4 points), brace, 10ft range = 10 points
Martial Fighting Spear(two handed) 1d10(2 points) x4(4 points), brace = 7 points.


If I have a BBEG, and he takes the leadership feat. Are his cohorts and followers part of his CR, or should the players get XP for defeating them as well?


Clerics are one of the few base classes without a capstone power at level 20, so I had an idea.

What if the cleric's capstone ability was to choose to make their level 1 domain abilities at will, permanent, or a swift action to use?

For most domains, it gives you an attack that does 1d6 + 10 damage at will or as a free action 3+wisdom times a day.

Some other domains.
Animal - Permanent speak will animals
Liberation domain - Permanent Freedom of movement.
Plant Domain - Permanent wooden fists

Thoughts?


or disarm

Spoiler:

CMB = Base attack bonus + Strength modifier + special size modifier

Special Size Modifier: Creatures that are size Tiny or smaller use their Dexterity modifier in place of their Strength modifier to determine their CMB. The special size modifier for a creature's Combat Maneuver Bonus is as follows: Fine –8, Diminutive –4, Tiny –2, Small –1, Medium +0, Large +1, Huge +2, Gargantuan +4, Colossal +8. Some feats and abilities grant a bonus to your CMB when performing specific maneuvers.

Performing a Combat Maneuver: When performing a combat maneuver, you must use an action appropriate to the maneuver you are attempting to perform. While many combat maneuvers can be performed as part of an attack action, full-attack action, or attack of opportunity (in place of a melee attack), others require a specific action. Unless otherwise noted, performing a combat maneuver provokes an attack of opportunity from the target of the maneuver. If you are hit by the target, you take the damage normally and apply that amount as a penalty to the attack roll to perform the maneuver. If your target is immobilized, unconscious, or otherwise incapacitated, your maneuver automatically succeeds (treat as if you rolled a natural 20 on the attack roll). If your target is stunned, you receive a +4 bonus on your attack roll to perform a combat maneuver against it.

When you attempt to perform a combat maneuver, make an attack roll and add your CMB in place of your normal attack bonus. Add any bonuses you currently have on attack rolls due to spells, feats, and other effects. These bonuses must be applicable to the weapon or attack used to perform the maneuver. The DC of this maneuver is your target's Combat Maneuver Defense. Combat maneuvers are attack rolls, so you must roll for concealment and take any other penalties that would normally apply to an attack roll.


Spoiler:

You gain temporary, intuitive insight into the immediate future during your next attack. Your next single attack roll (if it is made before the end of the next round) gains a +20 insight bonus. Additionally, you are not affected by the miss chance that applies to attackers trying to strike a concealed target.

Am I missing something or would true strike give you a +20 to your next trip or disarm attempt?

My wizard is so getting a whip.


Ok, PoPC

Spoiler:

Phylactery of Positive Channeling

This item allows channelers of positive energy to increase the amount of damage dealt to undead creatures by +2d6. This also increases the amount of damage healed by living creatures.

Now a clever rules lawyer would realize that Lay on Hands is a form of "channeling of positive energy". In fact, 2 uses of LoH gives you 1 use of Channel Positive Energy. It seems unclear if the PoPC is supposed to work will all forms of positive energy channeling, or just the "Channel Positive Energy" class ability.

So first would the PoPC give you 2d6 to normal uses of LoH or will a pally only benefit when they actually use their channel positive energy?

I believe a strict RAW reading supports the latter, but a lenient DM might allow it or house rule it.

Second, if you were going to modify the PoPC to allow it to work with LoH and CPE, how much would the cost increase?


Are the class options from the Pathfinder Campaign Setting considered legal for organized play or not?

The reason I ask is that they seem to be developed for 3.5 not PF.

I was looking as the sorcerer option and it references that you can get this option in place of your familiar.


I was noticing one line in smite evil.

Spoiler:

Once per day, a paladin can call out to the powers of good to aid her in her struggle against evil. As a swift action, the paladin chooses one target within sight to smite. If this target is evil, the paladin adds her Cha bonus (if any) to her attack rolls and adds her paladin level to all damage rolls made against the target of her smite. If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage increases to 2 points of damage per level the paladin possesses. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess.

Does that mean I can smite evil on a golem and bypass its DR? Obviously I wont get the +hit and damage, but the DR bypassing should work if I read that correctly.


I was playing around with the idea of swift spells. IE spells that are swift actions to cast, but have a duration of 1 round, and I came up with this metamagic. The idea is to give low level fighter/mages and warrior priests more spells options that they can cast in combat while using their martial abilities.

Swift spell(Metamagic) - You can cast spells quickly, but at reduced effect.

Benefit: A swift spell lasts 1 round, but only takes a swift action to cast. A spell with a duration of concentration, instantaneous, or permanent is not affected by this feat. This feat cannot be applied to spells that take longer than 1 full round action to cast. The increase in spell slot is based on the original duration of the spell. 1 round - +4 spell levels, 1 round/level or 1 minute - +2 spell levels, 1 minute/level or 10 minutes - +1 spell level, 10 minutes/level or 1 hour or longer - +0

Examples,
Swift Divine Favor - Uses a level 3 spell slot.
Swift Divine Shield - Uses a level 2 spell slot.
Swift Mage Armor - Uses a level 1 spell slot.
Swift Dominate Person - Uses a level 4 spell slot, but since it only lasts 1 round, it isn't that much more powerful than command.


I am thinking about adding a house rule that you can trade 2 class skills for any other class skill. For example, and monk could trade ride and swim for survival.

Thoughts?


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Ok, taking the ideas and feed back from the other thread into account. Basically I gave them a small amount of health that refreshes each round if the minion survives. This removes the need for keeping track of which minion have been injured across multiple rounds of combat.

Minion Template(CR-4)
Minions are weaker creatures made strong by the presence of a leader they fear or believe in. This template can be added to any creature that is capable of receiving morale bonuses.

Alignment: Any

Type: Creature's types does not change

Hit Points: The creatures hit points change as follows
Each d6 HD the base creature has the minion will have 1 hp. d8 HD gives 1.5 hp, d10 HD gives 2 hp, and d12 HD gives 2.5 hp. Add the creatures con modifier to this amount.

Attacks: Minions do not gain iterative attacks from having a high base attack bonus.

Defenses/Qualities: Minions gain fast healing equal to their hit points. This healing goes away if the creature becomes staggered or dying, or if there are no non-minions around to lead them. Minions becomes shaken if there are no non-minions around to lead them.


How would you make a Cloistered Cleric like version of the Oracle.

IE d6 HD and +1/2level BAB, but with increased special abilities.


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One thing I really liked in 4E was minions. I like larger scale fights, but once the PC are level 5+, larger fights becomes a PITA. Either you are having to track the health of 10+ NPCs or you have a bunch of low level NPC who have a snowballs chance in hell of hitting the PCs. Minions were a nice solution for adding bodies to a fight that could actually threaten the PC without adding a lot of extra bookkeeping. The only problem is that PF has a lot more AoE damage than 4E.

Minion Template(CR-4)
Rebuild Rules: Health drops to 1 HP, Advanced Evasion(take no damage on a successful save against any ability or spell that deals damage), Fragile Morale(Becomes shaken if there are no non-minions around, if outnumbered, shakened becomes panicked)

Basically an easy template for adding bodies to a fight. 4 minions = 1 normal monster of that type. They will drop to 1 hit from anything, but AoE will only kill the ones that fail their saves.


Maybe this has been addressed in a FAQ or something.

If I have a +5 dragon bane sword and I am fighting a dragon is it a +7 weapon, or am I capped at having a +5 enhancement bonus?


First Example, I am using Falchion Fred from the DPR Olympics

Falchion Fred:

Ability Scores:
STR: 22 (+6) (15 base, +2 racial, +1 level, +4 belt)
DEX: 14 (+2) (13 base, +1 level)
CON: 14 (+2)
INT: 10 (+0)
WIS: 12 (+1)
CHA: 8 (-1)

HP: 89 HP (10d10+30)

Saving Throws
Fort: +11 Ref: +7 Will: +8 (+10 against fear, 1/day reroll)

AC: 25 - Touch 14, Flatfooted 22 (+10 +1 full plate, +2 dex, +1 Amulet of Natural Armor, +1 Ring of Protection, +1 Dodge)

Attacks: Falchion +23/+18, 2d4+16 dmg (15-20/x2)

Class Abilities:
Weapon Training +2 (heavy blades)
Weapon Training +1 (bows)
Armor Training 2

BAB: +10 CMB: +16 CMD: 28

Feats:
Weapon Focus (falchion)
Weapon Specialization (falchion)
Power Attack
Improved Critical (falchion)
Critical Focus
Improved Initiative
Iron Will
Improved Iron Will
Greater Weapon Focus (falchion)
Dodge
Lunge
Step Up

Skills:
Some stuff

Gear:
+3 falchion
Belt of +4 str
+1 full plate
Cloak of Resistance +2
Handy Haversack
Amulet of Natural Armor +1
Masterwork composite longbow (+6 str mod)
Ring of Protection +1
1000 GP in miscellaneous consumables, gear, non-portable goods, etc.

Buffing Round: Fred uses a Potion of Enlarge Person. This gives him +2 strength, -2 dexterity, -1 to hit, -1 AC, reach, and makes his Falchion large(2d6 damage). There may be better potions, but I am playing my lazy card. Using power attack on all attacks. This brings the average damage on a normal hit to 32 with a 30% chance to threat for an extra 32 damage.

Round 1: Charge MM, 1 attack @ +22 for 29.12 average damage. +1 to hit gives 2.08 more damage, +1 to damage gives .91 more damage. Extra attack is not usuable.

Round 2: Full attack on MM with flank, 2 attacks at +22/+17 for 47.84 average damage. +1 to hit gives 4.16 more damage. +1 to damage gives 1.495 more damage. Extra attack gives 29.12 more damage.

Round 3: Charge BBEW, 1 attack @ +22 for 39.52 average damage. +1 to hit gives no more damage. +1 to damage gives 1.235 more damage. Extra attack is not usuable.

Round 4: Full attack on BBEW. 2 attacks at +20/+15 for 68.64 damage average. +1 to hit gives no damage increase. +1 to damage gives 2.145 more damage. Extra attack gives 39.52 more damage.

Overall: 46.28 average DPR. +1 to hit gives 1.56 more damage on average. +1 to damage gives 1.44625. An extra attack gives 17.135 more DPR on average.


It seems to mee that Ki Strike is a bit weak. Overcoming Magic reduction is nice, but withing a few levels, you should have an amulet of Might Fists +1 making that ability redundant. Lawful strike is was too situational, and The adamantite strike comes way too late to be of any real use.

So, I am looking at removing the existing Ki Strike ability and replacing it with something that looks similar to the paladin's spirit weapon.

Ki Strike: You can spend a Ki point as a swift action to add an enhancement bonus to your unarmed attacks equal to +1 plus an additional +1 per 5 levels beyond level 4 for 1 round. This bonuses can be normal enhancement bonuses or you can add any of the following abilities for the appropiate cost: axiomatic, brilliant energy, disruption, flaming, flaming burst, holy(Good Monks only), keen, merciful, or Unholy(Evil monks only). This stacks with any other enhancements up to the normal limits.

Pro:
Stacks with amulet of might fists.
Gives monk more versatility.
Con:
Unlike the current Ki strike, this one costs a swift action, and uses Ki Points. The current Ki Strike is active as long as you have Ki points.


I like the idea of Multiclassing feats. I like the idea of using feats to make up some of the losses that come from multiclassing, but the losses are there for a reason. So I am thinking about a group of feats that give you a very limited subset of abilities from another class.

For example, a multiclassing talent.
Sneak attack focus: Requires sneak attack class feature. You level is considered the be 1 level higher for purposes of sneak attack damage. Your level with this feat may not exceed your character level.

Learned caster: Requires a class that can cast spells. You gain access to spells as if your level in one chosen caster class was one higher, but your caster level does not increase. Your caster level cannot exceed your character level.

Focused caster: Requires a class that can cast spells. Your caster level is considered one higher. Your caster level cannot exceed your character level.

Wildshape focus: Requires wildshape class feature. You character is considered 1 level higher for purposes of the wild shape ability. You wild shape level cannot exceed your character level.

Warrior focus: Requires you to have levels in a class that gets +1 BAB/level. You gain +1 BAB. You BAB cannot exceed your character level.

The feats are meant to be limited so that you can do a little multiclassing without hosing your self completely. The idea is that with around 3 feats I can make up almost everything I lose from a single level of multiclassing.

For example a Sorcerer takes a level in fighter, they could take Learned Caster, and Focused caster to regain the lost caster level. There could also be a feat that lets them regain their lost bloodline progression.

Thoughts?


Anyone? Buller?


Fey Bloosline Sorcerer

from SRD wrote:


Fleeting Glance (Sp): At 9th level, you can turn invisible for a number of rounds per day equal to your sorcerer level. This ability functions as greater invisibility. These rounds need not be consecutive.

Illusionist Wizard

from SRD wrote:


Invisibility Field (Sp): At 8th level, you can make yourself Invisible as a swift action for a number of rounds per day equal to your wizard level. These rounds do not need to be consecutive. This otherwise functions as greater invisibility.

Am I missing some fine print on the Sorcerer ability? Why is the wizard on a swift action, and the sorcerer on not?


Most of the changes in PF have been straight forward obvious improvements in the system. Even if I didn't like them, I would admit they were gameplay improvements.

That said, I still don't understand why dispel magic was nerfed so much in PF. The AoE option was removed entirely, and the targeted option is limited to removing 1 effect. As a slight buff the +10 level cap was removed.

Was it considered too much of a must have spell?
Was it to make greater dispel magic better by comparison?


Thanks to Evil Lincoln for giving me a good starting point
Thread here I made this into a separate thread because it applies to a lot more than just perception.

Basically, taking a 10 when you are not threatened is based on the average result of a single die roll. Taking a 20 is based on doing something a lot. The problem is that there is nothing in between. Either you take 1 round, or you take 20 rounds. What if I want to spend 2 rounds searching every square for traps? Under the current rules, I have to roll 4 die for every square and take the highest. This is slow and painful for everyone else at the table.

So I did some number crunching.

I did some number crunching to find the exact probability of getting each result on a d20. For example, if I roll a d20 twice, I have a 1 in 400 chance of not getting higher than a 1(IE rolling 1 twice in a row). I have a 1 in 100 chance of not getting higher than a 2(I rolled a 1 or 2 twice in a row). Thus my chance of getting a 2 is 1/100-1/400. I did this for all possible results(thank you spreadsheets!)
I then used the probability to calculate a weighted average for the result.

1 die roll gives an average of 10.5. This is the basis for taking a 10 in the RAW.
2 die rolled gives an average of 13.8.
3 die rolled gives an average of 15.5.
4 die rolled gives an average of 16.5.
5 die is 17.2.
8 die is 18.2.
13 die is 19.0.
20 die is 19.5.

So based on this I came up with a simple house rule. Anytime you can take a 20(IE when there is no chance of a critical failure), you can take a 15. Taking a 15 takes 3 times longer than normal. As you can see is would also be possible to take a 13(x2 time), 16(x4), 17(x5), 18(x8), or 19(x13), but I would leave these out to keep things simple.

Second, is the idea of forcing rolls. This is primarily to appease the players who like to roll. The problem is that making 5 rolls and taking the highest is painful to all the other players at the table, but the player wants to roll something.

I present a forced 10. Taking a forced 10 is the same as taking a 10 plus letting the player roll. A forced roll increases duration multiplier by 1.
So taking a forced 10 takes twice as long as taking a 10, and allows the player to make a single roll and use the roll or 10 whichever is higher.
Taking a forced 15 takes 4 times longer, and allows the player to use their roll or a 15 whichever is higher.


We are playing a campaign with a summoner, and have had a few run-ins with the potential OPness of munchkined Summoner pet. I have no problem is the class, and it can be a lot of fun if the player uses it to build a balanced pet. I am merely looking for ways to torment players who focus on the combat potential of an eidolon to the exclusion of all other abilities.

1. Summoner. If the summoner is using all their resources to trick out their Eidolon, the summoner will probably be pretty gimp in terms of AC and defenses. Killing the summoner is most likely going to be a lot easier than killing the pet up until level 14. The only problem is that this most likely will not make the eidolon go away.

2. Dispel Magic. No, it won't get rid of the Eidolon, but since the summoner spell list is largely comprised of buff spell that can be cast on their pet, a good dose of dispel magic can remove several rounds worth of buffing in one spell.

3. Dismissal, Banishment, Banish Good(Evil/Chaos/Law). These spells can get rid of the pet for a while. If used during combat, the summoner is basically without a pet for the duration of the fight.

4. Damage Reduction. Most combat build of Eidolons rely on hitting with lots of weak hits. A large skeleton with a DR of 10/blunt can really slow a claw and bite eidolon down because the eidolon cannot easily change attack types. Flight, incoporeal, and similar effect can fall into this category IF the eidolon doesn't have any way of dealing with them(IE didn't take the magical attacks or flight evolution)

5. Pit traps, and similar obstacles. The eidolon is smart, but most combat builds leave the eidolon at int 8, and don't take skill evolutions. Forcing a eidolon to make a DC 15 skill checks to get out of a pit trap during combat can be a great way to slow them down. An acrobatic check(DC10) to move along a narrow ledge at a -10 for large creatures can be a good way to force the eidolon's player to rethink their decision to not buy skill evolutions. Especially, if it causes the eidolon to fall to its death. No pet for 24 hours for you!

6. Dungeons have narrow corridors. Not every location was made with large creatures in mind. Worse, if there happens to be a combat encounter on the other side of a narrow crawl space....

What other ways can a creative DM use to make a purely combat focused eidolon into a joke?


In the wishlist thread, someone mentioned that they would like to see counterspelling changed so that it is used more often. After reading that, I had some interesting ideas for house rules that would make counterspelling happen more often.

First increase dispelling options

Lesser Dispel Magic Level 1 Spell for any class that has dispel magic. Works just like dispel magic except, there is no AoE option, magic items and permenant magic effects cannot be effected, the maximum caster level bonus to dispel checks is 5, and the spell can only remove a single magic effect.

Second, any dispel magic spell can be cast to counterspell as an immediate action, but this imposes a -5 to the dispel check.

Further, a successful spellcraft to determine the spells being cast check gives a +2 on the level check when countering spells with dispel magic.

Third, a new set of spells.

Counterspell I-IX(Abjuration)
This spell functions similar to dispel magic, but it can only be used to counter spells that are being cast.
Make a level check similar to dispel magic.
The check is 1d20 + caster level + spell level (- 5 if counterspell is cast as an immediate action) (+ 2 is the caster makes a successful spellcraft roll to determine the spell being cast) vs a target of 10 + the spell level of the spell being countered.
If the result is less than the target, the counter spelling fails.
If the result is greater than the target, reduce the caster level of incomming spell by 1 for every point by which the roll succeded. If the incomming spell is reduced to 0 or less, it fizzles, and the caster suffers backlash damage equal to 1d6 for every 2 levels of reduction beyond 0, will save for half damage.
The maximum caster level reduction is equal to the spell level of the spell times 3.

Example: A level 9 bard uses counterspell IV to counter a level 5 wizard's fireball as an immediate action. The bard made a successful spellcraft roll. The bard rolls a 14 on the counterspell roll for a result of 14 + 9 + 4 + 2 - 5 = 24 vs 10 + 3 = 13. That is a reduction of 11(maximum possible reduction is 12 with a 4th level counterspell). This reduces the incoming spell -6 causing the spell to fail, and the wizard to take 3d6 backlash.

Thoughts or ideas?


Fey Sorcerer Laughing Touch Ability. I have a fellow player who belives that the Laughing touch ability should work like Hideous Laughter(and thus should allow a save). The LT ability is not as strong in effect(still allows move action, target doesn't fall prone), has a much shorter duration, has a restriction(can't use on the same target more than once in 24 hours),and requires a touch attack, yet my fellow player insists that it must allow a save. The ability says nothing about allowing a save. Am I right in thinking this ability doesn't allow a save or did I miss something?

Skill Focus + Perform - Each type of perform has its own skill focus feat correct? IE there is no feat that give +3 to all types of performances. I would have to get Skill Focus(Perform(Sing)) and Skill Focus(Perform(Dance)) as two different feats.

Do the bonuses from Sneaky and Skill Focus(Stealth) stack?