Samaritha Beldusk

Lord Pomposity's page

19 posts. Alias of Raepwulf.


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Zark wrote:
They are all ready too good. They make the Oracle look like a joke. Especially with their healing Hex that let them heal at will.

p. 15: "Once a creature has benefited from the healing hex, it cannot benefit from it again for 24 hours."

p. 16: "Once a creature has benefited from the major healing hex, it
cannot benefit from it again for 24 hours.

Sure, it's "at will" if you need to heal a few thousand level one commoners, but that doesn't come up very often.


Newb question:

If the pdf is available, should it just show up in "my downloads"? Or is there something else I need to do? My bestiary shipped two days ago, and the download isn't showing up.


kyrt-ryder wrote:
Adjust the level achieved of bloodline bonus spells up by 2 levels. Such that you get the 1st level bonus spell known at level 1, the second level at level 3, and so on, and give the Sorcerer one bonus spell per day at those levels.

This is more or less what I do (except I just shift spells/day up one row instead of granting one/day at odd levels). It works quite well.


My order shipped today, August 22nd. United States.


Skaorn wrote:
Inquisitor: A lot less "The Spanish...", a lot more Van Helsing. Moderate Divine Caster (Bard Spellcasting).

I didn't expect you to suggest this.


The Far Wanderer wrote:
As I posted above, the Sudden X feats are a better option if you want to make the most of metamagic.

Backtracking a little bit here, but if you bring splatbooks into the equation there are suddenly better alternatives to a great many things.


Teydyn wrote:

To answer the question as in the topic:

"Sylvan language - can you talk to animals?"

Yes, you can. But they wont answer... =) (sorry, couldnt resist)

Ha, excellent point.


3 people marked this as FAQ candidate. 1 person marked this as a favorite.

"Spell Critical (Su): At 10th level, whenever an
eldritch knight successfully confirms a critical
hit, he can cast a spell as a swift action. The spell
must include the target of the attack as one of its targets
or in its area of effect. Casting this spell does not provoke
an attack of opportunity. The caster must still meet all
of the spell’s components and must roll for arcane spell
failure if necessary."

Two questions:

1. Does the spell in question need to have a normal casting time of one standard action? One full round or less? Or can a 10-minute spell be cast as a swift action? As much fun as critting an enemy and casting Geas on him would be, I somehow doubt that was the intention.

2. Can a sorcerer add metamagic to the spell? If the answer is no because the spell must be a standard action, can an arcane-bloodline sorcerer add metamagic using his metamagic adept class feature? How about a universalist wizard?


LazarX wrote:
Lord Pomposity wrote:

Overall, I'm very impressed. My one remaining complaint is that, even though the descriptive text explicitly says that sorcerers are the more common spellcaster base class, they still have more difficulty qualifying for the prestige class. Sigh. I'll probably house rule that entry requirement to "3rd level arcane caster."

Granted, sorcerers can still qualify at 7th level by going Sorcerer4/Rogue1/Assassin1, but this seems a little forced.

The "more difficulty" means that sorcerer combos have to wait ONE more level in order to qualify. You know compared to the old days when I had to be 10th level for my Rogue/Sorcerer to qualify, they have it easy. I don't see this as a problem.

I'm not comparing it to "the old days", I'm comparing it to the wizard. And I'm not denying that this is a major improvement. As I said:

Lord Pomposity wrote:
Overall, I'm very impressed.

The games in which I play tend to end at around levels 10-11, so a one-level imbalance can create a significant difference as to which abilities become available before the end of the campaign. Furthermore, the multiclassing levels prior to qualifying for a prestige class tend to be rather painful, so getting out of that a level earlier means a lot.


Fair enough points. I'd still take the free metamagic.


dulsin wrote:

Ok I can stay in the class and be able to do the Metamagic trick another 5 times over 20 levels or.....

Take the Loremaster PRC and gain an additional 5 feats, 4 skills per level, bardic knowlege, and a free legend lore.

I know which one I will go with.

Um, the most feats you can get out of loremaster is two. Toughness and one other. You can only choose a given secret once. This is, coincidentally, the same number of bonus feats as you lose by not taking ten levels of wizard.


Overall, I'm very impressed. My one remaining complaint is that, even though the descriptive text explicitly says that sorcerers are the more common spellcaster base class, they still have more difficulty qualifying for the prestige class. Sigh. I'll probably house rule that entry requirement to "3rd level arcane caster."

Granted, sorcerers can still qualify at 7th level by going Sorcerer4/Rogue1/Assassin1, but this seems a little forced.


Carnivorous_Bean wrote:
Lord Pomposity wrote:
If humans and orcs are distinct and separate species, then half-orcs would not be able to reproduce.

So coyotes, wolves, and domestic dogs are the same species? Why don't they all have the same scientific name, then?

I'm not being snarky, I'm genuinely curious.

The ability to mate and produce fertile young is the most widely-accepted scientific definition of species (I know that ornithology does not use this definition, but that's their problem).

A horse and a donkey, for example, are defined as separate species because while they can mate and produce a mule, the mule cannot bear offspring of its own.

Wolves (C. lupus lupus) and dogs (C. lupus familiaris) share the same scientific name down to species, and can hybridize and produce fertile young. Coyotes (C. latrans) can hybridize with dogs as well; however, after a few generations there began to be significant fertility issues. So this is something of a gray area.

In sum, I'm probably being way too anal retentive about a fantasy game.


Dennis da Ogre wrote:
Giving +2 to the entire subschool is a bit much also. What about "Illusions with a duration of concentration last for a number of rounds equal to your 1/2 caster level after you stop concentrating"

For reference, Fey get +2 to enchantment (compulsion)...which is every single sorcerer/wizard enchantment spell except for charm person, charm monster, symbol of persuasion, and mass charm monster. +2 to illusion (shadow) doesn't seem out of line.


concerro wrote:
Lord Pomposity wrote:
concerro wrote:
The people arguing for the wizard being stronger are pointing toward his ability to do it all. Therefore the generalist or universal wizard should be used.

Now we just need the sorcerer bloodline to also be not immune to fire. Then both players can load up their spell slots with time stops and delayed blast fireballs and let the initiative roll decide things.

Why does it seem like all high-level combat degenerates into rocket tag?

If the wizard tries to outblast the sorcerer I will definitely have to beleive the fight was thrown. :)

It makes sense in this case. At level 20, there are enough ways to cram so much blasting into one turn (time stop + delayed blast fireball being merely the most gratuitous one) that whoever goes second is unlikely to go at all.

Of course, the way to go if you really want to munchkin it up in 1v1 PvP is to craft as many single-use items with your favorite ninth-level spell as you possibly can. At 20th level, that's 230 (wizard) or 217 (sorcerer). Now take leadership and hand them out to your followers like they're candy.


concerro wrote:
The people arguing for the wizard being stronger are pointing toward his ability to do it all. Therefore the generalist or universal wizard should be used.

Now we just need the sorcerer bloodline to also be not immune to fire. Then both players can load up their spell slots with time stops and delayed blast fireballs and let the initiative roll decide things.

Why does it seem like all high-level combat degenerates into rocket tag?


If humans and orcs are distinct and separate species, then half-orcs would not be able to reproduce.


dulsin wrote:

It has already been shown that a Dragon Bloodline can cast much more devistating spells than an Evocer. The blood line power gives an extra point per die and the specialist power gives 1/2 levels.

Level 10 Fireball by an evocer hits for 10d6+5 and the red dragon wanabe flying over there hits for 10d6+10.

Now look at Scorching ray the evocer can hit for 8d6 +5 and the Sorcerer has been hitting for 8d6+8 since level 7 and once we go to level 11 it gets worse. 12d6+5 vs. 12d6+12

Good point. Let me illustrate the same principle by expanding your argument to include a few more evocation spells:

Magic missile: Wizard 5d4+10, "red dragon wannabe" 5d4+5
Lightning bolt: Wizard 10d6+5, "red dragon wannabe" 10d6+0
Cone of cold: Wizard 10d6+5, "red dragon wannabe" 10d6+0

And now we'll take things to level 11, where, as you say, it gets worse!

Freezing Sphere: Wizard 11d6+5, "red dragon wannabe" 0
Chain lightning: Wizard 11d6+5, "red dragon wannabe" 0
Disintegrate: Wizard 22d6+0, "red dragon wannabe" 0

Clearly, the wizard is unplayable and needs a boost.


Hydro wrote:
It's still a game-breaking power (which I use as a term above and beyond "broken", which is in turn above and beyond merely "overpowered").
Hydro wrote:
Pathfinder paladins are broken.

I'm glad to see they've been demoted.

To be more serious and less flippant, I agree that there's a problem. I may house-rule smite evil as affecting one attack per round (or maybe # of attacks allowed by BAB per round, if the goal is to avoid paladins whoring two-weapon fighting).

One other thing for GMs to consider is the fiendish template. Slapping this on a monster will give it attack and AC bonuses against the paladin (and only the paladin) in rough proportion to the paladin's attack and AC bonuses against it.