Sajan Gadadvara

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I'd allow it. I think it's clever.


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I can only imagine how many times this question has been asked before. It seems like a biggie. I apologize in advance if I missed some big thread on this topic.

When GMing, do you prefer to use premade adventures, or make your own stuff up? Or, what combination of both do you use (if applicable)?

I, personally, have always made my own stuff up from scratch. I never even fathomed getting a module or adventure path until I went on here and saw how many GMs did just that.


I'll have to agree with Grick and Tim. Both the Dwarf and the Oracle abilities you've listed only negate the movement speed reductions that are a direct result of a heavier load or heavier armor. Since check penalties and max Dex penalties are still applied, I don't think this means that they are completely immune to the penalties of armor or encumbrance. Therefore, it still represses abilities that don't apply when certain encumbrance or armor conditions are met (like monk/barbarian abilities, or Fleet).


Fleet wouldn't work, because you lose the benefits of the feat if you carry a medium or heavy load, or if you are wearing something other than light or no armor. Since you are wearing a breastplate and have a medium load, Fleet wouldn't help. Here's the Fleet description:

http://www.d20pfsrd.com/feats/general-feats/fleet---final


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I recall my players wanting to combine Create Water and Ray of Frost to freeze water over an enemy's head to crush him. One would cast Create Water, and the other would ready an action to cast Ray of Frost when the water appeared. I allowed it, and I allowed the victim a Reflex save (using the higher spell save DC of the water-producer or the freezer) to avoid the damage (1d6 bludgeoning). Honestly, it was a pretty creative way to combine cantrips/orisons, and it seems balanced that two 0th-level spells would combine to make a 1d6 with one roll to avoid damage, compared to 2d3 with two rolls to avoid damage (from, say, two rays of frost).


I see. Thank you for the quick responses.


There are certain domain powers, such as Acid Dart from the Earth domain or Lightning Arc from the Air domain (among others), that deal direct damage. The wording for the damage they deal is as follows:

"1d6 points of X damage + 1 point for every two cleric levels
you possess."

Does this mean that for every two levels, the damage is increased by 1d6+1? That would mean a progression of 1d6+1 as a first level cleric, 2d6+2 at second, 3d6+3 at fourth, et cetera. I feel that that would be quite powerful if it were the case, as a 20th level cleric would be dealing 11d6+11 damage with a power they can use quite often.

The other option seems to be that one point of damage is added on for every two cleric levels, instead of a full 1d6+1. This would result in a progression of 1d6 as a first level cleric, 1d6+1 at second, 1d6+2 at fourth, etc. This damage seems very low, totaling 1d6+10 at 20th level.

I'm just wondering what other people, having read the description of the domain powers, have decided to be the case. Honestly, I would hardly consider using the powers if the latter is the case, but the former makes them seem incredibly powerful.