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Pathfinder Rulebook Subscriber
I recently placed an order and would like to remove several items from my sidecart please.
Pathfinder Rulebook Subscriber
I have sent numerous emails to customer service that neither received an automated reply nor an actual reply. These have been sent from multiple email addresses with no response. I have also attempted to call the Customer Service Phone Number within office hours but have been sent straight to message bank and have been unable to speak to anyone.
1) I have items in my Sidecart, that despite other orders being shipped to me, have not yet been shipped. They are not in my Backorder, so I'm wondering when they will be sent? 2) There are faults in my downloadable content (PFS) that mean I cannot use them. Entire pages are blank and can't be read, so either need to be resent or otherwise rectified. If you could get back to me as soon as possible, that would be great, thankyou.
Pathfinder Rulebook Subscriber
SUMMON PLANT OR FUNGUS SPELL 1
Soooooooooooooo There is NO plant or fungus in the Bestiary whose level is -1.... So what are we meant to summon now?
Pathfinder Rulebook Subscriber
My question pertains to Adventure Path creatures that come with a bracketed number after the creature name followed by the Creature Rating. In this case, is the creature rating for the Individual Creatures or for the Combined Creatures Example:
Pathfinder Rulebook Subscriber
I've been both a player and a GM for this playtest and have aired and received many complaints about the damage that low level casters output in comparison to non-caster classes. The complaints surround the multiple actions it requires to cast cantrips that do less damage than a single attack from a weapon. I've searched these forums and found people debating both sides and stating that because casters have Spells, the damage levels out, but my players and I have found this simply not to be the case, most especially at low levels. The debate seems to go:
They as a non-caster can attack 3 times (1 action each), doing d4/d6/d8/d10/d12 damage Each Time depending which weapon they're using. Yes, they get a -4 or 5 penalty for each subsequent attack, but its using a stat they have points in. Enemies have a fair bit of health, so what this equates to is me doing on average 4-8 damage a round and my non-casting allies on average doing 12-20 damage a round. Over and over and over again until the creature is finally dead." Having heard this back and forward debate and having many of my players unhappy and the non-casters Agreeing with them and feeling sorry for them, I decided to try my hand at making a series of cantrips to even the playing field at my table. Here's what I came up with: (I'd like some feedback) --------------------------------------------------------------- Cantrip: Summon Melee Weapon
You summon a spectral one handed melee weapon into your hand. When Casting this Spell, you can choose the type of damage that weapon does (Bludgeoning, Piercing or Slashing). Attacking with this weapon uses your Key Ability rather than Strength. The weapon deals 1d4 damage plus your Strength modifier. When Casting this Spell, you can increase the casting by a Verbal Casting action, a Somatic Casting action, or both. For each component you add, select one of the weapon improvements below:
Heightened (3rd)
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Casting Material Casting or more
You summon a spectral 1+ handed ranged weapon into your hands. When Casting this Spell, you can choose the type of damage that weapon does (Bludgeoning, Piercing or Slashing). Attacking with this weapon uses your Key Ability rather than Strength. The weapon deals 1d4 damage. When Casting this Spell, you can increase the casting by a Verbal Casting action, a Somatic Casting action, or both. For each component you add, select one of the weapon improvements below:
Heightened (3rd)
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You shape an object you are holding into a melee weapon. When Casting this Spell, you can choose the type of damage that weapon does (Bludgeoning, Piercing or Slashing). Attacking with this weapon uses your Key Ability rather than Strength. The weapon deals 1d4 damage plus your Strength modifier. When Casting this Spell, you can increase the casting by a Verbal Casting action, a Somatic Casting action, or both. For each component you add, select one of the weapon improvements below:
Heightened (3rd)
If the next attack you make with the enchanted weapon hits, use your Key Ability for extra damage rather than Strength. If the next attack you make misses, this spell fades and cannot be used again until your next round. |