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It's a wizard class, and the idea is to bring in a spell that can slow down a group. The original idea was to use transmute rock to mud and turn the ground they were standing on into difficult terrain that gave penalties. The thing I liked most about the idea, but probably least relevant, was that it would have been a completely unexpected deal to have thrown at the players. ![]()
So this is going to sound like a lame question, but affects what I am trying to do with an enemy caster. So the spell says rock and stone, but would it affect the ground that you find outside of dungeons? And if no, anyone have any spell suggestions of existing spells that would turn the ground into mud? ![]()
So I was talking with my GM recently andwe might be running into a problem that might end up breaking the character. So I have a gunslinger (pistolero) that is fast approaching level 12 and getting a Signature Deed which will end up being Up Close and Deadly. Now my character has 7 grit and I can burn 4 to add 3d6 to all four attacks. Now the issue comes up as when I make Up Close and Deadly my Signature Deed I can do and extra 3d6 per attack so long as I have 1 grit point. So my character will be doing 4 attacks for 1d8+10 +1d6(fire) +3d6(Up Close & Deadly). And then at level 15 Up Close & Deadly goes to 4d6. No I looked in Ultimate Combat and I haven't found anything limiting grit spending per round, or how many times you can use deeds in a round. But does anyone think this might be getting slightly broken? ![]()
I got inspired by Castlevania: Lords of Shadow, and started to create a whip based fighter. Now because the weapon used in game is really awesome, I wanted my character to have a chain whip with spikes. Now the idea is to forge a normal chain with small spikes from the side of the links. Now keeping the same 15 foot length, it will weigh 3 pounds. Now here are a couple questions, and one kind of goes into fantasy vs. reality. How much damage would you expect to get from something like this? Another question goes to, if there was to be an extra 5 feets added to it, would it increase the weapon size by a catagory? Now with that extra 5 feet, would you then see a loss of energy down the chain resulting in less damage output? And my finale question has to deal with the Improved Whip Mastery feat. If the extra 5 feet don't impede the weapon, would the threat range be increased by an extra 5 feet due to the length of the weapon? ![]()
Trikk wrote:
Appreciate the info, and I will mosey on over to homebrew section with my query. ![]()
Blueluck wrote: Since you're describing a Scorpion Whip pretty well, I would just use that stats for that. Appreciate the direction for wepon stats. Will have to go check them out. Any thoughts on the other questions though? ![]()
So this may or may not be the proper place for this post. But I got inspired by Castlevania: Lords of Shadow, and started to create a whip based fighter. Now because the weapon used in game is really awesome, I wanted my character to have a chain whip with spikes. Now the idea is to forge a normal chain with small spikes from the side of the links. Now keeping the same 15 foot length, it will weigh 3 pounds. Now here are a couple questions, and one kind of goes into fantasy vs. reality. How much damage would you expect to get from something like this? Another question goes to, if there was to be an extra 5 feets added to it, would it increase the weapon size by a catagory? Now with that extra 5 feet, would you then see a loss of energy down the chain resulting in less damage output? And my finale question has to deal with the Improved Whip Mastery feat. If the extra 5 feet don't impede the weapon, would the threat range be increased by an extra 5 feet due to the length of the weapon? ![]()
So I have two seperate questions. One deals with the Spit Venom spell found in Ultimate Magic. It has no spell components, and there is no errata for this. Is this a mistake that hasn't been caught or is it supposed to be like this? Second question, say you advance in one class far enough to get a second attack, but go to a different class prior to getting your thrid. You then advance in that class. When your second attack hits +6, does that automatically give you your third attack at +1? ![]()
WWWW I just feel that my character is being hated on, and one of the reasons I am getting is that it is the equipmeent that I am using. So a single shot pistol alots one reload. But if you are only given one free action per round, and you burn it reloading, then even with a double barrel weapon, it goes 3 shots first round, and then two shots after. There is absolutely no way to get my aloted attacks by those rules. So here is free actions straight from the Core Book, "Free actions don't take any time at all, though there may be limits to the numbers of free actions you can perform in a turn. Free actions rarly incur attacks of opportunity." From the Paizo website, "Free Action: Free actions consume a very small amount of time and effort. You can perform one or more free actions while taking another action normally. However, there are reasonable limits on what you can really do for free, as decided by the GM." Both state an action that takes very little time. Say something like removing an arrow from your quiver, nocking it to the bow string, drawing the arrow, and aiming. I already stated that I am using an alchemical charge which straight from the Ultimate Combat book, "Alchemical Cartridges: An alchemical cartridge is a prepared bundle of black powder with a bullet or pellets, sometimes with more exotic material added, which is then
So I have to grab the charge from its location, shove it down the barrel, and aim. I just fail to see how this is slower than what the archer has to do. ![]()
So I am hoping to have moderator ruling on this, because I feel like I am getting severly hosed on this. I have a 9th lvl gunslinger that has a single shot pistol with the Reliable enhancement, Rapid Reload, Rapid Shot, and is using alchemical charges for a Free Action reload. Now my DM is trying to tell me that I don't get all three attacks per round as I can only get one free action. Even when I get to lvl 11 and am awarded with three normal attacks, I can still only have two. But the ranger in the group gets to have his three attacks with his bow and his Rapid Shot feat. Am I the only one that feels like my character should have its aloted number of attacks? ![]()
I understand where you are coming from Pipedreamsam. Pathfinder is very differnt from MMOs, but at the same time you can classify almost all the spells into certain catagories just like you can on MMOs. The difference here is a number of those spells in Pathfinder can really push the envelope for what you would normally put them under which kind of sucks. And Magnu, this goes into direct relation to Sanctuary. We recently got a new player to our group who wants to "debuff" under the protection of Sanctuary, and one of the friends involved in the discussion just happens to be the DM. Unfortunately he is kind of a people pleaser and is concerned that if he makes a bad judgement call, then his game is going to go down the drain due to unhappy players. What blows even more, is I see both sides to the arguement, which is kind of why I came here hoping to get some good input that could validly swing this one way or another to help my DM out. ![]()
So I spent a great deal of time online today looking for information concerning what exactly is an attack spell. And I can not find much information about it in the Core Rulebook. Myself, I always thought attack spells were something that caused physical damage to one or more targets. Now after talking to a couple friends, there is a debate going on as to whether or not more spells should be covered by this. Namely, and lack of a better term, de-buffing spells such as Doom and Bane. Some arguement is that something like that will bring you up on the creature's radar andn have them view you as a threat. Others argue that the creature would have to first notice and connect what you did with the debilitating effect, and pull from MMOs claiming that hitting something with a debuff is no different than standing next to something that hates you. So any opinions or rules that are in the book, that I couldn't find, please share them. ![]()
Geistlinger wrote:
Seeing as how trolls stop regenerating when exposed to fire or acid the dogs' stomach acids should have destroyed them. I made the same claim. The DM made the point that the acid in a stomach is much, much weaker than the acid in a "flask of acid," and thus, wasn't strong enough to stop the regeneration. While I would dispute it today, at the time the statement of "Why do you think nothing eats Trolls?" made a lot of sense. I also think the DM was tired of the dogs doing all the work while my cousin reaped all the benefits. I find that interesting that he would claim it as a weak acid seeing that it has a PH value of like 2, and the strongest acid in the world has a PH value of 0. =) |