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Wooden Double has the Manipulate trait and so would trigger a Reactive Strike. The question for the caster is would it be better to mitigate the critical hit and see how the Reactive Strike plays out. If the caster believes the critical hit was due to a very high roll, it would probably still make sense to cast Wooden Double. However, if the attacker can frequently land hits and critical blows, you probably would not want to risk the reaction.

As for Unexpected Transposition, it has only a verbal component, so it would not trigger a Reactive Strike, which needs a manipulate or move action to trigger (or some other conditions that don't pertain)


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Here is an improved list that excludes both manipulate trait (for remastered spells) and somatic components (for legacy spells):

Arcane spells without manipulate traits or somatic components


I would think that razzle dazzle extends the duration 1 round. So, whatever the duration of the dazzle condition, add 1 round to it.


Thanks. I was just looking at your guide a couple of days ago and appreciate the work you put into it.


It's called Reactive Strike now


What about making the Aid DC a ratio of the action being aided? I feel like making the Aid DC half (or something else easily calculatable, I'm not committed to half being the right answer) of the assisted DC makes sense and also makes it attainable and relevant at all levels.


Monster Core
https://paizo.com/products/btq02ex5?Pathfinder-Monster-Core


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I would say that any spell that doesn't have the subtle trait has a verbal component unless it specifically says otherwise. Hence, any caster that has their mouth full of their opponent wouldn't be able to cast a spell that didn't have the subtle trait.


My concern is that if I get rid of the restriction, the chirurgeon can give someone three elixirs of life, and that would be significantly more powerful than 2x healing.

I eliminated mutagens for the chirurgeon by excluding elixirs with the polymorph/morph trait.


Clarification:

3. Limit the CONSUMPTION of elixir of life to only once per round per character. The alchemist can give out three elixirs of life, but can only do so by giving them to three separate allies


The following changes:
1. Chirurgeon can use alchemist's tools instead of healer's tools for medicine
2. Expanded formula list for research field to any elixir that does not have the poly/morph traits
3. Limit application of elixir of life to only once per round
4. Change Quick Bomber to something more generic and allow elixirs of life to be drawn in the same action as whatever you do next with it
5. Change Healing Bomb to use one elixir of life and one reagent, but also have splash healing equal to the number of healing die
6. Change Combine Elixir to allow one elixir of life and one reagent to create a double strength elixir of life

4-6 can create the following combinations:
1. Single action application of elixir of life to self or adjacent allies
2. Two action ranged elixir of life (healing bomb) with splash as the incentivizer
3. Two action double strength elixirs of life (one action to create, one to administer to self/adjacent allies)
4. Three action double strength ranged elixir of life (one to make double strength, one to make bomb, one to throw). This would require two reagents, one for each change.

Outside of combat, I would keep Paizo's 10 minute limitation to Perpetual Infusion elixirs of life.

Is this too much? How can I fix it while still making chirurgeon an attractive option for healing?


Thanks everyone for the input. I think for now, I'll play it safe and just keep making stuff for my wizard to find.


Pretty much what the title says, would they be overpowered or would it not be that noticable given the other constraints on their casting?


I would use either the spell Drop Dead: https://2e.aonprd.com/Spells.aspx?ID=92

Or the alchemical item False Death: https://2e.aonprd.com/Equipment.aspx?ID=551