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So, when you make something into a zombie or skeleton, they gain an AC rating according to size- not base creature, so a zombified turtle is just as squishy as a zombified human, all else being equal. This seems to work fine at low levels, since undead minions have low AC compared to the fortified members of the party (cleric, fighter) but can be buffed (mage armor) and they feel like they're squishy but not hopelessly so. As the cleric levels up, the AC and to Hit stats on both him and his opponents go up, but the AC on his minions stays the same. Does this cause problems for anyone else? It seems to me like high level undead minions just get power attacked and everything hits them with a roll of 2 on the dice, making attempts at increasing their durability kind of pointless... ![]()
Yep. That's right. We're using masses of kobold minions to mine it, too. This means the party has a huge wealth income. Here's the catch, though.
Because, if we do so, then we'll quickly find that the flow of funds dries up and dies. We don't want to give the DM an OOC incentive to take it away. So, with that in mind. What suggestions would you have for cool and fun, yet no-impact-on-combat items and investments that a fairly rich low-level party could get? :P We've discussed stuff like building golems or getting magical traps for our evil lair and such, but no really awesome ideas so far... ^^ ![]()
I find it curious; is there a particular reason for this? It seems like it would make sense for Domain powers to keep climbing as you level up, but I can't seem to find any Domain power that kicks in after 8th level. Am I missing something? I figured they would be more like the Sorcerer's Bloodline, which keeps granting stuff all the way to the end. ![]()
When a creature is affected by
and they fail their save, do they have to spend their action dealing damage to themselves (therefore making this a CC spell)? Or do they just take the damage and act normally (therefore making this a DoT spell?) ![]()
This is kind of a funny anecdote so I thought I'd share. We've played a lot of D&D games in our time. Our Good-aligned parties regularly go about their business adventuring, raiding dungeons, killing evil creatures, taking their stuff, and then using said stuff to kill bigger evil creatures. Our evil party goes about liberating slaves, enacting civic improvement projects, building libraries / city walls / roads, stimulating commerce... Essentially, they're a corporation. Nasty, but most of their clients are pretty glad they're around. Funny how that worked out. The Good guys make a living out of killing and stealing while the Evil guys are productive members of society XD ![]()
I have several questions about this spell:
- If making a new save against the effect is not an action, does it mean that you need to fail twice to lose your first action?
- When it says you lose your action, does it mean you don't get to do anything that turn, or does it mean specifically your standard action (and you can still move, etc?) - Isn't this spell just downright better than Hold Person? ![]()
So, does it matter who creates a scroll to see what stat you need to be able to use it to cast? Does a scroll of Fireball require Int 13 to read if created by a Wizard and Cha 13 if created by a Sorcerer? Does a scroll of Cure Serious Wounds require Wis 13 to read if created by a Cleric and Cha 13 if created by an Oracle? ... does a scroll of Lesser Restoration require Wis 12 to read if created by a Cleric and Cha 11 to read if made by a Paladin? This seems really weird. ![]()
I'm curious as to what the mechanics of creating Beheaded work. http://www.d20pfsrd.com/bestiary/monster-listings/undead/beheaded The monster looks interesting for the aspiring necromancer, but since it's not written as a template, I'm unsure as to what the statistics of different creatures beheaded and animated would be like. Does anyone have any advice on this? ![]()
So, I'm looking at the Astral Construct power and I can't see how this is balanced. Eyeballing it, astral constructs are about as combat-strong as the corresponding Summon Monster spell two spell levels higher. A level 3 fighter will be slightly stronger than an astral construct you can summon at level 3, and the psion can summon, what, 4 of the things by then? What am I missing? ![]()
I don't really get the reasoning behind giving skeletons and zombies verbal commands. The skeletons and zombies don't really understand any languages. So why does it matter what the caster says and how does it relate to what the undead can do? If I tell a zombie to dance, does it know what to do? It has no Int score, so I can't teach it. Does this mean that this is something the spell just will not do? Also, what stops anyone from just saying gibberish that the undead interpret as commands? The spell is not language-dependent. |