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I have a question that came up as I was using Etheric shards on some evil outsiders, does DR 10 just render this spell useless?
They ignore the 1d8 p/s damage and since they take no damage from the spell they negate the bleed damage no?


Pramxnim wrote:


My question to the designers is: Is it intentional to make the Ranger's A.C. weaker than other classes that share the same feature? Other than the feat at level 12, the Ranger's A.C. feat chain progression is the same as the Paladin and Cavalier (feats at levels 1, 6, 10, 14).

I believe there's an error here, and the correct text for the Ranger feat Incredible Companion should put it at level 10 and grant the Ranger's A.C. 1 action on turns where the Ranger doesn't command it.

I would also like to hear this, I took the cavalier archetype because the ranger companion is so bad, same amount of feats. But now I have to worry about an order, and that's not flavor I would necessarily want to deal with outside of the playtest.


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My party of 3, a half orc fighter, a gnome rogue, and (me) a goblin (burn it all) sorcerer TPKed a little later...
If it sounds like we had no healing, Arcane Evolution with a heal scroll was our solution, not that we got to use it.
We went north east avoiding the forest, found the gnomes, and agreed to solve their Roc problem. After we approached under an invisibility sphere, we opened with a heighted level 5 fireball for 10d6+7 (pre-buff) that one Roc saved against and one failed, the failed one took a little less than half it's hp in damage I think.
Then it picked up the fighter and the sorcerer, and flew off the mountain. Thankfully a quickened level 3 sleep worked, and a mid-air fly spell combined with a successful grab the edge meant neither of us took 30 bludgeoning damage that the roc did.

Anyway after that, the Rocs didn't pick anyone else up, the gnome managed an intimidate, and we killed them.
Then we heard from the gnomes there was a dragon to the south.
Then we sought out the cyclopsi to the south of the forest, then we went dragon hunting.
Then we decided talking to the giant was too risky so we ought to sneak past it with invisibility sphere.
Then we realized the cave only went about 30 feet in.
Now we weren't expecting invisibility to work on the DRAGON, but I thought there would be a dungeon or something.
The second combat encounter lasted 2 rounds.
The dragon breathed fire on us, then the giant dropped down and pincer-ed us.
A Suggestion spell failed against by the giant, mostly trying to send him away for a turn or two, the dragon beat on the fighter a bit, and then the giant crit splattered both the fighter and the sorcerer. The rogue had crit failed against the fear aura and ran away.
We're just going to handwave this book.


I suppose it was a bit of a silly worry on my part that cold iron arrows would restrict the enhancement bonus of my bow. Thank you for explaining anyways.

I didn't really consider multiple weaknesses, that is a good point. I didn't think there would be many (any really) demon with double weakness like that; I played in Wrath of the Righteous and they generally had 2-3 varying elemental resistances. A bit meta of me, but food for thought.


So, I am making a ranger for the level 12 playtest, and obviously I'm going to want me some (extra) cold iron arrows. It even says, "Weapons made from cold iron are deadly to demons and fey alike." Sounds good.

I'll go out of my way and assume that the 50gp expert cost is applicable to a BUNDLE of arrows, because 50gp a shot is pricey for the 100 gp I have to buy things.

Now... If I use a +3 composite shortbow, and my expert cold iron arrows, my concern is the part of Cold Iron where it says "Weapons and armor made from cold iron can hold one fewer property rune than their iron counterparts." Does my bow still shoot with a +3 attack, 4d6 damage?

If it were a +2 frost composite shortbow, is it +2 attack, 3d6+1d6 damage?
P.S. why would anyone take a +2 weapon with an elemental rune over a +3 weapon, the crit effects aren't THAT good...

TL;DR do cold iron arrows
A) cost 50gp for 10 and
B) lose any bow potency


I'm throwing Akata at my party in a time-sensitive sidequest; so the question I have is how long would it take a void zombie to turn into an Akata?
If it's up to the GM what would be a reasonable timeframe, a month or less?


blahpers wrote:
What's the wish?

iunno, "bring us to Location X"

where X is somewhere not currently occupied by a demon lord

Alternatively you could try wishing them all to the plane of positive energy.


GM Derek W wrote:

I was playing a game today. Due to some foolish tactics and a poor attack roll on my part, I had my fighter get slugged something fierce by a large zombie.

The AOO and regular attack dropped me to exactly negative CON. My understanding had been that my character would have been "dead" at that moment. The GM said that if someone could heal me that round then I'd be ok. So I got tapped with a heal wand, stabilized, and the rest of the group finished the bad guy.

I should note I was playing a level 3 character in a Tier 6-7 game (1-7 scenario), so I was kind of asking for trouble getting into melee. Nevertheless, what ruling is correct? Dead at the instant I hit negative CON (the GM would have declared me dead if I had gone past that point). Or do my allies get one last chance to save me? This isn't the first time I've seen this done.

If if my character should be dead, is it up to me to remove him from play?

I know it's a common house rule to allow players to heal someone who was recently downed to prevent them from dying. By RAW I believe you would be dead, the PFSRD says "When your character's current hit points drop to a negative amount equal to his Constitution score or lower, or if he succumbs to massive damage, he's dead."

However at the table the GMs discretion generally rules, and if you want your character to die, you could have a chat with him about it.


Tels wrote:
Trout wrote:
Xaratherus wrote:

The general desire is for a character who is functional in melee in a chaotic, damaging, not-defensive-at-all fashion but who also can throw around some interesting and damaging arcane spells while they're doing it.

I still love the idea of allowing the Bloodrager (while raging only) to cast a damage spell with an 'Area' aiming description (such as Fireball) as a swift action - but doing so adds the phrase "centered on you" to the area description (see the spell Detonate for an example).

So rather than being a targeted area spell, Fireball would become a 20'-radius burst centered on the Bloodrager.

I loved the idea of Detonate (had Dragon Ball-Z/Vegeta flashbacks). It would be super cool to have that as a build/area of focus for the Bloodrager.

Such a Bloodrager should think of Garvok, Sword of Wrath as the sword to use.

Nah, you'd be using your OWN spells to blow yourself up. Do the fireballs cast from that even count as fired by the wielder? Or are they fired by the sword (would the sword count as an ally?)


All this talk about the will save and arcane spellcasting vrs divine spellcasting has reminded me about Feeblemind. Won't the bloodrager be amazingly vulnerable to being feebleminded with a poor will save and arcane casting?


Bubba Anbabms wrote:

So far, the aberrant first-level rage power (Fortitude save to avoid being staggered) is irrelevant. Every time I score a critical hit, I kill my opponent. Maybe I will get to use it at higher levels.

Confirmed crit damage: battle ax, 2-handed, 23 STR, Killer trait: 3d8+30

19 str(out of rage)? that's quite high considering you want con and cha too


Gingerbreadman wrote:
Pinkius wrote:
Gingerbreadman wrote:

Before the review came out it was said that the BR needs his own spell list to work. I would really like to know what about the new list it was the BR could not funktion without. Honestly.

Can anyone give me a list of spells this class needed that he has now and didn't have before?

Drachasor wrote:


Here's another look at the Spell List. All the Spells that Bloodrager has that the Magus doesn't:

1st
cause fear - almost useless at the level you get it.
endure elements (odd the Magus doesn't have this. EVERY other caster does except the Witch, even Paladins and Rangers have it!)

2nd (these are decent)
false life
protection from arrows
resist energy
see invisibility

3rd (these are decent)
heroism
protection from energy

4th
None

Note: slow/haste appear as 4th and 3rd level spells.

I've seen this posting. But none of the above spells strike me as must haves that forced the developers to make a new list. That's why I asked you (or the developers) which of those spells it is that I am missing.

I see endure elements, resist energy, protection from energy as fitting. But after they first said the class would not get a new spell list to have some spells that might fit is not enough to warrant changing this decision.
And it sure doesn't look like the class doesn't work without them.

In addition I've read comments here about all those strong buff spells the new list has that the magus list is lacking. Can all those strong buffs be just heroism?

Clearly Blood Rager wouldn't operate as intended without Protection from Arrows. (Because nobody uses magic arrows by level 7)


I'll be in favor of the self nuking option when the spells are better. As it is now you can drop an unmodified 10d6 fireball on yourself at level 10 with a save dc of 13+cha mod, which would be... what? Dc 18 save for half if you went bonkers on your charisma score.
10d6 = 10*3.5
35 damage on average if they fail their dc 18 reflex save.
underwhelming imo


Rysky wrote:
MJinthePitt wrote:

For the Celestial Bloodrager, is it possible to get some clarification of Wings of Heaven? There are no specifics given.

Quote:
Wings of Heaven (Su): At 8th level, you can choose to sprout feathery wings and fly with a speed of 60 feet and good maneuverability. At 20th level, your fly speed increases to 80 feet.

Is it as the 3rd party Rite Publishing spell? Standard action casting time and 10 minutes per level?

What would be the economy on using the wings throughout the day? Is it possible to use in 10 minute blocks of time?

Thanks.

You can choose to activate as part of when you activate Bloodrage, and it lasts throughout the entire Bloodrage.

this

From the Bloodrager Bloodlines section

"Unless otherwise specified, he only gains
the effects of his bloodline powers while in a bloodrage;
once a bloodrage ends, all powers from his bloodline
immediate cease. Any that cause a physical change revert
to normal when the bloodrage ends."


Gingerbreadman wrote:

Before the review came out it was said that the BR needs his own spell list to work. I would really like to know what about the new list it was the BR could not funktion without. Honestly.

Can anyone give me a list of spells this class needed that he has now and didn't have before?

Drachasor wrote:


Here's another look at the Spell List. All the Spells that Bloodrager has that the Magus doesn't:

1st
cause fear - almost useless at the level you get it.
endure elements (odd the Magus doesn't have this. EVERY other caster does except the Witch, even Paladins and Rangers have it!)

2nd (these are decent)
false life
protection from arrows
resist energy
see invisibility

3rd (these are decent)
heroism
protection from energy

4th
None

Note: slow/haste appear as 4th and 3rd level spells.