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I'm prepping a playtest PC of all 9 new classes with expectations of running this in the next month or two

the following is herolab stat block for each class. Please crtitique. I hope this will be useful both for playtesting and for our use. Obviously I will probably only run 4 or 5 PC's but, all are up for grabs.

note: Herolab has not updated with the latest playtest version, but i have made some custom adjustments to try and accomodate. Please bear with me, eagerly awaiting an update!


http://s14.postimg.org/3t15u35nl/RIBS.png

I knew something was right when a drunken prison captain ran into a green orc's sword.


Paizo has done a good job playtesting stuff mostly so far but there are some balance offenders lurking out there, I'm making this thread to get a discussion going and alert people that these spells are not balanced and can cause problems

if you know of other examples like these post em up

1. Euphoric Tranquility - http://www.d20pfsrd.com/magic/all-spells/e/euphoric-tranquility

So, no save and they can't attack or cast spells for at least 16 rounds, AND they are helpful, so diplomacy is outdated. This one is pretty high level but it's straight up broken, touch required or not...there are a lot opponents at high level which are not hard to touch.

2. Litany of righteousness - http://www.d20pfsrd.com/magic/all-spells/l/litany-of-righteousness

Hey paladins weren't powerful enough smiting evil already, amirite? Swift action no save...didn't the designers learn from 3.5 leap attack etc? Giving stackable damage multipliers is a bad idea. You can make a 20th level paladin archer with this spell deal well over 1000 damage with a single full attack.

Cold Ice Strike - http://www.d20pfsrd.com/magic/all-spells/c/cold-ice-strike

This was apparently nerfed from a 60 foot cone to a 30 foot line but that doesn't really address the problem, dealing 15d6 cold damage in an area at range with a swift action with a 6th level slot is a bit imbalanced if not outright broken. Also, this doesn't fit the general cleric list at all. Compare it to a quickened lightning bolt, that requires another feat and takes a 7th level slot...

3. Litany of Vengeance - http://www.d20pfsrd.com/magic/all-spells/l/litany-of-vengeance

So, +5 damage for everyone that hits, swift action, again no save. That's bad enough, but the duration is "instantaneous", by RAW then, the target takes +5 damage....forever? So as a DM, I hit a pc with this, they take +5 damage on every attack that hits them for the duration of the campaign?


I DM a City of the Spider Queen conversion game and I'm seeking some help making a ruling about this. Here is what the SRD says:

Quote:
Reducing a vampire's hit points to 0 or lower incapacitates it but doesn't always destroy it (see fast healing). However, certain attacks can slay vampires. Exposing any vampire to direct sunlight staggers it on the first round of exposure and destroys it utterly on the second consecutive round of exposure if it does not escape. Each round of immersion in running water inflicts damage on a vampire equal to one-third of its maximum hit points—a vampire reduced to 0 hit points in this manner is destroyed. Driving a wooden stake through a helpless vampire's heart instantly slays it (this is a full-round action). However, it returns to life if the stake is removed, unless the head is also severed and anointed with holy water.
Quote:

Fast Healing (Ex)

A creature with fast healing regains hit points at an exceptional rate, usually 1 or more hit points per round, as given in the creature’s entry. Except where noted here, fast healing is just like natural healing. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow lost body parts. Unless otherwise stated, it does not allow lost body parts to be reattached. Fast healing continues to function (even at negative hit points) until a creature dies, at which point the effects of fast healing end immediately.

So if my players stake a helpless vampire then behead it but don't anoit the head with holy water or otherwise destroy it (with sunlight or running water), then later someone removes the stake, what happens?


some more powerful races in pathfinder have the xp debt "feature" which states something like "but over time, this lessens"

in 3.5 this was obvious because lower level characters gained more xp encounter than higher ones

in pf a set CR seems to award a set amount of xp no matter what level the characters to overcome it are

what is the mechanism by which this debt lessens as you level up?