Fire Giant

Sizik's page

Organized Play Member. 161 posts. No reviews. No lists. No wishlists.




PRD wrote:
This spell functions as mending, except that it repairs 1d6 points of damage per level when cast on a construct creature (maximum 5d6).

Should be:

CRB wrote:
This spell functions as mending, except that it repairs 1d6 points of damage per level when cast on an object or construct creature (maximum 5d6).


All of the Extra X feats should be replaced with a single Extra Class Feature feat, with specifics in the class feature descriptions.
.
.
.
.

Suggested feat text wrote:

Extra Class Feature

Choose one class feature. You gain extra uses of that class feature

Prequisite: Class feature that allows Extra Class Feature to be taken

Benefit: You gain additional uses of one of your class feature. See the class feature description for details.

Special: You can gain this feat multiple times. You can only apply this feat to the same class feature more than once if the class feature allows it, otherwise it applies to a different class feature.

Lay on hands, for example, would have the following additional text:

You may take the Extra Class Feature feat for this ability. Each time the feat is taken, you gain two additional uses of Lay On Hands per day. You may take the feat multiple times, and the effects stack.


As I was walking to class, I pondered over the fact that one of the barbarian's advantages is their d12 hit die, but the swinginess of a linear probability curve can really negate that advantage. Thus I thought about giving them a hit "die" of 2d6 instead, which led to the idea of doing this to all classes. Thus, a hit die of 1dX would be replaced with 2d(X/2), leaving us with the table:
1d6 - 2d3
1d8 - 2d4
1d10 - 2d5
1d12 - 2d6

This gives hit points a more bell-curve-like distribution, with an average result move likely than an extreme one. The other most notable change is the average roll goes up by 0.5 HP.

What do people think?


How much/what kind of stuff is in the GMG that doesn't appear in the PRD/d20PFSRD?


Resist Nature’s Lure (Ex) wrote:
Starting at 4th level, a druid gains a +4 bonus on saving throws against the spell-like and supernatural abilities of fey. This bonus also applies to spells and effects that target plants, such as blight, entangle, spike growth, and warp wood.

What, specifically, does the bonus apply to with regards to the bolded part?


When a spontaneous spellcaster (sorcerer, oracle, etc.) gains new spells known, can they be a lower level than what is given (e.g. instead of gaining a 2nd-level spell at 4th level, can a sorcerer pick a 1st-level spell instead)?


All this time, I thought oracles used metamagic feats the same way sorcerers and bards do, applying the feat the moment they cast the spell. But it turns out they have to prepare their metamagic spells in advance, not spontaneously when they're cast.

Oracle wrote:
An oracle casts divine spells . . .
Metamagic Feats wrote:
Wizards and Divine Spellcasters: Wizards and divine spellcasters must prepare their spells in advance. During preparation, the character chooses which spells to prepare with metamagic feats (and thus which ones take up higher-level spell slots than normal).


What exactly are they? Are a piece of solid wood big enough to be a giant's quarterstaff, or perhaps telescopic metal, or like those folding tent poles?

What's your opinion?


Massive damage is a nice concept, but the save or die aspect seems a little unforgiving. Here's my alternative:

Massive Damage (Optional Rule)

If you ever sustain a single attack that deals an amount of damage equal to half your total hit points (minimum 50 points of damage) or more and it doesn't kill you outright, you must make a DC 15 Fortitude save. If this saving throw fails, you instantly drop to 0 hit points and gain the disabled condition. Any effect that would stop Bleed restores your hit points to what they were before dropping to 0 (plus the amount healed, if any).

If you take half your total hit points or more in damage from multiple attacks, no one of which dealt more than half your total hit points (minimum 50), the massive damage rule does not apply.


Quote:
Whenever an order of the dragon cavalier issues a challenge, his allies receive a +1 circumstance bonus on melee attack rolls against the target of his challenge whenever he is threatening the target. This bonus increases by +1 for every four levels the cavalier possesses.

So, is it correct that the only time you don't get the attack bonus vs. your challengee is if you're attacking unarmed and don't have Improved Unarmed Strike?


I noticed that even though the monk is designed around punching people, he seems to be biased toward hitting as often as he can instead of landing solid, powerful blows. Therefore, I present the following Monk archetype:

Falcon Warrior (tentative name)

Furious Blow (Ex)

Starting at 1st level, a falcon warrior can make a flurious blow as a standard action. When doing so he may roll his unarmed strike damage dice for the attack twice and add the results together before adding bonuses from Strength, and other damage bonuses, as if using the Vital Strike feat (even if the monk does not meet the prerequisites for the feat). These extra weapon damage dice are not multiplied on a critical hit, but are added to the total. For the purpose of these attacks, the monk's base attack bonus is equal to his monk level. For all other purposes, such as qualifying for a feat or a prestige class, the monk uses his normal base attack bonus.

At 8th level, the falcon warrior can roll damage dice three times when he uses furious blow, as if using Improved Vital Strike (even if the monk does not meet the prerequisites for the feat).

At 15th level, the falcon warrior can roll damage dice four times using furious blow, as if using Greater Vital Strike (even if the monk does not meet the prerequisites for the feat).

A falcon warrior applies his full Strength bonus to his damage rolls for a successful attack made with furious blow. A monk cannot use any weapon other than an unarmed strike as part of a furious blow. A monk with natural weapons cannot use such weapons as part of a furious blow.

This ability replaces flurry of blows.

Perfect Strike (Ex)

At 1st level, a falcon warrior gains Perfect Strike as a bonus feat, even if he does not meet the prerequisites. A falcon warrior can use Perfect Strike with his unarmed strike. At 10th level, the monk can roll his attack roll three times and take the highest result. If one of these rolls is a critical threat, the monk must choose one of his other two rolls to use as his confirmation roll.

This ability replaces stunning fist.

Wind-Up Punch (Ex)
At 12th level, as a full-round action, a falcon warrior can make a furious blow, doing damage as if he was a monk one size category larger.

This ability replaces abundant step.

Shaking Fist(Ex)

At 15th level, a falcon warrior can use furious blow whenever he makes a single attack in a round (for example, with the Scorpion Style feat and other feats that make a single attack as a standard or full-round action). This doesn't let the monk stack furious blow with the Vital Strike, Improved Vital Strike, or Greater Vital Strike feats. When used with the Medusa's Wrath feat, only the first strike is a furious blow.

This ability replaces quivering palm.

What do you guys think?


Say Jim-bob is a Wizard 3/Cleric 3/Fighter 1. Jim-bob then takes a level in Mystic Theurge, gaining 4th (class) level wizard and cleric spells per day. Jim-bob then takes two levels in Eldritch Knight, the second of which grants him "new spells per day as if he had also gained a level in an arcane spellcasting class he belonged to before adding the prestige class".

Can Jim-bob choose Mystic Theurge as his arcane spellcasting class for Eldritch Knight, gaining both wizard and cleric spells? It's a class that casts arcane spells, after all.


Strength bonus wrote:


When you hit with a melee or thrown
weapon, including a sling, add your Strength modifier to
the damage result.
Wielding a Weapon Two-Handed wrote:


When you deal damage
with a weapon that you are wielding two-handed, you add
1-1/2 times your Strength bonus (Strength penalties are
not multiplied).

So, does a two-handed thrown weapon (e.g. a spear) do 1x Str mod, or 1.5x Str mod?


Is the Paizo logo intended to look like the letter pi?


Sizik wrote:
Do these work with a Empty Handed Monk's treat-all-weapons-as-improvised-weapons?

By this, I mean do they work if you wield one of the monk weapons, even though you treat it as improvised?

Also, if you take Weapon Focus (quarterstaff), does the bonus (and Perfect Strike) apply when you wield any two-handed weapon, since they "function as a quarterstaff"?