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Name Violation wrote:
uggg. its 3+int mod. effin typo's

Haha, those can be costly in equations like this.

3+int mod for first level spells for all wizards then, making it unimportant if they are specialist or not?


This is starting to make sense. So let me see if I get this right:

1. Non-specialized wizards get all cantrips and 4(+ int mod) level-1 spells.
Specialized wizards (like my necromancer player) get all cantrips but only 3(+ int mod) level-1 spells. Presumably, this comes at the cost of the abilities and bonuses that come with being specialized I'm guessing?

2. Witches receive all cantrips available to them found in the table in the class description, rather than just the witch spells in the spell chapter. This must then be true for the rest.

3. I think I've got this down for now. For enemies made up of core classes at least. Oh well, I've got the bestiary and I feel like maybe I know what I'm doing with that.

Am I there yet?


HyuGarona wrote:
Somehow I understood that part so, that it would trigger immediately when I touch someone, but it was probably just my imagination. So I could hold on to the charge, grapple and release. But you'd rule out the possibility of casting touch spells while -in- a grapple situation?

I suppose you could, but the concentration check would have to be passed, yes. And I would probably make my players take two turns to do it. One to subdue target, and one to cast the spell.


HyuGarona wrote:

I've been thinking of a way on how to cast a touch spell while grappling someone, as it would feel like a right combat-style for my (tomboyish) sorceress, and it would seem natural to be able to cast a touch spell while you're holding someone in place.

The only option I've come up with so far is casting a touch-spell with both Quicken Spell and Still Spell. But would you personally house-rule that you could on one turn: 1) Keep ahold of someone (Standard action) 2) cast a Still Spell touch-spell (Full-round action). Because if only the verbal component is left, shouldn't I be able to keep ahold of someone at the same time (if I'd succeed in a high DC concentration roll)?

Your opinions please.

"Touch Spells and Holding the Charge: In most cases, if you don't discharge a touch spell on the round you cast it, you can hold the charge (postpone the discharge of the spell) indefinitely. You can make touch attacks round after round until the spell is discharged. If you cast another spell, the touch spell dissipates.

Some touch spells allow you to touch multiple targets as part of the spell. You can't hold the charge of such a spell; you must touch all targets of the spell in the same round that you finish casting the spell.

Discharge: Occasionally a spells lasts for a set duration or until triggered or discharged."

Taken from http://paizo.com/pathfinderRPG/prd/magic.html
If I was DMing that, I would say that you could charge at the enemy, grapple them, and discharge the spell as you grapple them, but I would raise the DC of the grapple by 1 or 2 points just because now you are multi-tasking. This only applies if the charge is able to be held and discharged later, as the first paragraph says.


This is the first time for all of us and I received the Core Rulebook and Advanced Rulebook. I've played/am playing other games so I'm picking up on the rule pretty quick and I am familiar with DnD type systems from games like Baldur's Gate and all that. However, I feel like the rulebook just assumes all of us played 3.5e. The truth is, not all of us have and that is posing to be a problem because I don't know some things that I really can't find. However, I love the game! Played only one session before and I loved it and the freedom. It was easy to learn as a player.
Me and my friends made a party (I'm DMing)
All are level 1 still, as we have not finished character creation because I'm not quite sure how with some.
Dwarf - Barbarian - Drunken Brute
Elf - Sorcerer - Boreal
Half-Elf - Ranger
Elf - Wizard - Necromancer
Half-Elf - Witch
They ignored my advice on how to make a good, balanced party

Anyways, I have some questions. Mostly about spells.

1. How many spells do wizards begin knowing? I understand the concept of Spells Per Day (3 level-0's and 1 level-1 before +INT Mod.)

2. What spells do Witch's begin knowing? I'm confused when the book says that they (familiar, I know) know all the level-0 witch spells. Is that the two in the Witch specific category of spells or does it include all the level-0 spells like bleed as listed in the Witch's class description. I don't have the book on hand to check for page numbers.

3. Will somebody please give me a good, simple explanation on how to determine the CR of NPCs/creatures that I generate? I figured I would just make a human rogue character and use it as a bandit. Is that even the right way to make NPCs/creatures for encounters? I'm confused.

Any help is great, these forums are awesome. Thank you.