Marko Ugrinovic's page

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One correction, rays get around saves not spell resistance.


Dennis da Ogre wrote:


Maybe you didn't read every post? Because the sentiment of bumping these things is far from universal on this thread.

I know it's difficult if English is a second language for you so I apologize if this is the case. Otherwise, consider using paragraphs, spelling, and punctuation they are really helpful if you want people to actually comprehend what you type.

Lol man, it is second and yea i made 2, 3 spelling mistakes, and more than few shortcut words but those that did understand me are ones i desire to hear cause they are the ones that played dnd for longer time and it is their opinion that i appreciate. No offense ofc, but i get that u did understand everything. Anyway im not here to get english lessons, i escaped those in school, but to discuss spells :D So anyway for those that didn't understand: Pathfinder shortened the gap between primary casting classes and classes like fighter and barb. So making spells again more powerful and versatile is neglecting their previous work. Versatility already exist but i think you don't want to explore it or try it. In 3.5 you had Church Inquisitor which was good for dispeling both for higher checks and for spontaneous casting, so taking 6 dispel magic had point and you could drop those and heal. Combined with a bit of Hierophant and his special, spell power, you can dispel with more than 75% of success rate. Rays get past S.R. and "flaw" of needing to hit target is simply not enough cause it is ranged touch so increasing number of those is also ... well too much. Disintegrate is already spell of ultimate single target destruction, plus it can be used for making holes in anything and for ruining some powerful spells. Other rays, like enfeeblement, are not damage but you have to admit that it can be used till late levels, and in fights with NPCs one of greatest weapons that i ever heard is twin ray, maximized enervation, making absolute destruction over one character. Be it a fighter that will not be able to hit anything and with will save in big minus or wizard that forgot all his 8-th and 9-th level spells. So being a divination school specialist with +10 bonus on initiative or even +5, so we don't make it a level 20 discussion right away. So get +2 from dex, take improve initiative and be a 10 level diviner and you are looking at passive modifier of +11 without some big boost on dex. So that goes as argument for not getting strong combat divination spells.

I'm sorry about new misunderstandings and gamers words, hope didn't make any, or many.


Every post was talking of adding new spells, more, more, more. Spells need editing, not getting more of them. Wiz/Sors, clerics and druids are most powerful classes since 2.0 and remained that in 3.0 , 3.5 and now in pathf. Yes divination needs more spells maybe, but comments like more evocation, more conjuration and more transmutation spells are big FAIL! Primery caster classes, already counted above are all around characters already, school spec is no longer prohibiting spells so mage armour ( that should remain conj ) is not prob if that is only reason why u don't play abj spec. Mass spells are good thing, but are too strong thing, with summons or big party they make things too easy, like spell compedium mass fire shield with druid summonings or now even with summoner making mobs of monsters as move action. Evocation could use a change in spells but instead of d6 getting d8 is not going to make it more fun to use, it will only take more time since u'll have less of those dices, and on big ( epic ) lvls thigs already get too slow. I like personally almost all suggestions on divination spells, but think on buffs u get if u choose divination as ur spec school, with wiz getting boost on init is big thing, if u play first u can decide combat in first round. Ranger should get some archery boosts for sure but i think it's bad to search those things in magic, better make it class bonus.