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![]() I know similar questions have been asked before, so bare with me if I'm being thick-skulled. Ability modifies are usually untyped bonuses, and as such they stack with anything except themselves. This has been mentioned in previous questions. But my question, is what if a stat is giving you a typed bonus? For example, lets say an oracle with Sidestep Secret has the Osyluth Guile feat. Sidestep adds your charisma modifier (an untyped bonus) to AC. Osyluth Guile adds you charisma modifier as a dodge bonus to AC vs one opponent. Would the dodge bonus stack with the untyped bonus? Thanks ![]()
![]() Make sure your party doesn't neglect will saves. At high level fighters can be more of a liability than a help. Iron Will, Indomitable Faith, Cloak of Resistance, and a half-way decent wisdom score can all help. These are important for a fighter that doesn't want to be possessed/dominated/etc and kill the party himself. ![]()
![]() Oops, somehow i didn't see that you responded. I doubt you still care, but might as well try to answer your questions just in case. I know you weren't talking about two-weapon defense. I brought it up to make a point. Your weapon gives you a shield bonus. TWD gives you a shield bonus. Obviously neither are shields. As such, you can not give either one of them shield enhancements. As far as balancing goes, I'm not sure how you would figure the costs. If you had a tonfa with +2 weapon enhancements and +2 shield enhancements, would it cost 12000 (8000 for the +2 weapon enhancement, 4000 for the +2 shield enhancement)? 16000 (8000 for the weapon enhancement, and another 8000 for the shield enhancement since it's on a weapon)? 32000 (altogether it's a +4 enhancement on a weapon)? I would say just get defending as it's already something that does pretty much exactly what you want it to do. ![]()
![]() AdAstraGames wrote:
I'm not sure that Lord Fyre read your entire post. But it seems to work as far as I can tell. But overpowered? Not at all. If the BBEG fails two saves, he dies. Check out Phantasmal Killer. It's only a 4th level spell for you. It does pretty much the same thing and only takes one round. Which is why save or dies aren't all they're cracked up to be. You either win the fight in one round or do nothing. Oh, also, I don't think you can use a lesser rod of quicken on a spell that's been heightened above 3rd level. ![]()
![]() Doomed Hero wrote:
If you have a move of 20, you can't move two squares straight, and then 2 diagonally, as that would cost you 25 ft of movement. Quote:
No, you could move 2 diagonal then 1 straight. It's not abstract, it's just math. Squares are longer across the diagonal than they are on the edge. Take a ruler and try it out. ![]()
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But you can't give this feat shield enhancements, now can you? Just because it's giving a shield bonus, doesn't make it a shield. ![]()
![]() Darksol the Painbringer wrote:
If the saving throw for an enchantment spell is a will save then they are the same thing, and therefore don't stack. Hypothetically you could have an enchantment spell that offers a fortitude or reflex save in which case Loyalty would still be giving you a bonus. ![]()
![]() evolved wrote: In my entirely personal opinion, player choices that (temporarily) kill their character for some numerical benefit are so disgustingly cheezy that I would encourage any DM to throw a wrench in their plans and make things go sideways when its attempted, just on principle. But I'm sure some will manage to disagree. I definitely agree that this is cheesy as Chicago deep-dish. AvalonXQ wrote: #1 and #2 both work. You either have to wait until one or more of the negative levels is gone, or heal one or more of the negative levels directly after raising the character. This was my first impression as well. Thanks for the feedback. ossian666 wrote: 7*4*10=280g for a casting of Restoration from your local Cleric. Thats the cheapest route to getting it fixed. Or don't fail your save at 24 hours when the permanent level hits. When the nearest town is several days away and only has a fifth level cleric and the dead party member was killed by a vampire, this can lead to some issues. Derek Vande Brake wrote: Assuming your local cleric is 7th level, which is far from given... Exactly. wraithstrike wrote: Temporary negative levels are not permanent until you fail your fort save. Once you fail your fort save you are stuck with them until you can get them removed via magic. Well, temporary ones never become permanent, right? Or did they errata this? "A creature with temporary negative levels receives a new saving throw to remove the negative level each day. The DC of this save is the same as the effect that caused the negative levels." ![]()
![]() ossian666 wrote: I can't believe you are arguing the very definitions of the words Temporary and Permanent... I'm just asking how temporary is temporary. I think this is a valid question. There's nothing in the description of temporary negative levels (or in the description of death) that say they go away if you die. If I'm wrong, correct me. Frankthedm wrote: This way so nobody gets away from thier negative levels. But HOW did the character GET those negative levels? The character may be rising as an undead 1d4 rounds after death if it was a wight or specter that dealt out the negative levels. 1d4 days after death if it was a vampire. A vampire. Yeah, time is of the essence. We don't have enough time to go back to town and get some higher level spells. One character is dead, and another isn't far behind. Derek Vande Brake wrote:
Good point. I'll assume they meant that you have to begin casting restoration next round. Elamdri wrote: What...? I don't understand your logic here. 1 restoration gets rid of all temporary negative levels. Dying gets rid of all temporary negative levels but bringing you back gives you PERMANENT negative levels. Why would you kill yourself and then still have to cast restoration when you could cast restoration and have the same effect without dying? OK, so maybe for 20th level characters, the point is moot. But our 6th level party doesn't have access to restoration. Right now they have Raise Dead via Ultimate Mercy. So if someone has a bad fort save they might be keeping 5 temporary negative levels for some time (this can be pretty dangerous, especially with undead running around). But if they die and get raised, they have two permanent levels. Some of the players were considering this in our last game. ![]()
![]() Well, it says that permanent levels remain, but it fails to mention temporary negatives levels at all. One might assume they go away, but I can't find anything that says they do. If I say that I like cheese, it doesn't mean that I dislike chicken. Likewise, if they say that permanent levels remain, it doesn't necessarily mean that the temporary ones disappear. It seems odd either way that they don't specify. If they did just disappear, then a 20th level character with 19 negative levels might very well decide to kill himself and be raised up again. Seems odd that dying could possibly advantageous. But, this could very well be the case. ![]()
![]() I'm sorry if this question has already been answered, but I searched for some time and couldn't find a conclusive answer. Let's say a sixth level character takes six temporary negative levels and dies. Can he be raised again even though raise dead give you more negative levels? I can see a few possible answers to this, and possibly more than one will work. 1) The dead character rolls a Fort save the next day to see if the negative levels become permanent. If enough of them go away, he can be raised by raise dead like normal. 2) The raise dead has to be cast in combination with a restoration (or greater) to get rid of the excess negative levels. 3) The character is raised, but takes a con drain like a 1st level character that cannot afford to take the negative levels. 4) Since they're temporary, they just go away when you are raised from the dead. I'm positive #2 works, because it specifically says it works with permanent negative levels ( http://paizo.com/pathfinderRPG/prd/glossary.html#energy-drain-and-negative- levels ) but is this the only way? But #2 leads to problems as it says restoration must be cast the next round. But it has a casting time of one minute. Do you need two clerics and good timing to raise someone in this manner? Is there a way around this method? Is there an official ruling on any of this? Thanks in advance! |