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Do I get this right when I say an Incanter level 1 could transform into a dragon and breath.

Alteration Sphere
Dragon Transformation Talent

From where I stand, this is pretty op for a level one caster..... Oer I migh miss something!


Ok, I think can answer my own question myself 8¬)

The creature is using his longsword with both hands so add up 1.5 time its strenght bonus.

If I have other easy ones like this one I'll come back 8¬)


Bonjour,
There is something just can't figure when I look at the damage done by werewolves in the bestiary.

The rules states that the beast as the following stats

Human form :
STR 17 (+3)
BB +2
Longsword +5(BB+2, STR+3)
Damage for the longsword d8+4 (STR+3) <-- how do they add up to +4

Hybrid form :
STR 19 (+4)
BB +2
Longsword +6(BB+2, STR+4)
Damage for longsword d8+6 (STR+4) <-- how do they add up to +6)

Feats : Cleave, Combat Reflexes, Improved Init, Power Attak

How do they add up to +4 and +6 damage????


Nan Bobson, you missunderstood what I said. Spellcasters may choose from their normally available spells and are limited by the number of spells per day, per level, for their repective class.

The only differences with regular rules are the following :

1. Priests and Mages may choose to cast any spell they KNOW as long as they have slots availalbe from the correct spell level.

i.e. A mage level one, that may cast 2 spells per day, that know mage armor, magic missile and alarm don't have to "memorize" his spells. He may choose to cast any of his three spell two times a day when he needs it.

2. Spell components are not taken into account unless they represent a major focus item (holly symbol is an example).


I'm playing D&D since 2nd edition and went trough 3rd, a bit of 3.5 and I did not like 4th that much, basically the reason why we are currently moving on to Pathfinder.

Since 2nd edition, we never took the rule where spellcasters have to choose which spells they are going to cast during the day. Instead, all known spells are available, at any given time, to the spellcasters as long as they have available slots of the correct level just like stated by the rules, only particular components are taken into account also (i.e. 1000 po gem for Augury).

Since spellcasters don't have to choose daily spells means that we never used the "Spontaneous Casting" available to cleric. We never used rules for treasures niehter so objects granted to players have never been let to hazard so there won't be tons of "Wands of cure X" as stated in the "rules" book.

But still, I find that the current "Channel Energy" gives way too much healing available to cleric and I am more and more convinced that this part of the rule will be "ruled out" of my next campaign for reasons stated in my previous post.


Well, I'm too, new to Pathfinder, never used that feature but to me, it makes clerics healing machines and increase the prevalence in having clerics in any group.

Further, any group opposed to the party would need evil clerics to balance OR you endup with endless combats (damage vs mass heal) OR make any cleric target number one for any slightly intelligent ennemy!

Add the "Selective Channeling" along with "Extra Channel", for a level 7 cleric with a wisdom of 18, that can heal 8 times 4d6 to any ally in a 30 feet radius. To me it seems way too much healing and creates a dangerous imbalance in what a party could face with or without the cleric. That means you have to oppose a stronger ennemy, that would normally be too difficult to handle without the cleric. If by bad luck your cleric gets disabled too quickly you might endup with uncessary death.

I will have to test and I may be wrong but at first sight that is the way I see things with this "channel energy" thing.