There are exactly 9 spells that staggers a target without a save (not counting mythic versions):
I'll try to explain more.
Well, if it was for him to play the synthesist I could understand (and do not allow), but gimping the character wittingly... this make my spider-sense to tingle. I just want to know why...
Bloatmage Initiate feat wrote: Benefit: You learn the basics of the ancient art of hemotheurgy. Pick one school of magic in which you possess the Spell Focus feat—you cast spells from this school of magic at +1 caster level. This bonus stacks with the bonus from Spell Focus. Unfortunately, the side effects cause you to be constantly under the effects of a medium load—your maximum bonus to AC from Dexterity is +3, you gain an armor check penalty of –3, and your speed decreases as appropriate (generally from 30 feet to 20 feet for a Medium creature). Why would they need to stack? They confer different benefits. We could let aside the Spell Focus stacking bit, and assume it only increases CL. But then the Ruby Phoenix Tournament stats in one NPC that the "Bloatmage Initiate feat allows him to cast spells of the xxx school at +1 caster level (his save DCs already incorporate this bonus, but duration and other level-dependent effects do not)". Another wrong information, as CL does not increases save DCs. The feat needs an errata. Considering the drawback, allowing it to increase both CL and save DC isn't out of order.
For stat increase I utilize a 1 point buy per level instead the 1 attribute increase per 4 levels. For attributes above 18 you need 4 points per increase. That way a mage increasing always Intelligence there's no change, but MAD characters got more mileage from the points. The point in the first level must be spent AFTER racial adjustement.
Thalin wrote:
Hero's Defiance: The hard to fall paladin become even more harder to fall. Litany of X: Litany spells are nice. Most of them are no save, and they are swift action to cast, when you don't need to LoH yourself. Litany of Righteousness is specially good, save it for when you are full-attacking the BBEG. If the cleric is also attacking, better. Bad thing is they are language-dependent.Fire of Entaglement: Extra status on your attacks. Paladin's Sacrifice: Not for everyone, but it make easier for the masochist to save the wizard. Basically, any swift casting spell that will not eat your actions.
JMecha wrote: Undead are normally destroyed upon reaching 0 Hit Points, and so I am curious if Undead should also be destroyed upon reaching their Wound Threshold, or if they need to be reduced to 0 Wound Points. Willian Bryan wrote: -For undead, I'm just adding VP and WP into one big pool. Then once it reaches 0, they're "dead". Keepin' that simple. This: JMecha wrote:
And this: Ultimate Combat pg.207 wrote: Spells or Effects with Hit Point Triggers: When using this system, if a spell or an ability has an effect that occurs when you reduce a creature to 0 or fewer hit points (such as the disintegrate spell), that effect is instead triggered when a creature is wounded. SimianChaos wrote: Also good, I'd use this for everything without a CON score (Such as constructs) To keep it simple undeads use their CHA score (not double) as wound points, and have no wound threshold. For constructs I would give them as wound points their Bonus Hit Points (10 for small, 20 for medium, etc), and also no wound threshold. The only issue I have with this system is that it was made to low level play (and somewhat unfair to melees): It greatly increases survival at the first levels: My 10 CON elf wizard starts with 16 "hit points", instead the normal 6 (ok, 10 of these is somewhat easier to loss, but even then). Also, I regain all my vigor points with a full night rest (but see below), that's great when the cleric is burned out of healing and the party have to sleep away from civilization. No complaints until there. The problems starts after level 10 or a little earlier. As vigor points receive no bonus from CON, your "total hit points" become smaller than the core system. Let's take a 18 CON (no itens/stat increase) Barbarian as comparison: ____| "Total hit points" = Normal HP in core / VP + WP above wound threshold in the new system
Someone could argue that the VP repletion at rest will counter-balance this loss. But a high levels the PCs cannot rely on natural healing anymore. They will have more efficient healing methods (CLW wands and healing belts), and the cleric will have far more spells to heal them at the end of the day. And finally about the bit of unfairness to melees. Critical hits depletes wound points directly. As they level up, casters acquires more ways to stay out of the fray and become less subjects to critical hits. The same cannot be say about melee types. As they level up they can fight longer, becoming more and more subject to critical hits. As everyone they have less "hit points" AND they wound points will deplete faster than caster/ranged types. Also, there's also all the thing about the staggered condition, caster/melee and action economy. A bit unfair, IMHO. One side effect of this system is that end day healing will become forgotten (thanks to the vigor point repletion) and more wealth will be spent on the less effective combat heal, DR, critical deny, and CON/HP/VP increase.
Jadeite wrote: You don't risk that your gun explodes with Vital Strike (unless it was already damaged). Neither Dead Shot. As you are shooting only once, you can critical only once, and misfire only once (but then ruining all you "full-attack"). Jadeite wrote: Unless you are using advanced firearms, you have no way of reloading your gun faster than a move action. One could use alchemical Cartridges (turns move action), and then Rapid Reload (free). Jadeite wrote: And considering that gunslingers can't even use Deadly Aim effectively, their bonus damage is pretty much limited to Dexterity Bonus, Enhancement Bonus and Point Blank Shot anyway. They could. Ultimate Combat Playtest Round 2: Gunslinger pg 8 wrote: Range and Penetration: Armor, manufactured or natural, provides little protection against the force of a bullet at short range. When firing upon a target within a firearm’s first range increment, the attack resolves against the target’s touch AC, but is not considered a touch attack for the purposes of feats such as Deadly Aim. At higher range increments, the attack resolves normally (including taking the normal cumulative –2 penalty for each full-range increment). Unlike other projectile weapons, most firearms have a maximum range of five range increments. Actually, it's the class that most benefit from Deadly Aim, as you will be most targeting Touch AC |