I could not find this in my search, so apologies if it's already been answered, but... Do clerics keep their uncast spells without praying. My cleric was knocked out in combat, and there's a good chance he's going to be imprisoned, I likely won't recover consciousness within 24hrs, so do I keep my uncast spells once my prayer time has passed at 6am? I'm likely to not have my holy symbols when I regain consciousness, but I do have Word of Recall memorized which is only Vocal.
Quote: Air walk lets you ascend and is less risky in general. The ability to ascend is a huge difference in utility. That's why air step is lower. Agreed. Not to mention x10 in duration, full speed of travel, no flight ranks, no liquid rules. Is it so weird that 3-4mins of unlimited horizontal movement is so "broken" at level 3-4, when at level 5 you get full flight???
Question, if it consistently hovers you 1ft abive the ground, why does difficult terrain stop you if it's over 1ft high? Would you not simply be able to step up? I believe it's meant to make you rise 1ft to walk along the "air walk plane", basically a "starting point". Air walk drops you gently to the ground if it fails to work, at no point does either spell mention dropping.
Quote: "you can't step on air that is higher than you are unless it's within 1 foot of the ground with no liquid between". Totally agree. The reason I have to get official interjection on this is because my DM doesn't believe this spell keeps you elevated because Air Walk is a 4th level spell... however, it carries massive penalties, is 1 level below fly (as pointed out), and you can't ascend unless the ground does. It's an uphill battle.
Tarantula wrote: RAW: You fall to 1' above the ground. Take damage. No it doesn't, it doesn't state that anywhere. It does not say you DROP or FALL in this spell OR in Air Walk to within 1ft of the ground. It says you RISE no more than 1ft above the ground and it otherwise functions like AIR WALK, which does not drop you to the ground. I believe the intent of this spell is to allow you to safely descend from an elevated position, like a champion, or to cross open space. The liquid/fly skill rule is weird, but whatever. I also like the elevated attack bonus question for higher ground, but honestly I think that's pushing it.
Would like an official answer on the intent of this spell, been using and frustrated with it. As mentioned its 1 level below fly, but is awful with the above rulings. It says you rise no more than 1ft above the ground, and does not say you drop. You're already unstable and movement is impeded. It states that it functions like air walk except the following, but DMs seem to rule that it locks you to 1ft above the ground arbitrarily. I think theres a lot if assumptions in this thread inferring conclusions that the spell does not say and would prefer to know the intent. Can you walk across open space? I would rule yes, because air walk allows you to. Can you descend at a 45 degree angle, yes again. Do you fall, no. Can you ascend at a 45 degree angle, no, unless the ground rises, because you cant exceed 1ft above ground. Simple.
Whips are all about delivering pain. People flinch at the crack of a whip for a reason. As each lash goes out maybe have an intimidate check, or a moral check on each strike. In AD&D you have system shock, that could be used to stun an target that is struck, in Pathfinder you could use Fortitude DC saves or be stunned for 1d4 rounds. Just some suggestions for not having to go with the conversion to lethal damage.
think the positive energy burst isn't a bad idea, but I think it's still awkward, it's either ineffective at low levels, or too powerful (making undead obsolete). I've always viewed it as a mook killer, or a croud controller... -- How about this mechanic instead; Turn Undead: 1. Determine what CR of undead you can affect by adding your Cleric Level + Charisma Bonus.
1A - CR 1/2 turn undead of that CR within 30' (6 squares).
This means a cleric of first level with a +4 wisdom bonus can turn CR2 undead within 30' (level + charisma /2), can turn CR1 undead up to 60' and destroy CR1 undead within 30' (level + charisma /4). --- if staying with the positive energy burst, might I suggest: 3d6+chr bonus +1d6 per 5 levels within 30'. This gives lower level clerics a much better ability, and doesn't get overly powerful as the cleric levels up.
I think the positive energy burst isn't a bad idea, but I think it's still awkward, it's either ineffective at low levels, or too powerful (making undead obsolete). I've always viewed it as a mook killer, or a croud controller... -- How about this mechanic instead; Turn Undead: 1. Determine what CR of undead you can affect by adding your Cleric Level + Charisma Bonus.
1A - CR 1/2 turn undead of that CR within 30' (6 squares).
This means a cleric of first level with a +4 wisdom bonus can turn CR2 undead within 30' (level + charisma /2), can turn CR1 undead up to 60' and destroy CR1 undead within 30' (level + charisma /4). --- if staying with the positive energy burst, might I suggest: 3d6+chr bonus +1d6 per 5 levels within 30'. This gives lower level clerics a much better ability, and doesn't get overly powerful as the cleric levels up. |