Journeyman Carpenter

icantfallasleep's page

80 posts. Alias of alexperience.


RSS

1 to 50 of 80 << first < prev | 1 | 2 | next > last >>

I'm building my first Dwarf Druid from level 1 to 20. Here's what I have so far at level 20. I'm trying to go for an all-around melee wildshaper. I need a lot of help improving my damage output. I'm likely missing some
things that are glaringly obvious. Also what are the quintessentials buffs for this type of build? And thank you for your help!

--------------------
Dwarf Druid
--------------------
Male dwarf druid 20
NG Large humanoid (dwarf)
Init +3 (+5 while underground); Senses darkvision 60 ft.; Perception +28 (+26 to avoid being surprised, +30 to
notice unusual stonework)
--------------------
Defense
--------------------
AC 29, touch 18, flat-footed 25 (+11 armor, +5 deflection, +3 Dex, +1 dodge, -1 size)
hp 260 (20d8+100)
Fort +22, Ref +15 (-2 to avoid traps or hazards), Will +22; +2 vs. poison, spells, and spell-like abilities, +4 vs.
fey and plant-targeted effects, +1 trait bonus vs. spells, spell-like abilities, and poison
Defensive Abilities defensive training; Immune poison
--------------------
Offense
--------------------
Speed 40 ft.
Space 10 ft.; Reach 10 ft.
Special Attacks hatred, wild shape at will
Druid Spells Prepared (CL 20th; concentration +25)
--------------------
Statistics
--------------------
Str 29, Dex 16, Con 20, Int 18, Wis 20, Cha 16
Base Atk +15; CMB +26 (+27 grapple); CMD 44 (48 vs. bull rush, 48 vs. trip)
Feats Energized Wild Shape[UW], Evolved Companion[ACG], Improved Natural Attack (bite), Mutated
Shape[UW], Natural Spell, Planar Wild Shape[UC], Powerful Shape[UM], Snapping Flank, Weapon Focus (bite),
Wild Speech[UM]
Traits glory of old, kraggodan castaway, tunnel fighter

Combat Gear anaconda's coils[UE], ring of the savage beast, strand of prayer beads; Other Gear +5 wild
ironwood agile breastplate[APG], amulet of mighty fists +5, amulet of natural armor +5, armbands of the
brawler[UE], belt of physical perfection +6, cloak of resistance +5, druid's vestment, headband of mental
superiority +6, ring of protection +5, shifter's headband (+2 wis)[UE], 220,000 gp
Companion looks something like this ...

--------------------
Animal Companion CR –
--------------------
Grizzly bear (Ultimate Wilderness 179)
N Huge animal
Init +2; Senses low-light vision, scent; Perception +20
--------------------
Defense
--------------------
AC 29, touch 10, flat-footed 27 (+2 Dex, +19 natural, -2 size)
hp 208 (16d8+80)
Fort +15, Ref +12, Will +6 (+4 morale bonus vs. enchantment effects)
Defensive Abilities evasion
--------------------
Offense
--------------------
Speed 40 ft.
Melee bite +29 (4d6+19), 2 claws +29/+24 (2d6+19 plus grab)
Space 15 ft.; Reach 10 ft.
--------------------
Statistics
--------------------
Str 38, Dex 15, Con 21, Int 3, Wis 13, Cha 6
Base Atk +12; CMB +28 (+32 grapple); CMD 40 (44 vs. trip)
Feats Improved Natural Attack (bite), Improved Natural Attack (claw), Improved Spell Sharing[ACG], Snapping
Flank
Other Gear amulet of mighty fists +5


Context: We are eager to end the campaign after 2 1/2 years on it :P . I have been treating Lower Xin-Shalast as a series of boss fights and by passing random encounters and exploration. Because of this, I have made the Hidden Beast and Ice Demon significantly tougher given that the party got to approach these fights at full strength with all their resources.

So they will be heading to Ghlorofaex next and I'd like to give him some allies that would compliment his abilities. Additionally, the party would arrive fully buffed and ready to fight a blue dragon.

Party:

Bard
Sorcerer (preferred tactic is a quickened persistent empowered dazing fireball of any energy type of his choosing)
Inquisitor
Slayer

They regularly have stone skin, bardic performance, good hope among their buffs activated.

Any help would be appreciated. I just want to make the encounter appropriately difficult since we are not doing random encounters leading up to these fights and the party is at their peak health.

Thanks for your help!


Thanks everyone for your feedback!

I love many of these ideas:

  • Lesser globe of invulnerability
  • Protection from Energy
  • Padma's Blossom
  • Readied Wall of Force
  • Readied actions with Magic missiles to disrupt the sorcerer
  • ...

On a side note, I do think that Paizo should have considered including Dazing in all things that have immunity to stun, paralyze and so forth. Or grant the immunity to undead since it just makes sense.


Hi all,

the sorcerer in the party is built to exploit this mechanic. I'm down for supporting that if you built to optimize a spell, then it should work, and it should be glorious.

The sorcerer has feats to up the DC, feats to minimize the cost of meta magic, and so on, for Fireball.

The kicker is that it is almost always a Dazing Fireball, which ends most combats at little cost to the party.

Again I'm fine with this for filler encounters, and even the odd boss, but the party is creeping in on the villain who has scryed on them their whole adventure. How does he and his troops prepare against being dazed?


Hi everyone, I just wanted to share my new favorite combo. My unchained barbarian just hit level 12 and got access to taunting stance.

When someone charges him or arrives into a square he threatens, even if it would not provoke an attack of opportunity such as 5ft step, I get an AOO granted through Unexpected Strike.

Then my Fortuitous weapon triggers and I get an immediate extra AOO (which I believe does not count against my max AOO count) at a -5 penalty.

Then because the enemy attacks me, my Taunting Stance grants me another AOO before the enemie's attack resolves.

  • So to recap, the enemy charges me,
  • I get an AOO for them arriving in a square I threaten,
  • a second extra free AOO because of my fortuitous weapon,
  • and a third AOO before their attack resolves.

All three are triggered from different sources, and only two count against my AOO per round limit!

Just thought I'd share. Feel free to correct me if I'm wrong or if you have ways to exploit this even further :)


Bump?


1 person marked this as FAQ candidate.

Steadfast Grapple

Steadfast Grapple wrote:
This iron grappling hook is attached to a 50-foot length of silk rope. When a steadfast grapple is thrown, it automatically hits and attaches to any targeted object or structure within range of its rope. Against creatures, the wielder must make attack rolls as normal. Once attached, a steadfast grapple can only be removed with a DC 30 Strength check, the command word, or magic such as dispel magic.


Squiggit wrote:
They never suffer ASF like a divine caster ... Psychic casters don't care about ASF

What is ASF?


I believe it was Psychic.


Mythic Adventures requires Mythic levels being handed out at various milestones, enemies with Mythic CRs, mythic items ...

Seeing the book labeled Occult Adventures, I immediately assumed it would require the same kind of campaign setting and format: Something specific to the Occult, with it's own items, levels, enemies with the abilities from the same book in order to challenge the players. And very quick impression of the classes shows spells without saves, which further drove home the idea that this type of stuff would not fit well in a "generic" Adventure Path.

Horror Adventures isn't out yet, but I would have assumed the same thing with it as well.

Does anyone have any tips for incorporating Occult Classes into their existing campaign setting (Change the setting a bit, hint at some new lore/elements, include some new items and make sure the enemies have them aswell, idk ...), or does it essentially just boil down to customize some encounters so that each PC feels like they have something to contribute and something to be challenged by and you're good to go?


First off, please forgive my ignorance in regards to Occult adventures.

A player in my group would potentially like to build an Occult class for their PC in the Rise of the Runelords adventure path. My knowledge of Occult Adventures is extremely limited.

Are the classes in Occult Adventures meant to work out of the box with any campaign, or do they require campaign tweaking, such as Mythic Adventures requires Mythic Levels, Mythic Monsters and so on?

If these are just new classes like the Hybrids or Alternate classes, I'm fine with that. But if they require tweaking to the campaign because they are meant to be played in a campaign specifically built for that type of class, I'd rather know up front.

  • Does the "Pathfinder Roleplaying Game x Adventure" books (Occult, Mythic, Horror) require campaign tweaking?
  • Are the classes in these books meant to work in any campaign out of the box?
  • Given my extremely low understanding of Occult Adventures, what main points should I be made aware of?

Thanks for your insight.


Geralt_Bialy_Wilk wrote:

Got a question about Runeforged Weapons. There's that part about "A wielder who is considered sinful or virtuous with the same type of sin/virtue as a runeforged weapon he wields[..]".

How should I connect the 7 runforged enchantments with 7 sins? There are two sin components to each weapons - so every weapon is actually two types of sin, or does the weapon gives a bonus to character that is sinful with a quality the weapon actually oppose (which would be silly...)?

Can we please get an answer to this question?


Hi, I need advice on running this creature and understanding all of it's abilities. I'd like to list a few of them and prompt you to clarify how it's used and why to use it and how to use it. Thanks!

  • Blizzard (Su): Does this only hinder on the ground movement, or does this hinder flight as well? Does this make it more difficult to get struct with ranged ammunition? Does this hinder sight as per fog? Can you please clarify what this does?
  • Ice Shape (Su): This only shapes 31 cubic feet of ice. What combat uses would this have? Would you make use of this ability?
  • Is 41 AC (37AC + Shield (4AC)) unreasonable for a CR 15 creature?
  • Frightful Presence (Ex): How long does the shaken condition stick around for? Is it for the encounter and the PC has to reroll a save again for another encounter if it is within 24 hours of the first or is the same failed save appropriate for the following encounter if it's still within 24 hours of the first?

Thank you everyone for your insight!


Rennaivx wrote:
I actually put together some tables a little while back, since my gaming group was always doing the same sort of thing and I got tired of re-calculating cost every time. Here is a link to the Google Doc I put together with my results. Hope it helps.

The only thing I changed was the price of the 3rd stat increment to +6 from 40 000 to 30 000. This let us end up with the same price as the official item and was consistent with the 1st and 2nd stat jumps to +6 being the same price as their respective jumps to +4.

Thanks again. This is awesome.


Thanks Rennaivx and Java Man. I had done as you suggested Java, but I often ended up with a more powerful item for cheaper than a less powerful one.

I'm going to propose your table Rennaivx to our group. Thank you for sharing. It's very simple and easy to use.


I've been trying to figure out if there is a mathematical way to price incremental Belt upgrades for Physical stats. In our group, we allow upgrades for items by paying the difference in cost.

Example: A Belt of Incredible Dex +2 to a Belt of Physical Might +2 is a 6000 upgrade cost. A Belt of Physical Might +2 to a Belt of Physical Perfection +2 is a 6000 upgrade cost.

What I am wondering is how can we figure out how to price a Belt with Dex +4 and Con +2, such as having a Belt of Physical Might +2 and adding another +2 to Dex. It doesn't matter if the rules don't allow this, I am strictly wondering how to price that.

Thanks


Full disclaimer, I added this question to my previous thread and it is getting skipped. I feel that it merits it's own thread since the context is different.

If you fight a Projected Image with the actual spell Mirror Image on top of it, do you only get a save when you avoid the mirror images and land a hit on the Projected Image? or do you get a save regardless just for being near it and fighting it even though you may not have landed hits?

Thanks!


So context:

Our group fought a spellcaster who created a Permanent Image of himself buffed with all the swirling magical effects he was actually buffed with. Among these was very obviously Mirror Image.

So here appears an Permanent Image of an NPC who is buffed with 8 Mirror Images.

When a PC interacts with the Permanent Image, does he immediately get a will save to determine that it is a Permanent Image, or does the PC just think "Oh shucks, my weapon didn't hit anything because I probably missed and hit an image instead"?

We played it as follows:

  • PC attacks, it's a hit against creature AC, roll percent to determine if the PC hit an image or the monster, the PC hits an image, Permanent Image modified to drop one fake Mirror Image as if the attack had missed.
  • PC attacks, it's a hit against creature AC, roll percent to determine if the PC hit an image or the monster, the PC hits the monster, roll a will save behind the DM screen, succeed "Now you know the whole thing is an illusion" or fail and the Permanent Image modified to drop one fake Mirror Image as if the attack had missed.

I'm interested in RAW, but also RAI answers. How would you have played this, and if there is already a precedent for this, I'd like to know.

Amendment to my question: What if it was a Projected Image with the actual spell Mirror Image on top of it? Do you only get a save when you avoid the mirror images? or do you get a save regardless just for being near it and fighting it even though you may not have landed hits?

Thanks!


1 person marked this as FAQ candidate.

It seems that we are not agreeing on the interpretation of judgments.

Activating a judgment costs a judgment per day. It lasts for the entire encounter.

You can change your judgment as a swift.

Does swapping use up another charge of judgment? Or can you get the benefits of any judgment you desire on a per round basis?

Can this be clarified or re-worded so that it is less ambiguous if activating the judgment class ability on a per day, per encounter basis is different than swapping between individual judgments?


Some people have told me that there is no significant benefit in having more than 5 or 7 levels of Gunslinger, arguing that the remaining levels of Gunslinger are better spent on multiclassing.

Is it worth sticking with Gunslinger for a full 20 levels?


vorpaljesus wrote:
A good number of dragons have the change shape supernatural ability.

source?


Alter self is only minute per level too.


Does it still allow for an opposing perception check, or any other way to detect that it is a dragon? Detect Magic, Spellcraft?

Would the dragon somehow mask his magic, or use more spells to further guarantee his disguise is not discovered?


As the title.

It's said a lot that dragons are masters of disguise, and it may be that anyone you know could be a dragon in disguise.

So I was wondering, if I were a dragon, what steps would I take to disguise myself as a human?


DM_Blake wrote:
Then, after the PCs are sufficiently worn out and retreat to a safe place to rest, that's when the dragon hits them. The PCs are sleeping, out of spells, definitely not buffed up. But the dragon IS buffed up to the max.

I like this a lot. It will catch them off guard. The PCs buff to the nines. Have the PCs approach the lair and the dragon is out. They can think what they want. There is some gold left behind (whatever the dragon cannot hold on his own) and the PCs think they've won some easy loot. Meanwhile, it is stalking them in revenge, using spells, scrying maybe. And one night as they are particularly low on spells, during their open world travels, he swoops in with a breath weapon surprise round.

If they are sleeping in a town, he is stalking them with his amazing disguise. And then rips one out of his room while he sleeps and flys off and drops him from a certain height.

I think this is more tactical and I appreciate the idea. they will not expect it. Especially since it is unlike me as a DM to do this. I'm unfortunately much more of a instance-encounter centric DM as opposed to an ongoing/stalking/event based DM. This will be refreshing.


I'm having trouble keeping things interesting for my group of experienced players.

Context: Group will be preparing to attack a dragon whom is red-ish in color at quick glance. They know where it resides (in a cave on the side of a mountain), and will likely significantly buff in preparation. Fire resistance, Stoneskin, Mirror Image, Bane, Fly or Air Walk for everyone ... among other things.

This party fears nothing. They crushed a CR 16 encounter with the chapter end boss. They are a very well rounded party, mature experienced players, I am a learning DM still (2 years, but still learning, and still with flaws).

Party Composition (5 Characters, level 12 each):

- Halfling Bard
- Half Elf Inquisitor
- Halfling Slayer
- Elven Cleric
- Gnome Sorcerer

My thoughts: They only saw the dragon at quick glance. I have flexibility over chromatic, metallic, outer, imperial, primal ... if need be, as long as it is vaguely the right colour. I initially thought I could use the mountain side terrain to other disadvantage ... but they will likely fly. I was also thinking not to allow the dragon a chance to sense that they are coming for him, so that they do not catch him off guard and cornered in his lair. I also thought maybe I can give it the Ravener Template.

I need help. As much as I think heroes should be heroic, and feel heroic, they've already laid waste to a dragon before this one with a well placed dazing spell and 2 full attacks. This new dragon is related to the one they slaughtered and is near the end of the chapter and should rightfully feel more difficult. Maybe I should have sibling dragons to the one they killed.

  • Do you have any ideas what kind of encounter I can prepare?
  • How do I properly play a dragon so that it is appropriately terrifying?
  • Is action economy going to be an issue?
  • How do I use the air to the dragons advantage?

Edit: I understand and appreciate the validity of being well prepared against something you are aware of. I think what I need help with most is a surprise element they have not considered (battlefield, additional enemies, maybe a gimmick if the dragon himself is prepared), and proper tactics for playing a dragon the way they were meant to be played.


Hi James, are there any plans for a class that is dedicated to shapeshifting? or a druid archetype that sacrifices spells or an animal companion or both for added wildshapes and the ability to use Giant Form, Form of the Dragon and Undead Anatomy?

Seems to me like there is a gap here to fill for a dedicated shapeshifter class or at the very least an archetype. It would be an interesting class/archetype to play with a lot of versatility and depth.

Also, thanks again for answering all our questions.


EDIT: I just read Deific Obedience and that answers my concerns.

Sorry guys for the waste of time. DERP!


Yeah my bad everyone. I was treating them as regular prestige classes that override your original class abilities. Until Aligned Class was pointed out that is.

I had prematurely thought that these were flavor without much substance, but I concur, that because of Aligned Class, Evangelist is indeed a very viable option if you weight your losses and gains carefully.

That being said, I don't see prestige classes being used much, but I was very interested in the boons and the roleplay aspects of Evangelist, Exalted and Sentinel. I guess I was trying to see how to retrofit boons and obediences into existing classes without costing as much of the negatives you'd get from a prestige class (Evangelist excluded).


I never even noticed!!

I wish Exalted ans Sentinel did the same thing but at the very least for flavor, it's nice that anybody and any class can dive just a bit more into their faith.


The 3 prestige classes Evangelist, Exalted and Sentinel are packed full of flavor. Depending on your deity you get appropriate boons and the obediences you perform are great for roleplay.

However I don't see many people or anybody at all willing to give up class abilities for prestige class abilities.

These prestige classes cannot be made into archetypes unless someone went through the trouble of creating an archetype for every possible class since the archetype would have to replace class abilities in order to be appropriate. However Archetypes are widely used in many builds and this would fit well if it were possible.

Would there be another way to make these more viable options?


Just seems odd. Yeah you're standing up there for you've physically moved. This isn't RAW, it's RAI.

It's more of a conflict with the word "distance", me thinks.

But I get it, I've obviously got the wrong interpretation as it seems to be common knowledge that this is a legal move.

My bad.


Isn't moving to stand up "Moving"?


It's all in the title. My party claims that you can stand up from prone with a move action and then take a 5ft step before using a standard action to attack.

I was under the impression that as soon as a move action was used to move, you would not be able to take a 5ft step.

Is there a ruling that validates what they are doing?

Thanks


Bump. Anyone?


Buffering Cap wrote:
Once per day when struck by a critical hit, the wearer can spend an immediate action to convert the bonus damage of the critical hit into nonlethal damage. The cap has no effect if the wearer is immune to nonlethal damage.
Invulnerability (Ex) wrote:
At 2nd level, the invulnerable rager gains DR/— equal to half her barbarian level. This damage reduction is doubled against nonlethal damage.

How do these work together?

Assume a level 8 Barbarian, DR 4/- and DR 8/lethal. The buffering cap activates. Does the barbarian take 4 off the regular damage and 8 off the non-lethal damage?

Thanks for your help.


Oh perfect! I haven't read that far in. Thanks for pointing this out.


RotRL Chapter 4 potential spoilers:

Context:
The Stone Giants raided Sandpoint and captured 8 NPCs. The PCs chased the Stone Giants back to Jorgenfist where they defeated Lokansir and rescued the NPCs. However, to make the chase more meaningful and give the PCs a sense of urgence, I made some of the NPCs already dead/sacrficed when the PCs finally arrived (determined randomly by dice rolls (1 of the Scarnettis died as well as Kaye (owner of the pixies kitten)). Each of these people had the Sihedron Rune burned in them prior to their sacrifice or death.

The PCs want to resurrect, reincarnate or raise dead an NPC who has been marked with a Sihedron Rune. Can they do this and if yes (I'd like to try and make this work somehow) does it work as intended?

Possible reason why it wouldn't work:
I think the souls of people marked go fuel the Runewells ... Can this still work?

One of the NPCs in question is very meaningful to one of the PCs, can I make this work somehow without playing down the seriousness of being marked by a Sihedron Rune and dying?


There are two skill checks: Stealth Create a Diversion and Bluff Feint

Create a Diversion to Hide and Feint in Combat

Create a Diversion to Hide wrote:
You can use Bluff to allow you to use Stealth. A successful Bluff check can give you the momentary diversion you need to attempt a Stealth check while people are aware of you.
Feint in Combat wrote:

You can also use Bluff to feint in combat, causing your opponent to be denied his Dexterity bonus to his AC against your next attack. The DC of this check is equal to 10 + your opponent’s base attack bonus + your opponent’s Wisdom modifier. If your opponent is trained in Sense Motive, the DC is instead equal to 10 + your opponent’s Sense Motive bonus, if higher. For more information on feinting in combat, see Combat.

Action: Feinting in combat is a standard action.

Retry? Yes. You can attempt to feint against someone again if you fail.

Couldn't you just create a diversion as a free action (cause the skill doesn't state that it takes a move or a standard) and 5ft step and sneak attack cause the enemy doesn't know where you are anymore? Or you can feint which takes a standard action so you can't attack until next round. Both use Bluff. they seem very similar.

What are your thoughts?


Weapon Blanch description

Weapon Blanch wrote:
The blanching remains effective until the weapon makes a successful attack. Each dose of blanching can coat one weapon or up to 10 pieces of ammunition.

Seems to me like you only get one attack with a melee weapon vs 10 with a ranged weapon. Is that fair? or am I missing something?


1 person marked this as a favorite.

Thanks. I knew that was the answer, but I just wanted to tripple check. Thank you.


Question is in the title. Thanks for your help :)


Thanks for all the replies everyone.

I had found Alchemists to be complicated. I read through their class information, but I didn't know what was so special about them, other than bombs.

Thanks for all the great information.

Extracts work like wizard spells: you can know as many as you want by adding them to your formula list, you prepare them in advance, and you drink them to use them. They also cannot be shared unless you have a specific discovery.

Mutagens are the same from level 1 to level 20 and they do not get better or worse unless you take a specific discovery. You can only have one a day.

Bombs are this classes primary focus. A clear majority of the classes discoveries are related to bombs. It seems the main reason you would want to play this class is to have access to bombs.

They seem like a lot of fun.

I guess my thread title should have been "Why do you like playing an Alchemist?" or "Why are Alchemists so much fun to play?" instead of Please convince me to play one :P


Alchemists look fun; they can throw bombs, they get something called mutagens which I'm not 100% sure what they do.

They seem overly complicated though.

What's so great about Alchemists?


Turin the Mad wrote:

Erm, I'm surprised that isn't simply a (healing) spell-restricted variant of a greater metamagic rod of reach that can be used at will. Starts out as a lesser rod, jumps to a standard one at ~7th level, improved to greater at 13th level. Side benefits in that it transmutes the bow into a gorgeous work of mithral and engraving as is Shelyn's proclivity.

Building it from the metamagic rod of Reach is far less headache IMO. YMMV of course.

Cost-wise you simply add the rod's cost to those of the base bow, if such a thing is of concern.

I like your thinking:

So far we have a mechanic that is Spontaneous Casting inclined, and now two people have mentioned Reach based mechanics, mentioned by you (@Turin_the_Mad) and @Cyrad. It seems a reach based mechanic would certainly keep action economy in check, as my original draft would let them burst and use their spells more quickly, but also heal for more in a single turn. Both are very different approaches and I'll have to weigh them against each other and see what i prefer.

Thank you very much for your comment, you really got me thinking.


@Cyrad: Thank you for your comments.

1) If anyone wants to reuse the item, by all means, change the name. I'm probably not as smart as you. I didn't know the origin of the word, all I thought was "Hey that person is dying, let's bring them back to life with multiple healing arrows."

2) This is a reward from a side quest taken by a Cleric of Shelyn. It is also meant explicitly for this character and not for someone else. It's meant to feel special in their hands, hand crafted by the deity herself. You're right, she's not the goddess of healing, but her clerics can certainly heal. Why wouldn't she give her a bow of healing? Any suggestions for how I can make it so that it's their item, and they won't just suddenly spread the healing by giving it to another divine caster?

3)I disagree, and you are entitled to your opinion. It does in fact piggy back on the clerics spontaneous casting ability, but makes the spell a ranged touch attack using her bow. I did this to limit the number of times it can be used, limited by the spells per day. Metamagic feats were mentioned because people on reddit required clarification in order to prevent abuse of the ability. I do like your interpretation as well though. You disagree, but I thought it was a great way to enhance the clerics spontaneous casting ability.

4)Yup, you got it. It's meant for clerics of shelyn only. I don't want the inquisitor to use it, or the bard, I want the Cleric to use it. She earned it, and I want her to have more flexibility healing people, since she's our healer and has had some trouble doing so.

5)You can replace each of your arrows with spontaneously swapped Cure spells. Run out of spells, or attacks in a turn, and you can't do it. I think most people here understood this fundamental mechanic. I'm not sure it requires more rewording.

6)Metamagic was mentioned to prevent possible abuse, attacks of opportunity were mentioned because someone needed clarification if it was a spell like ability, if conjuring an arrow would provoke or not, etc. I agree though, your wording does not need this clarification. However your description has changed the mechanic pf the item.

7) Indeed, critical misses are houseruled in my home.

All that being said, I think you are onto something though, be it different than what I intended. In your version, does using that weapon ability provoke an attack of opportunity since you are casting the spell? Does your caster have to prepare cure spells in order to cast them ranged or can they spontaneously lose a spell slot to gain a cure spell and still cast it ranged touch with their longbow?


Ciaran Barnes wrote:

Healing weapon enhancement

A weapon with this enhancement can fire a stream of positive energy to allow healing spells to be delivered at range. When the wielder casts a Conjuration (healing) spell that would normally target one creature he touches, he can instead make a ranged touch attack with a range of "Close" (25 ft. + 5 ft./2 levels). This enhancement can only be placed on a projectile ranged weapon. This ability can be used a number of times per day equal to twice the weapon's enhancement bonus.

I like the idea of working it as a Weapon Enhancement, but this seems to change the mechanics of this ability too much: Limited by weapon enhancement bonus times 2 instead of spells per day, restricted to Close Range instead of ranged touch attack rolls and weapon range increments, works on all the following spells instead of just "Cure" spells (which means a lot or opportunities for exploit or unaccounted variables):

Cure Light Wounds (Lvl 1*)
Infernal Healing (Lvl 1)
Pick Your Poison (Lvl 1)
Cure Moderate Wounds (Lvl 2*)
Delay Disease (Lvl 2*)
Delay Poison (Lvl 2*)
Path Of Glory (Lvl 2)
Restoration, Lesser (Lvl 2*)
Accept Affliction (Lvl 3)
Cure Serious Wounds (Lvl 3*)
Delay Poison, Communal (Lvl 3)
Remove Blindness/Deafness (Lvl 3)
Remove Disease (Lvl 3)
Sacred Bond (Lvl 3*)
Cure Critical Wounds (Lvl 4*)
Infernal Healing, Greater (Lvl 4)
Neutralize Poison (Lvl 4*)
Path Of Glory, Greater (Lvl 4)
Remove Radioactivity (Lvl 4)
Replenish Ki (Lvl 4)
Replenish Ki (Lvl 4)
Restoration (Lvl 4)
Breath Of Life (Lvl 5)
Pillar Of Life (Lvl 5)
Raise Dead (Lvl 5*)
Heal (Lvl 6*)
Regenerate (Lvl 7*)
Restoration, Greater (Lvl 7)
Resurrection (Lvl 7*)
Remove Radioactivity, Greater (Lvl 8)
True Resurrection (Lvl 9)


Also I just changed the critical part of the item to read as follows: A critical hit while firing Healing Arrows doubles the spell dice, as per the Magic Touch Spell rules. A critical miss while shooting Healing Arrows has a chance of healing an adjacent enemy, subject to a confirming ranged touch attack roll on the enemy.


Ciaran Barnes wrote:
What is a critical miss?

Houserule: Attacks made with a natural 1 on a d20 die.

We houserule that natural 20s are auto confirmed criticals, while anything else in the crit range needs to be confirmed. To balance that, natural 1s are auto confirmed fumbles/misses, and subject to a list of possible silly and varying effects.


Alright here it is updated so far.

Shelyn's Defibrillator

Effect: Arrows shot leave a short trail of green leaves and red petals which quickly dissipate into smoke and fade away

A new ability is added to the characters existing bow:

Healing Arrows: The wielder of Shelyn’s Defibrillator may use her Spontaneous Casting Cleric class ability and lose a prepared spell to conjure a shining arrow of healing energy imbued with a Cure spell, unaltered by metamagic feats, of equal level or lower for one round. As many Healing Arrows can be conjured as the wielder has attacks per round, each round, at the cost of a prepared spell for each Healing Arrow. Healing Arrows are resolved as ranged touch spells made with the bow. The act of conjuring a Healing Arrow does not provoke an attack of opportunity, but firing the arrow is subject to provoking an attack of opportunity. Healing Arrows inflict no damage, but instead apply healing from the Cure spell conjured, as well as a bonus to healing in the form of the weapon enhancement bonus. The spell slot lost must be declared prior to the attack being made. A critical hit while firing Healing Arrows doubles the spell dice, as per the Magic Touch Spell rules. A critical miss while shooting Healing Arrows has a chance of healing an adjacent enemy, subject to a confirming ranged touch attack roll on the enemy.

Houserule: A character can choose to willingly deny their Dex bonus to AC for 1 full round, at the end of their turn.

1 to 50 of 80 << first < prev | 1 | 2 | next > last >>