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Adventure Path Charter Subscriber
As I understand it, the reason many spells become less effective at high levels is because the designers of dnd 3e did not compensate for higher hit points due to dropping name level’s small amounts. So... what if we drop spell dice maximums? A 20th level wizard’s fireball would do 20d6 damage and he would fire ten magic missiles on a single casting. His 20th level cleric friend’s cure light wounds would heal 1d8+20. Good idea? Bad idea? Utter madness?
Adventure Path Charter Subscriber
As noted elsewhere, I’m a little behind in reading Paizo publications. I’ve just started reading the second edition (not remastered) Core Rulebook and have some comments: The book has lots of new vocabulary! It’s taking awhile to learn it all. No more point buy for ability scores! That seems to allow more customization. Goblins are hilarious! I laughed three times while reading about them. All classes are trained in perception! That totally makes sense, as it seems to be the most useful skill (although it doesn’t seem to be a skill anymore). Fighters are experts in perception but monks aren’t! That’s a shocker. Monk abilities are no longer affected by wisdom! Another shocker. No class skills! Another change that seems to allow more customization. Gear is so inexpensive! Then again, characters start with less money, so maybe it balances out. Good stuff!
Adventure Path Charter Subscriber
I received the usual email about shipment of Pathfinder AP issue #205 on August 19, but as of September 3 it hasn't arrived. When I try to track the package, the UPS website says this: Tracking information for this piece is unavailable at this time. Tracking may take 24-48 hours after your mail piece has shipped. Please check back at a later time for additional information. If tracking is unavailable after 3 days, please contact your shipper. I've already received an email for issue #206, which is always sent after the previous issue was delivered, so something strange is going on. Help?
Adventure Path Charter Subscriber
At the start of the pandemic I began reading the first edition era of the Pathfinder Adventure Path. Yes, all of it. Yes, for the first time. I've been busy. :-) I liked the noncombat material, most of the supplemental articles, and the inclusion of LGBTQ NPCS. I didn't like the horror material, the abundance of noncore material, and the use of "tasked" and "gifted" (which still irritate after 144 issues). This has been a nice way to spend time during isolation. I'm looking forward to reading the second edition era... someday.
Adventure Path Charter Subscriber
one of the things i've always liked about the sorcerer is their self-sufficiency. since they don't need a spellbook and get eschew materials for free, they can never be denied their magic. except that all bloodlines except celestial and infernal have at least one bonus bloodline spell that requires a focus or expensive material component. doesn't this defeat the purpose of giving them eschew materials?
Adventure Path Charter Subscriber
Black dragons’ breath weapon is acid, which is typically associated with earth. Yet black dragons have the water subtype. Blue dragons’ breath weapon is lightning, which is typically associated with air. Yet blue dragons have the earth subtype. Green dragons’ breath weapon is acid, which is typically associated with earth. Yet green dragons have the air subtype. Is there an explanation for this inconsistency?
Adventure Path Charter Subscriber
the hell hound is lawful evil and the nightmare is neutral evil, but is there a chaotic evil horse-like creature for demons to ride?
Adventure Path Charter Subscriber
a human paladin with strength 14 and charisma 14 using power attack, mounted combat, ride-by attack, spirited charge, smite evil can charge and make a single attack. attack bonus is +9 (5base+2strength+2charge+2smiteevil-2powerattack). damage is 3d8+42 (1d8lance+3strength+6powerattack+5smiteevilx3spiritedcharge), for a range of 45 to 66. wow. on a critical hit our paladin does triple damage, or 9d8+126, for a range of 135 to 198. wow. have i made a mistake or overlooked something?
Adventure Path Charter Subscriber
the description of disjunction says "All magical effects and magic items within the radius of the spell, except for those that you carry or touch, are disjoined." but it says nothing of a dispel check, such as is required by dispel magic. so does disjunction require a die roll?
Adventure Path Charter Subscriber
i'm trying to determine the cost of making a potion of heal. brew potion only works on spells up to level 3, so this feat isn't an option. if it were an option, a potion of heal at level 11 would cost 3300 gp -- spell level 6 x caster level 11 x 50. so presumably it would need to be created as a wondrous item. using craft wondrous item and the estimating magic item gold piece values table, the cost would be 1320 gp - spell level 6 x caster level 11 x 2000 for use-activated item /2 for 50 charge item /50 for one charge. does this creation method seem reasonable? does 1320 seem like a reasonable price for an 11th level potion of heal?
Adventure Path Charter Subscriber
the barbarian has some skills and abilities that seem more appropriate for a ranger or rogue than a strong, clumsy barbarian. specifically, acrobatics, uncanny dodge, and trap sense. why does the barbarian get these abilities? i'm hoping for something other than: "because that's what the designers decided."
Adventure Path Charter Subscriber
a monk can use special monk weapons with flurry of blows. he can also use weapon finesse with flurry of blows. but what if the weapon used (say, a quarterstaff) doesn't normally work with weapon finesse? in other words, if bob the monk uses a quarterstaff with flurry of blows, does weapon finesse apply to his attack rolls?
Adventure Path Charter Subscriber
the ranger can select greater two-weapon fighting as a bonus feat at level 10. this gives him a third secondary attack. but he doesn't get his third primary attack until level 11! so the ranger can have three secondary attacks before having three primary attacks. is this correct?
Adventure Path Charter Subscriber
i would assume that if it says it does then it does (like fireball), but otherwise doesn't (like flame strike), but you know what they say about assuming...
Adventure Path Charter Subscriber
plane shift is a 5th level spell for clerics, a 7th level spell for wizards, is a standard action to cast, doesn't involve the danger of having a silver cord, and goes to any plane chosen. astral projection is a 9th level spell for clerics, a 9th level spell for wizards, takes 30 minutes to cast, involves the danger of having a silver cord, and only goes to the astral plane. plane shift seems to be superior to astral projection in every way. so why is it lower level?
Adventure Path Charter Subscriber
alter self seems to assume that the caster is a humanoid, otherwise it would be called "humanoid shape" or something. does alter self work the same regardless of the caster's creature type?
Adventure Path Charter Subscriber
for example, can an interposing hand be affected by haste? also, if the caster has a false life in effect, is this taken into account then the hand's hit points are determined?
Adventure Path Charter Subscriber
this thread doesn't seem to answer the question. an official ruling would be wonderful, but here's what seems sensible: summon monster: yes. planar ally/binding: yes. summon nature's ally: no.
Adventure Path Charter Subscriber
when i first saw harsk in the pathfinder core rulebook, i thought, "hmmm, that's odd. you don't see a dwarf ranger every day." some time later, "well, that picture is kinda cool. he certainly looks ready for anything. crossbow, dagger, battle axe... small pouch, large pouch... good grief, how many belts does he have? bedroll... a tea kettle?? jeez, harsk has everything!" even later, "well, his race and class abilities seem to work well together... defensive training and hatred plus favored enemy..." later still, "animal companion could act as a mount... like... a wolf? a dwarf ranger riding a wolf??" i think i just had a nerdgasm.
Adventure Path Charter Subscriber
1. since most of the game takes place in dungeons isn't there a temptation to choose underground for a ranger's favored terrain, regardless of if it fits the character? 2. underground isn't really a terrain; it's an artificial structure. a dungeon is no more a terrain than a house. so why is underground a choice of favored terrains?
Adventure Path Charter Subscriber
when subjected to binding, in what condition is the victim? 1. chaining- helpless?
Adventure Path Charter Subscriber
1. why did prohibited schools change to opposition schools? making spells from two schools take two spell slots seems to make school specialization a no-brainer, whereas having two schools completely off-limits makes it a much tougher decision. 2. is there any restriction on using magic items from one's opposition schools?
Adventure Path Charter Subscriber
the idea of armor making it harder to hit a target has never quite worked for me. on the other hand, the armor as damage reduction adds another step to bookkeeping. so what about adding an armor's armor bonus as bonus hit points per die (like constitution modifiers) instead? whether damage is absorbed by damage reduction or extra hit points amounts to (approximately) the same thing. for example, bob the first level fighter has a constitution of 14 (+2) and wears chainmail (+6 armor), giving him 18 (10 base +2 constitution +6 armor) hit points. at 20th level bob would have 360 (18 per levelx20) hit points. for another example, chuck the first level wizard has a constitution of 10 (+0) and casts mage armor (+4 armor), giving him 10 (6 base +0 constitution +4 armor) hit points. at 20th level chuck would have 200 (10 per levelx20) hit points. note that, assuming both bob and chuck have a dexterity of 10 and no dodge/deflection/etc. bonuses to armor class, both characters would have an armor class of 10, so all those extra hit points might not last as long as one would expect.
Adventure Path Charter Subscriber
faerie fire states, "Outlined creatures do not benefit from the concealment normally provided by darkness (though a 2nd-level or higher magical darkness effect functions normally), blur, displacement, invisibility, or similar effects." does this mean that faerie fire prevents invisibility from having any effect whatsoever?
Adventure Path Charter Subscriber
can a sorcerer (or other class with limited spells known) use a higher level spell slot to learn a lower level spell? for example, bob the 11th level sorcerer has learned the four 3rd level spells he's allowed, but wants to learn fireball, too. can he learn fireball as a 4th level spell? if so, is the spell treated as 3rd or 4th level for the purposes of saving throws, etc.?
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