Paladin is the only Full BAB class with a good will save and that makes me a sad panda.


Pathfinder First Edition General Discussion

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The only thing I'm getting from this thread is that I need to write more spells that murder characters who have poor reflexes.


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Alexander Augunas wrote:
The only thing I'm getting from this thread is that I need to write more spells that murder characters who have poor reflexes.

This has been on my to-do list for a while.


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Claxon wrote:
Lucas Yew wrote:
Now come to think of it, with all fulltime casters (as far as I know) sport a nice full Will save, another classic trope of magic-users going nuts for knowing too much eldritch lore is debunked. What a shame...

That's more Cthulhu and less Merlin.

Merlin is basically the inspiration for wizards. And I don't recall Merlin going crazy (doesn't mean it wasn't in a story, just that its not what people think of when they think Merlin).

Basically the problem is there are so many tropes, that you will often find a trope and its anti-trope. So both can't be true.

Of course, in more than a few stories Merlin's death is a direct result of being unable to resist falling in love, sometimes due to a love potion or charm, and then being betrayed by the woman in question. Wizards/Sorcerers/Mages not being able to resist their desires IS at least as common a fantasy trope as weak-willed warriors.


Alexander Augunas wrote:
The only thing I'm getting from this thread is that I need to write more spells that murder characters who have poor reflexes.

Here is three good ones:

Malygnus' Shattering Obelisk
Conjuration/Necromancy
Level: Sorc/Wizard 4
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft+10 ft/level)
Target: One humanoid, and a 20 ft radius area
Duration: 3 rounds
Saving Throw: Special, see spell description.
Spell Resistance: Yes

Malygnus' final work, the mage thought. What a joke. It was barely having any effect on the subject of the test... wait. What was this? The subject didn't escape yet? *BOOM* And then the obelisk exploded? Hmm... perhaps old man Malygnus was smarter than he looked....

Malygnus' Shattering Obelisk is the last spell the grand archmage Malygnus crafted before being taken by Those in the Dark. It conjures an obelisk over the target, entombing them in a tower of black, energy draining and body crushing stone, before exploding for the final nail in the target's coffin.

Casting: There is no save against being affected to begin with, though spell resistance applies.
Round 1: The target must make a Reflex save, or be trapped inside the obelisk, and takes 3d6 crushing damage (Ref neg, and ends the spell).
Round 2: The target must make a Fortitude save, or gain 1d4 negative levels. Success does not free them from the obelisk. Either way, they take an additional 2d6 crushing damage. The negative levels are temporary, and go away after 24 hours.
Round 3: The obelisk explodes, dealing the target a final 2d6 crushing damage, and forcing Reflex saves from everyone in the area (including the subject) or take 5d6 piercing damage (Ref half).

2. Blinding Bolt
School: Evoc (Shadow) Level: Sorc/wiz3
Casting time: 1 standard action
Components: V, S,
Range: 180 ft Duration: Instantaneous (see text) Area: 60 ft long x 5 ft wide
Save: Reflex 1/2 (see text) Spell Resistance: None
Spell creates negative lightning bolt. The spell starts 180 ft away from the caster and then extends 60 ft farther. All creatures within the area of effect take negative energy damage 1d6/caster(max 10d6). Anyone struck is blind on a failed save instead for 1d4 rounds.

3. Channeled Pyroblast:
Evocation (fire)
Level: Corrupt 3
Components: V, S
Casting Time: see text
Range: Medium (100 ft + 10 ft/level)
Target: See Text
Duration: Instantanous
Saving Throw: Reflex 1/2
Spell Resistance: Yes
You do not need to declare ahead of time how long you wish to spend casting, but decide when finished casting. This spell creates a bolt of fiery energy.
If casting as a swift action, it deals 1d4 fire per level (max 10d4) against a single target of your choice.
If casting as a standard, it deals 1d6 fire per level (max 10d6) against all creatures in a 10 ft radius.
If casting as a full rd action, it deals 1d8 fire per level (max 10d8) against all creatures in a 15 ft radius.
If casting as a 2 rounds action, it deals 1d10 fire per level (max 10d10) against all creatures in a 20 ft radius


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Alexander Augunas wrote:
The only thing I'm getting from this thread is that I need to write more spells that murder characters who have poor reflexes.

Ah yes, we waited so patiently to see the majority of save or dies removed from the game and yet you want to reintroduce them. Grand.

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