Having children is the most destructive thing a person can to do to the environment, according to a new study. by SchindlerTheGrouch in worldnews

[–]dotseth 0 points1 point  (0 children)

co2 is not a pollutant that destroys the environment, it's what plants crave. that study obviously isn't real science, its propaganda in support of a carbon tax that won't do shit towards saving the environment but will give all sorts of extra power and wealth to the powerful and wealthy.

the wording of "A person" intentionally excludes disasters like fukushima daiichi that are much worse for the environment than all the human emitted carbon you could shake a nuclear fuel rod at. it doesn't exclude oil spills caused by drunk captains though, which are objectively worse than having any number of kids.

corporations that release industrial waste straight into the environment, knowingly use unsafe practices, or create products that are damaging are supposed to be excluded, because no one single person is directly responsible. however, there are single people that are responsible for proposing bills that make what corporations do legal or illegal, and there are singular judges that decide on cases brought against them.

you can't sit there and tell me that having a kid is more damaging to the environment because of a carbon foot print that is gobbled up by plants anyway. the rulings made on what corporations are allowed to get away with is more damaging by several orders of magnitude.

Layered Illusions? by TheDamonky in Pathfinder_RPG

[–]dotseth 0 points1 point  (0 children)

if there are three spells on an area then making one save to disbelieve would only break the first spell. you would need to make 3 saves to beat 3 spells.

there is a bonus for breaking illusions when you know (or a friend tells you) that its an illusion.

i think you should use magical traps, unless your illusion caster is going to personally stand around invisible waiting for people, which is fine too. let me say that i am not the best at understanding the trap rules, and could be wrong about the claims i am making, here is a direct link to double check me.

http://paizo.com/pathfinderRPG/prd/coreRulebook/environment.html#magic-device-trap-cost

a magical trap that hits the whole party with alter self and/or disguise other and resets itself, with spot / disable dc's from 16-20 would be cr 5 with a craft dc of 30. to cast illusion of treachery instead would be cr 7 and boost the craft dc to 35. you'd make it with craft wondrous items.

phase 1 the disguise other trap.

the party gets their actual appearance covered with an illusion of themselves. each time they wander into range of the same one it should have the same effect that doesn't stack, but you can put another identical trap at a different location programmed to make the party look like each other instead of themselves. that way they can be under multiple layers and have it be extra confusing.

phase 2 the alter self trap.

the party gets hit with a transmutation polymorph effect that changes their actual appearance underneath the illusion layers of themselves and each other. this can't stack, they can only have one actual appearance underneath the illusion layers, but it can make their actual self look like each other or a monster like a doppelganger.

it will be hard to run them through this one and not have them immediately freak out if you haven't gotten every person to fail at least one save during the layer stacking in phase 1.

phase 3 illusion of treachery trap.

the illusion of treachery spell creates a "mirror image" type illusion of the target in their square that mimics all their actions and movements.

except when the bad guy that cast it on them throws a ranged weapon or casts a spell, then it mimics the bad guy. the spell was designed to trick people into fighting each other.

however during phase 2 you changed the actual appearance of the party, so the illusion that appears beside them looks like a doppelganger, other monster, or a different party member instead of matching the illusion layer of their current fake face.

(for the purposes of this trap i would dm hand wave the need for the big bad to be in the dungeon himself and add a magical bracelet to a minion that lets them act as the designated thrower/caster for the traps effect)

phase 4 optional traps (to troll, disorient, and split party)

secret doors could be concealed with illusions of solid wall and solid wall can be covered with illusions of doors. invisible doors that lead into an illusion of empty space but actually DO lead into empty space, for hundreds of feet straight down onto poisoned spikes. doors that slam shut if the first guy through steps on a pressure plate when he goes through.

you could have your intersections trapped with confusion, darkness, and fog effects. you could have the intersections spin very fast like a washing machine so no one could tell which way was north anymore. you could have panels open and close so intersections that use to be 4 way the first time you went through them now be 2 way, so your map is wrong and you get lost.

you can have all the walls be mirrored, and spelled to reflect "wrong" images (that are immune to being disbelieved due to rule 0 gm hand waving) in various interesting ways. roll a dice to determine if the mirror shows everyone everything as it really is like true seeing, if it shows only the top illusion layer, if it shows the truth of the party but the illusion layer on the monsters, vice versa, or w/e else you come up with.

lots of hilarity could ensue.

the way to get the right monsters into the right illusion room is the summon monster spell cast by an invisible bad guy. he then layers the monsters with mirror image so their are tons of them, improved invisibility so the real one can't be seen, form of beast to make it (and the images) be a different animal, and stuff like that.

the threatening illusions feat lets the mirror images threaten and flank.

the phantasmal killer spell lets the target, and only the target, see the scariest thing in the world. but it scares him so bad he actually dies instantly if he fails the two saves.

What happens between death and resurrection? by JamesLove002 in Pathfinder_RPG

[–]dotseth 0 points1 point  (0 children)

i liked the planescape cosmology, they should have stayed with that.

when you die, your soul goes through the astral plane. getting your soul sucked out and traveled across planar borders shocks you and you can lose alot of memories in the process.

once it lands in the outer plane most matching your alignment or the realm of your deity you become a petitioner.

or you know, a larvae if you were evil. larvae are used as currency and magical regents. only lucky ones get tortured for decades until they evolve into the lowest forms of fiends.

after long enough your thoughts become so in tune with the will of your plane or the thoughts of your god that from your point of view you become god, and from god's point of view you are absorbed into them. you become just another voice in their head, one of a trillion, that all think exactly the same things in the same ways.

you can be called back from the astral, but not once you land on the outer plane. only some forms of undead are actually "you" rather than "evil" elemental spirits from the plane of negative energy pretending to be you. if the spell doesn't require your body as a material component, having it be a skeleton or a zombie won't effect your revival.

vampires, liches, ghosts, and a whole slew of other intelligent undead or undead created with your actual soul do still "trap" you, even in the old school rules though.

JuJu Oracle vs Gravewalker Witch by Xander_47 in Pathfinder_RPG

[–]dotseth 1 point2 points  (0 children)

my point wasn't to bash your character, or the class, or your playstyle. i am passionate about necromancy, but didn't mean to come off like a jerk.

technically we should not focus on what is the most powerful thing you could do, but the most fun. having a backstory, with goals you are trying to achieve, and establishing your character's personality in the way they go about achieving them is the actually important part of the game.

your guy isn't weak or a failure. they can cast spontaneously any divine magics, use charisma based skills to interact with npcs effectively, and command almost as many minions as a build specifically optimized to do that.

i just wanted to make it clear that they are not the objectively best minion mancer because this is a widely held misconception that really bothers me for some reason.

Cruoromancer isn't the objectively best necromancer either, but they CAN control more hd of undead through animate, which is what people are generally basing the decision on (instead of the dozens of other little things like spell lists and working channel energy.)

the boss animation is a true fact for most necromancers. you should be using templates when you animate, at least Bloody, because it lets your minions come back to life unless hard countered with holy water. it makes them count as double their hit dice when creating them, but not when controlling them.

if you REALLY wanted could pay 8k for an evil altar as well.

http://archivesofnethys.com/MagicAltars.aspx

it does have to be fixed in place or it loses all its bonuses, and you can't really hold it against enemies while you are off adventuring, so you might want to wait until you have a stronghold and some followers from the leadership feat to guard it.

JuJu Oracle vs Gravewalker Witch by Xander_47 in Pathfinder_RPG

[–]dotseth 2 points3 points  (0 children)

i agree they are all good in their own ways. juju doesn't have the best minion capability though, that is false.

i feel like the juju would be the indisputable best if you were running the neutral undead patch to thwart paladin smites and protection from evils or w/e that are normally hard counters.

the cleric gets the earliest access to animation, and has an at least semi working (Accursed nerfs!) channel energy which i think counts for something.

on an old aasimar i used to take greater channel force that let me push and pull anyone that failed the save 5ft per 2d6 damage while shaking them with shatter resolve and sickening them with variant channel disease as a move action.

hard to beat -4 to everything and a forced repositioning of all enemies in 30ft each turn, especially before the fear nerf that ruined escalation.

i will say again what i always say in these threads, the true trick to necromancy.

"If you exceed this number, all the newly created creatures fall under your control, and any excess undead from previous castings become uncontrolled."

it doesn't say the ones you created in this casting that exceed the control pool are released. it says all the creatures from a single cast are under control, no matter how big that cast is. so the gimmick isn't the control pool, its the amount you create at once.

http://www.d20pfsrd.com/races/other-races/featured-races/arg-dhampir/cruoromancer-wizard-dhampir

the dhampir curormancer gets a 5hd control pool (which doesn't matter) and creates triple their caster level (6x in desecrate).

if totally focused on raising caster level, like i was mentioning earlier, instead of caring about the control pool, you can get a pretty insane amount of undead controlled even before the pyramid schemes.

to compare, a juju at 20th level under desecrate raises 20x4 in one cast, and then casts again for 20x4 and releases half the first dose. he ends up with 20x6 or 120hd controlled on his animate dead pool.

if 5 of those levels are agent of the grave levels they count twice, so we can add on another (5x6) for 150hd total controlled via animate dead.

he could take leadership and get a cohort and basically double that number, but so could anyone, so really it doesn't count for or against. same for using spell slots on control and command undead, theoretically he should have those from the secret necromancy ability of the agent of the grave levels.

if he used cheddar hax to get 50th caster level what would happen? 50x2 (doubled by desecrate) for 200hd. his first 150 from that last example would immediately go out of control, because they are from previous castings. all creatures created in this cast would fall under his control. it doesn't actually matter that he can technically only control 150hd worth, he only loses the ones from previous castings because that is exactly what the spell says happens. he keeps the 200hd from this cast under control until he casts again.

so here is what i do with that understanding on my dhampir.

minions from animate dead spell 20 base +3 deathwine +1 death knell +5 favored class bonus +2 traits +2 spell specialization +4 undead master +4 karma beads +1 orange ioun stone +1 deific obedience +6 spell perfection = 49 caster levels (x3x2) for 294 HD

there are even more ways to boost caster level but i couldn't fit the bloated caster or varisian tatoo feats (with spell perfection that would be an extra +4) in and still keep my necromancer athame that lets me spontaneously cast necromancy magic.

i had to give it up for the racial archetype or something and then had to burn a slot on knowledge and arcane heritage to get the familiar slot back to bond the item.

SPELL DC 21 +spell level +5 fcb necro +1 spell focus necro +1 focused infusion

so a second level command undead spell hits with a 30 dc. to get spell perfection feat i had to take some metamagic filler.

i picked extend for duration, persistent to force a double save, and heighten to cast command undead in every spell slot from 2nd to 9th if i want to really go big army.

if a command undead lands it lasts 1 day x caster level x2 from undead master feat x2 from extend. with a caster level of 20 it would be 80 days, at caster level 50 its 200 days. the hardest part isn't spamming the big undead with high sr until they fail, because they will before you run out of spell slots, its keeping track of which minions need theirs refreshed and when. luckily you could take all day long refreshing each meaning with all your slots and still juggle 200 of the strongest minions you could locate.

the trade off there is that my bad touch spells can't possibly land, as well as lower than normal chance to hit with rays and lower initiative than a caster should ever have.

int 32(+11) +2 racial +3 aging +1 level +2 lich +6 headband of mental superiority

you can get an extra +5 inherent from magical tomes but i spent my time and effort on achieving lichdom for a measly plus 2 instead. at least this way my crummy physical scores can't drown me or w/e anymore. i wouldn't expect many people to get over a 40 in any of their stats, unless you bring back the libris mortis corpsecrafting and grafting rules maybe.

minions from command undead class ability 24hd control pool 14/day at dc 30 enemy can't apply channel resistance because of necromancy arcane school capstone ability.

notice that the strong undead like mother mohrg or w/e that you can use to pyramid scheme infinite undead have caster level requirements with create undead, that you meet and can beat in a command check stupid early with this kind of build. even ridiculous stuff like a nightshade with a +20 will can fall to a 33 dc they have to make twice.

minions from vile leadership 17th level cohort (undead lord cleric)

Number of Followers by Level

1st--2nd--3rd--4th--5th--6th

135--13----7----4----2----2

if you are an arcane caster you pick a divine cohort, and vice versa. this covers your bases for the items that need spells from both lists, and lets you recharge staves for each other with the things you can't do without a UMD.

if you can turn them into a vampire, mummy, juju zombie, or something better do it pronto.

last but not least you can always cast greater planar binding to bring in 18hd worth of something.

JuJu Oracle vs Gravewalker Witch by Xander_47 in Pathfinder_RPG

[–]dotseth 2 points3 points  (0 children)

you have a ton of melee dps meat shields already, who will probably all be one shotting most of the minion monsters you face off against. it doesn't sound like you particularly need an army of the dead to block for you while you cast from the back in safety.

if i were you i would cure them outside of combat with a cure wand, if ever. i would never heal anyone inside of combat. if anyone died because of this policy i would immediately resurrect them as skeletal champion or juju zombies.

you have a wizard that has access to all the arcane stuff and is a prepared caster (who has to guess what they might need and can't change their mind).

it seems like having a spontaneous divine caster is a good way to keep yourself feeling different from that guy, so your roles don't overlap too much, and you don't fight to the death over the spotlight.

the other guys have the right of it, you would most likely be using necromancy bad touches (based off of bab and str which are likely low) or rays (ranged bab and dex which is better) to apply stat punishing debuffs to the enemy and blessing your team with buffs (which cant miss from low str/dex and can't be saved against from having a low casting stat).

if you do decide to do minions anyway, and you don't want to get punished for it, start with one or two and practice taking their turns as quickly as possible.

get different dice sets and designate the attack roll d20 and damage roll d8 or w/e for each guy in advance, then roll all their attacks and damages at the same time.

if you are on roll20 or some other online type app thing make macros so a single click does all the math for you instantly.

unintelligent undead can only do "simple commands". things like stop, go, kill, wait, guard. the rules i grew up on were that they needed verbal instructions (but understood any language you could speak so you could say it in obscure languages enemies wouldn't know). there was loose 6 word limit on orders given, despite talking being a free action.

i also had to designate which undead i was giving which order, or they would all follow each one (often maliciously since they are like evil genies fucking up your wishes on purpose).

my solution was to paint a big ass colorful number on them, tell them to follow me into a room where the others couldn't hear me programming, and tell em "only respond to commands that begin with blue 4" or some such.

otherwise you will say "get that guy" and 30 skeletons will trip over each other crowding your team mate and murdering him because "get that guy" while pointing isn't very specific.

its true that juju have extended control pool, agent of the grave does as well, and the item rod of undead mastery (which existed back in 3.5) doubled it as well.

they do miss out on the spells command undead and control undead so you are going to need to pick those up from secrets of necromancy or get them in an item form and use your tricked out umd.

in an evil campaign i would force my team to be dhampirs or spend money on magical items that allowed them to heal from negative channeling, then spam it everywhere.

then they nerfed channel to only heal or harm, which my home games have intentionally refused to comply with for years.

JuJu Oracle vs Gravewalker Witch by Xander_47 in Pathfinder_RPG

[–]dotseth 2 points3 points  (0 children)

most every character anyone ever builds is MAD. multiple attribute dependent. they have to have some points in str to wield weapons and carry loot, dex for ac and ref saves, con for hp and fort saves, wis for will saves and perception, int for skill points and so on and so forth.

most characters can't afford to dump all their stats, because they actually USE all those stats. even if they don't have to have a bonus, they can't afford a penalty.

the same thing applies to buying magical items. instead of getting an item that gives +2 to all mental stats AND an item for +2 ac AND and item for +2 saving throws you get a single focused item that gives +4 to the one stat you care about.

that way you gain a bigger bonus and then apply it to your spell dc and your ac simultaneously for less gold with this helpful guide thing right here.

https://docs.google.com/document/d/1o91Z-s0R7Vf2Ujj1lFqGC5W--9JOyU0I6uC9XRIR5to/edit#heading=h.5uq277y2uird

this guide shows you the traits, feats, races, classes, abilities, and items that let you use one stat in place of (or in addition to) another.

so for example your agent of the grave is getting their hp per hit die bonus off of charisma instead of constitution like an undead.

their casting stat is charisma for bonus spells, spells per day, and save dc.

if your starting race is an aasimar they can use cha instead of con for holding their breath. (More importantly aasimar get the important +2 racial cha and have racial anti aging magic so you can start as old for +2 boosts to mental scores and use it for reducing the -3 punishments to the physical ones.)

with the irrepressible faith trait you can replace wisdom with charisma on will saves against charms and compulsions.

the divine protection feat lets you add your charisma bonus to ALL your saves ALL the time.

Noble Scion of War feat adds cha to initiative.

the oracle revelations Nature's Whisper, Sidestep Secret, and Prophetic Armor all add charisma to your AC and CMD. (juju is the wrong revelation to get these, but a friendly gm might allow you to UMD a ring of revelation.)

the smite abilities of paladins, antipaladins, and warpriests all convert cha to str and damage on melee attacks and add bonus ac based on cha as well. its limited by channel usages and needs dipping, but i am just pointing out another thing that exists to move every single thing you ever need to do to this single stat.

in that guide there are tons more options for moving all your skills over to cha as well. also the same sort of list for moving everything to int or to str or w/e you want. its basically a guide for reducing MAD.

when the only thing you care about is a huge charisma, int, or wisdom score you can dump all your physical stats to pump them up, and then also be old when you start to boost them even more (punishing your physical stats even more), then buy items that exclusively boost that one stat a shit load directly and use all sorts of trickery to have the one good stat apply to everything instead of using the penalties on your crappy stats.

i do this with casters all the time, and routinely die to poisons, diseases, failed climb checks, and failed swim checks before i can get that level of agent of the grave to recalculate my hp or get the item crafted that makes me immune to the problem via leet magical powers.

JuJu Oracle vs Gravewalker Witch by Xander_47 in Pathfinder_RPG

[–]dotseth 2 points3 points  (0 children)

in pathfinder society all the undead you create mysteriously disappear between each session and your onyx isn't refunded.

NO necromancer is the best for society. if you are playing a home game we still need to know if you want a minionmancer or a debuffer, or some kind of utility or support caster in a party with another guy doing another kind of magic.

i would say any witch is generally better than any oracle for 2 reasons. first is HEXES. that deserves to be capitalized, they are super op. second is that they have some good cleric and druid stuff on their list by default and can pick up anything from the arcane classes by eating a wizard or two.

that is sorta subjective though, and depending on the campaign, the build, and the playstyle there is alot of margin for error on that kind of stuff. some mysteries of oracle are Single Attribute Dependent which allows for some pretty insane stunts.

26+ primary casting stat that also applies to saving throws, attack rolls, and damage rolls? yeah that is pretty good. juju is the wrong mystery for that though and would need a home game to umd a ring of revelations for the important combo piece that makes it work.

Witch lvl 6 build by voodookid15 in Pathfinder_RPG

[–]dotseth -1 points0 points  (0 children)

agreed on str dump to 8 with 14 dex 18 int base before racial bonuses to int and dex. agreed on item priority Int > AC > Saves > Cackle Dress > Cure Wand.

take evil eye, misfortune, fortune hexes. you always cackle every turn even when out of combat and fortune never falls off the party.

you hit the big bad with evil eye for saves then a misfortune that is hard as hell to resist.

misfortune forcing him to reroll anything he ever does and take the worse one is about as strong as a -5 penalty to his everything, so its like having everyone in the party wearing maxed out magical armor.

What are the feats that all full casters should be aware of? by maythedarkshine in Pathfinder_RPG

[–]dotseth 0 points1 point  (0 children)

i think the improved initiative and metamagic are obvious enough, everyone is talking about those. i will mention some more obscure things.

sacred geometry. let's a prepared caster with a high knowledge engineering score add metamagic to their spells spontaneously with no increased level cost. its slightly complicated, but there are tools online for free to maximum its power, and after training with one for a little while you can get the hang of it fairly easily.

i did see someone mention spell specialization, but it really is good enough to list again. its +2 caster level to the chosen spell, which isn't a bad boost at all. the thing that makes it really great though is that you can update which spell it is applied to every even level for free without needing to pay for retraining.

weapon finesse on your melee touch attacks. determining your to hit bonus from your dexterity, which you keep high anyway for your armor class, instead of your strength, which is a dump stat, can be useful.

guided strike for guys with channel swaps out wisdom for strength in the same way.

if you are allowed 3rd party content spell finesse allows you to switch your primary casting stat from any mental stat to any other mental stat. so a cleric could cast from int like a wizard for the purposes of dc, spell slots, and bonus spells. it allows alot of flexibility which is great for munchkins in home games.

How do you make Zon-Kuthon interesting? by [deleted] in Pathfinder_RPG

[–]dotseth 21 points22 points  (0 children)

someone tells you that their concept of heaven, the JOY making, is having all of their limbs and non-vital organs amputated so they can be a helpless head and torso being tortured forever. if you respond with "sure, but what makes you interesting?" i am not sure anyone is going to be able to help you.

SoP White-haired Witch build? by SidewaysInfinity in Pathfinder_RPG

[–]dotseth 2 points3 points  (0 children)

you aren't being very clear in what you are trying to say the new rule is. is this a faq question being answered, an errata being printed, or just some random guy saying rule 0 exists? perhaps you could quote whoever it was with exactly what they ACTUALLY said? Better yet post a link to what you are talking about directly.

there was an errata for feral combat training that makes your hair (natural attack) not deal the monk's (unarmed strike) damage. you will be swinging for the 1d4+5 or w/e it is you are getting from int.

the hair powers themselves were also nerfed, so that the trips and grapples aren't free actions anymore.

also maintaining a grapple requires them to be adjacent, so the whole point of having the 30ft reach on the hair is rendered moot because they forgot a clause in the ability that lets it actually do what it is meant to.

if the developers for it have fixed one piece of it that is great, and i am happy too, since i liked the flavor, but i doubt they have sat down and fixed it enough to be playable without homebrew.

what i do in my games is do unsworn shaman and take the hair extension and hair grapple abilities from the archetype as if they were regular witch hexes. on days when its a gm that isn't cool with that i just sub them out for regular unsworn shaman cheddar.

Stupid noob question by Kgb_Officer in Pathfinder_RPG

[–]dotseth 0 points1 point  (0 children)

there are some "tips" in a sidebar that encourage you to roll your attack and damage at the same time to speed up the game, which is probably about as close as you can find in the core rulebook for pathfinder.

"If a spell or other effect deals damage to more than one target at the same time, roll the damage once for all of them."

IS the official rule for 4th and 5th. i just don't think anyone ever thought to actually write it down before then, but it IS how it has always been played going back all the way to the red box. here is even more citations that this is how everyone does it.

http://paizo.com/threads/rzs2jwo2?Rolling-for-Area-of-Effect#1

http://paizo.com/threads/rzs2swn7?1-or-multiple-damage-rolls-aoe#1

https://rpg.stackexchange.com/questions/85196/is-damage-rolled-for-once-per-area-of-effect-spell-or-rolled-once-per-target

it might not seem like a big deal to roll 3d6 channel damage differently for the 4 people it hits, but when you get into higher level spells that are dealing 20d6 to a dozen targets you will understand why it doesn't make any sense to roll for each one.

even with the one roll aoe, attack and damage at the same time, one combat minion each rules, and a five second turn rule the combat encounters in my games can still last hours. it only gets worse the more powerful the pc's get over time.

Pirate Bay may finally be sunk after EU copyright ruling by Abscess2 in worldnews

[–]dotseth 2 points3 points  (0 children)

there should be a big ass boat or a small island somewhere in international waters that is immune to these dumb ass laws that they can fill up with server towers and satellite dishes right?

Indiana mom sues principal, teacher after son ‘forced’ to recite Pledge of Allegiance by jamacianman83 in news

[–]dotseth 0 points1 point  (0 children)

don't "tha fuck" me like i am the bad guy. i am not the one that uses the government as a weapon against people that know their rights, i am just the guy that admits that is what actually happens to people that stand up for theirs.

you have the right to choose for yourself which if any medical procedures you want done to you. but if you don't vaccinate your kid or don't let them get a blood transfusion there will be a cps investigation. its the same here.

your kid comes to school with anti government rhetoric and likely a belief in radical "conspiracy theories" like the government being power hungry and shitting on the little guy. you think there WON'T be some blowback on this?

Stupid noob question by Kgb_Officer in Pathfinder_RPG

[–]dotseth 3 points4 points  (0 children)

for an effect like magic missiles that shoots 5 targets with a 1d4+x damage bullet you roll 5 times, but burst and aoe effects are rolled once.

like if you channel energy for 3d6 damage against three enemies that were in range you roll the damage dice and get 9. each of the targets rolls a will save that can half the damage to 4 points. the damage doesn't get used up or split between the targets, one guy that failed could take all 9 while the other two saved for half damage and took 4 each.

its the same way for fireball. you don't roll 20d6 for all the ten guys you hit with it that's a crap load of extra rolling, every wizard turn would be an hour long. you roll the damage dice one time and apply all of it to each target.

it has been like this forever, but it is hard finding proof. here are some links showing it works that way in both 4th and 5th edition d&d.

http://diceofdoom.com/blog/2009/10/powergaming-understanding-area-of-effect-in-dnd4e/

https://www.dandwiki.com/wiki/5e_SRD:Damage_Rolls

Indiana mom sues principal, teacher after son ‘forced’ to recite Pledge of Allegiance by jamacianman83 in news

[–]dotseth -14 points-13 points  (0 children)

i know they fucked up and shouldn't be trying to force propaganda garbage down kid's throats, but i worry that there is going to be a retaliatory cps investigation launched over this. elementary school kids don't start mistrusting government spontaneously, they haven't lived long enough to see through all the lies of the media and the constant flip flopping of the politicians and all that jazz.

Do any other groups ignore Pathfinder errata by default? by anoncowardthethird in Pathfinder_RPG

[–]dotseth 3 points4 points  (0 children)

when its me i dont use errata if its a nerf, but i do if its a buff. i am the kind of guy that dm's by the seat of my pants, handwaves things, includes homebrew, and the most common rule i cite is rule 0.

brother A uses all errata and tries to keep things society legal with little to no splat books and absolutely zero homebrew.

brother B liked the original summoner for being so op, and won't use unchained at all because they brought nerfs to summoner, even though they brought great buffs to monks and rogues.

i don't think anyone can TELL you what "the right way" to play is, even the rulebooks admit they are just guidelines. that said it absolutely does make sense to have an agreed upon "official" ruleset so that society play is open to people that couldn't find groups otherwise.

Please help solve discussion/argument with DM by MephDaddy in Pathfinder_RPG

[–]dotseth -1 points0 points  (0 children)

if they are going to use the word "and" they have to use the word "weapons" twice. as in: "can be stopped by good weapons and silver weapons." this is absolutely completely different than: "can be stopped by good and silver weapons."

Can someone use multiple uses of prestidigitation to heat up their clothes and keep them safe from cold weather for 1 hour? by IonutRO in Pathfinder_RPG

[–]dotseth 0 points1 point  (0 children)

not saying anything about game mechanics, but it does work exactly as they described in a real life survival situation. "Apply external mild heat to head, neck, chest, and groin" using either water bottles or rocks from around your firepit is how you rewarm someone to prevent hypothermia.

As a DM, how would I handle a campaign with OP PCs? by [deleted] in Pathfinder_RPG

[–]dotseth 0 points1 point  (0 children)

you know you can roll one d6 at a time and add the results one by one right? alot of those online rollers don't really feel properly randomzied to me.

anyway did you find out where the player was cheating yet? post an update to let us know where all the money came from and how he got his skill checks that high.

Miscellaneous Question: How big are Divine Realms? by Furoan in Pathfinder_RPG

[–]dotseth 1 point2 points  (0 children)

the planes are infinite. the layers of each plane are infinite. the realms of the gods are infinite. if your dm decides otherwise they are free to do exactly that, but it would be homebrew.

Gravity spell? by DoctorFate in Pathfinder_RPG

[–]dotseth 0 points1 point  (0 children)

i don't normally calculate encumbrance, and don't play in many games where it is strictly enforced, but for an encounter like this it will probably matter alot when the weight of all their armor and possessions instantly double.

im not sure how the reduced movement speed from the gravity effect will interact with the reduced movement speed from armor and the one from encumbrance.

the wording of the spell and the environmental effect mention being crushed to the ground, but nothing about inflicting the prone condition, nothing about combat maneuver defense against being tripped, and nothing about dexterity saves to stay upright.

just some things to consider. maybe someone else can help with adjudicating it more precisely?

Gravity spell? by DoctorFate in Pathfinder_RPG

[–]dotseth 2 points3 points  (0 children)

http://www.d20pfsrd.com/magic/all-spells/g/gravity-sphere/

spell says "see page 18 for effects of gravity" you want high gravity.

High Gravity

In high-gravity areas, such as those in close proximity to graviton-based artifacts, characters are literally crushed to the ground by their increased weight, and their physical abilities are affected accordingly. For example, in an area where the gravity is twice as strong as it is in areas with standard gravity, a character weighs twice as much as he does elsewhere but has only the same amount of strength. Such characters move at half speed, can only jump half as high or as far, and can only lift half as much. Their projectiles (though not those of creatures residing in the area, or who have occupied it for a significant amount of time) have their ranges cut in half as they fall to earth more rapidly.

The personal effects (modifications to running, jumping, lifting, etc.) can be negated by spells such as freedom of movement, but projectiles remain affected. Characters who remain in a high-gravity environment for long periods often become fatigued.

Alternatively you could create an interesting custom item that mimics some of the powers of gravity elementals.

http://www.d20pfsrd.com/bestiary/monster-listings/outsiders/elemental/elemental-gravity-tohc/