Grab allows you to attack deal damage and then free grapple.
So part 2 would make it not work.
Does anything outside of a Tetori Monk shut down Freedom of Movement?
in both cases I said can when I mean't can't in my last post. But I agree with you, but the player said I was wrong. I believe the 3 round counter restarts every time the character moves to another part of the sphere. He said that once he finds him, he can simple follow his movement by continuing to concentrate on that particular aura. I fear this is never address in RAW, so it's going to be one of those things... :/
He can follow him within the area of the cone he's been focusing on for 3 rounds. If he wants to move the cone to follow the creature, he'll have to wait another 3 rounds before he gets a location again. Seems pretty clear to me.
Healing between every encounter changes the nature of the game from a GM perspective.
You can no longer build a dungeon that slowly grinds down your party, making them burn their resources to stay healthy for the final encounter.
If you want your party to feel like they're in a tough spot now, you have to make every encounter feel like it might be able to kill someone.
Basically it takes away the "chain of -1~1 CR encounters" tool out of my toolkit as a game master, which arguably leads to less fun for everyone.
As a counterpoint, lacking healing between encounters prevents you from making every encounter a serious challenge that might kill someone. It forces you to either throw a lot of small, less meaningful battles at the party, or to have the party awkwardly leave after 2-3 battles and rest for a few days before coming back to face the next encounter.
Also, slowly being ground to death by low level minions and running out of resources before the final encounter doesn't sound like my idea of a fun time. But tastes vary.
Another point: lacking healing also makes it difficult to use up the casters' spell slots, since the martials will run out of HP before the casters run out of juice. The ideal would be that everyone would experience the danger of HP loss, but in reality, your final battle will be the big bad vs. 2 casters struggling to drag along 2-3 unconscious bodies/corpses.
Have you checked out https://roll20.net/ ? It's free.
My group uses Roll20 for the game board and rolling, and Discord for the voice chat and out of game text chat (scheduling, asking GM questions, etc.).
Roll20 voice doesn't work for me because of weirdness with my computer and microphones, and the Roll20 app doesn't work on phones.
Our music comes from Roll20, though we did use a music bot for a while. Seemed to interfere with voice quality though.
This is the beginning of a waves of foreign players dropping their import status. Off the top of my head impact, fenix, piglet, jensen will all drop their import status within like a year or so.
The wave would have happened 2 years ago, if not for the changes in August 2016 that suddenly denied everyone who was just about to get residency i.e. Piglet, Fenix, Impact (and sent Rush back to Korea).
I wonder if they'll extend it another 2 years this time... At least Huhi has his green card, so they can't deny him anymore.
This post is quite literally referencing that deck and asking..... nevermind.
It's two separate things.
The summoner may cast a spell with a target of “you” on his eidolon (as a spell with a range of touch) instead of on himself.
A summoner may cast spells on his eidolon even if the spells normally do not affect creatures of the eidolon’s type (outsider).
And "Spells cast in this way must come from the summoner spell list." applies to both.
Why would it be both? If it was both, wouldn't it say "Spells cast in these ways"?
Dang, that’s good. I refuse to believe there’s a 1-Idol solution, so this is almost certainly Idol-optimal.
In Wild there is. 9 mana, but infinite damage.
(1) Raven Idol -> Unstable Portal
(2) Unstable Portal -> Blingtron-3000
(2) Play Blingtron-3000, equipping you the Runespear and your opponent a Cursed Blade(because why not)
(0) Attack with the Runespear
(0) The Runespear casts Cabalist's Tome, giving you Unstable Portal and 2 Primordial Glyphs
(2) Unstable Portal -> Sorcerer's Apprentice. Play the Sorcerer's Apprentice
(1) Primordial Glyph -> Unstable Portal
(0)Unstable Portal -> Sorcerer's Apprentice. Play the Sorcerer's Apprentice.
(0) Primordial Glyph -> Cabalist's Tome
(1) Cabalist's Tome -> 2 Primordial Glyphs and a Cabalist's Tome
(0) 2 Primordial Glyphs -> 2 Molten Reflections-> 2 more Sorcerer's Apprentices
(0) Cabalist Tome -> Primordial Glyph and two Fireballs
(0) Play 2 Fireballs, then Primordial Glyph -> Cabalist's Tome. Repeat.
You could skip the whole Runespear thing and go straight for the Cabalist Tome, but it'd cost one more mana that way.
Now, I refuse to believe there's a 0-Idol solution, so this is certainly Idol-optimal.
You can’t cabalist tome into 3 cards if you already have 9 other cards in hand
Hmmm, okay. How about this one, for 10 mana
(1) Raven Idol -> Unstable Portal
(2) Unstable Portal -> Yogg Saron, Hope's End
(7) Yogg Saron, Hope's End -> Deck of Wonders followed by Shiv
(0) Shiv draws a Scroll of Wonders, which casts Deck of Wonders
(0) Scroll of Wonders draws another Scroll of Wonders, casting another Pyroblast
Repeat drawing Scrolls of Wonders, casting Decks of Wonders and Pyroblasts
Load more comments
Searing, blinding light struck my eyes for the first time in what had felt like an eternity. The cold metal of the chair pressed against my back, as my wrists chafed at the tight restraints.
My eyes struggled to adjust to the light, barely making out the form across the room. From out of the darkness, a voice.
"Hey, buddy! Bet you didn't see this one coming, pal." American. Probably CIA, or FBI.
"Bastard!", I shouted. "You'll all pay for this! The Order never leaves a brother behind!"
"Whoa, whoa whoa! Calm down, buddy. We're all friends here." the voice said in a condescending tone. "Now, all you have to do is tell us what we want to know. Where is your leader?"
I sneered. "The Master knows all, sees all. His Plan is infallible. You'll never catch him."
In truth, I couldn't have told him if I wanted. Only the Inner Circle knew where the Master was. No point in letting him know that, though.
"Oh yeah, the whole future vision thing. I hear all you fuckers have it, to some extent. Not as much as your leader, though. What, can he see like, years or something, hmmm?"
I kept my mouth shut.
"Hey, you're sharp, pal. I like that." Suddenly, I felt a strong blow to my abdomen. I reeled over in pain, my chair tilting slightly backward under the force. "So, huh, what can you see? Hmmm? You got tomorrow's Powerball numbers? Tell you what, you give me those, and I'll let you go, how's that sound?"
I struggled to breathe, my voice coming out hoarse. "Thirteen... twenty-seven... go fuck yourself..."
Something struck the side of my head, knocking my chair over. My face stung as I lay on the cold concrete.
"Haha, hey, you've got spirit, pal! I like that." A kick to my face. I could taste the blood running through my teeth.
"Anyway, we have it on good intel that you low level fuckers can only see a few minutes into the future. Five, maybe ten at best."
I heard the click of a gun, the muzzle pressed up against my head. "Now, I'm not that much of a patient man. So tell me, what do you see in your future, huh, buddy?"
I looked inward, and felt for my mind's eye. Just as I had practiced so many times in the temple, I let the world fall away around me and saw the truth of things to come.
Fire. Burning, glistening fire everywhere, threatening to consume me. The entire town, laid waste.
I understood. The Order never leaves a brother behind.
I looked straight at the man, and smiled. "I see... your head... shoved up your ass."
"Wrong answer, buddy." A bang, a flash, and everything went dark.
When I came to, I was on a hill, overlooking the ruins of the town. Beside me stood the man from the room, but changed, clad in the robes of the Order.
He looked at me and smiled. "Welcome to the Inner Circle, brother."
He would have a 1/4/5 turn, not 6.
T1, they drop firefly. You drop biology + wild growth.
T2, they drop their chillwind yeti, swing with firefly. You nourish and hero power for one armor.
T5, they hit you with oasis snapjaw + the other firefly then swing for 5. Lich King. Boom.
I've played enough Secret Aggro Mage against Even Warlock to know that skipping the first 3 turns before dropping an 8/8 doesn't go well for the Warlock, and that's when you have 1/2/3 mana.
T1: Mana Wyrm
T2: Arcane Missiles, Kirin Tor Mage, Explosive Runes. Hits face for 6 damage.
T3: Sorcerer's Apprentice, Arcane Intellect, Frostbolt. Hits face for 12 damage.
T4: 12 damage on board plus 6 mana to deal with Lich King.
Unpopular opinion but Electra Elemental probably won't be great for Aggro decks because it is an expensive combo. But in other decks that aren't strong like Elemental Shaman, with this card you get a 5 mana 7/7 that gives you two random Elementals (Earthen Might) and I think that is surprisingly good. Really curious if Deathrattles resolve between casts for certain decks (Token Druid).
Arena card. It isn't that exciting as there are plenty of ways to deal with it late game as Aggro and it isn't great early as Aggro. And we run Taunts for Aggro.
This card gets better when you realize it gives you two full mana crystals. Meaning it is a pseudo Innervate. (net gain 1 mana) On Turn 1 you can Biology Project into Wild Growth giving you 5 mana to curve into Nourish or something else. Never understimate the power of Ramp. Or just use it Turn 1, hero power, and Oaken Summons on T2 into their 3/4 mana play. Without seeing the new cards or Legendary Druid spell, I think it already has potential despite its downside.
Electra Stormsurge + Healing Rain is almost a 2 card Reno Jackson, probably better since it heals minions as well.
So this guy wants Bjergsen to now get 3 junglers to choose from
TSM purchasing additional ward skins
It's on the next page
Feast - Moved to E
Cost - 30 mana
Cooldown - 8/7.5/7/6.5/6 seconds
Deals 60/80/100/120/140(+2% bonus health) magic damage, tripled against non-champions. Deals true damage to non-champions.
Killing an enemy with Feast grants Cho'gath one stack, giving him 10 bonus health, up to a maximum of 40/50/60/70/80 stacks. Large monsters grant 3 stacks, and enemy champions and epic monsters grant 5 stacks.
Ultimate: Terror of the Void
Cost: 100 mana
Cooldown: 120/105/90 seconds
Duration: 15 seconds
Cho'gath grows in size, gaining 300/500/700 bonus health, increased size, attack range, and 20/30/40% movement speed.
While in this state, Cho'gath's basic attacks launch Vorpal Spikes in an AOE that deal 20/40/60(+0.3 AP) extra magic damage, +3%(+0.05% per Feast stack) of target's maximum health as magic damage, and slow enemies hit by 50%.
Cho'gath ignores unit collision during Terror of the Void. Enemy minions Cho'gath collides with are knocked back, feared, and dealt 5% of their health (minimum 50) as magic damage.
Some points of comparison on numbers:
Nunu Consume deals 340/500/660/820/980 true damage to minions on a 12-8 second CD.
Kassadin Null Sphere deals 65/95/125/155/185 (+0.7 AP) magic damage
Vorpal Spikes currently deal 20-60 magic damage, +3%(+0.5 per Feast stack) maximum health and slow by 30-50%
Gnar gains 100-831 health upon becoming Mega Gnar.
Base armor increased by 5
Armor per level increased from 3.35 to 3.8
Passive: No longer grants bonus armor and magic resistance. Instead, grants 0.2/0.3/0.4/0.5% bonus attack speed per stack of Fury (at levels 1/6/11/16). Shyvana can gain Fury at level 1 through basic attacks, but not through passive generation over time.
Ultimate: Fury moved to passive. Passive fury generation over time still requires ultimate.
The square peg isn't just an issue with the character, it's an issue with the whole group, including the GM.
If the entire campaign is heavily themed (e.g. all holy warriors, all ninjas, etc.), and intolerant of other characters outside that theme, then there should be agreement on that in session 0. And if the setting itself won't tolerate certain character types, then the GM should be the one in charge of approving sheets.
Like, if you all agreed on round pegs, and then someone goes and makes a square peg anyway, that's on them (and the GM). But if you and your two buddies show up to the game with triplet paladins of Iomedae, and the guy you didn't discuss it with comes in with a demon worshipper, it's your fault for not talking to him beforehand.
ss if it gets deleted
It's deleted now
Kineticists should key off of Charisma. Like, I understand the reasoning for why they use Constitution and how it's linked to the burn mechanic, but at the same time Charisma fits better for natural talent at manipulating elements.
Plus, it's weird that air and aether kineticists key off Con, when you would expect them to be relatively light on their feet, but thin and frail as a result. Instead, they're often starting the day with more HP than the fighter.
There is the Overwhelming Soul archetype.
True, but it's terribly handicapped by not being able to accept burn, and thus losing access to metakinesis and the higher level infusions. If they'd just applied burn to Cha instead of Con and gave you like a penalty to Will saves and concentration checks, it would have been okay, but as is it's unplayable.
The more I think about it, the more I realize I just want to play a Wilder instead...
This seems pretty good. Swift action freedom of movement until end of turn, a few times per day, giving you the chance to cast the full duration spell on yourself or just escape. And it only requires 3 skill ranks, meaning you can get it pretty early on.
No, still just 2 arms.
Put them on your feet
Only talons can go on feet, unless specified otherwise. I think only raptor skinwalkers get them as PCs though.
I'm pretty sure eidolons/synthesists can put claws on their feet, so it can be done.
I don't want to have to be the party killjoy and force everyone else to be lawful good-ish, or leave right after the boss is defeated because of how offended my moral code got.
I don't want to regularly get Atonements from a high level cleric, just because the rogue got a little too stabby stabby and got shifted to Evil with a capital E.
And I definitely don't want to have to sort out with my GM whether X or Y action I took was an evil act, especially when it's subjective and we disagree strongly.
Effective in combat healer. It's not that it can't be done(life link oracle, DSP vitalist, etc.), it's that it breaks the balance and flow of Pathfinder combat; encounters tend to drag out into slugfests, and that doesn't mix well with a turn based combat system requiring humans to do calculations.
Feels like the 1 RP for everything system promotes investing heavily in a single use-activated item, and then a bunch of situational items. Really wish that they had costs higher than 1 RP for investment; that way, it's more of a decision whether to get 5 cheap items for 1 RP each, or one really expensive one that costs 3 RP.
It also punishes items that are good at 1st-5th levels, but are just nice to have at 15th; you outgrow all your old toys and have to give up your little raven statue buddy in exchange for another use of your worldbreaking staff of godhood.
For those unfamiliar with the culverin, it is a two handed early firearm that deals 2d8 and can scatter. However, it comes with a major drawback; firing without a support (e.g. a wall, window, or stand) incurs a -4 attack roll penalty, and knocks you prone.
But that brings an interesting tactical element; you're constantly positioning around walls and objects to prop your culverin against, while trying to angle the cone of your scatter shot. Sometimes, it's worth it to get knocked prone and take the -4, just to get that perfect shot off; it is vs. touch AC, so your odds are still fairly good.
And, they're the only reason I've ever considered actually taking Prone Shooter.
Just weld an Immovable Rod to that sumbitch :D
Hmmm, interesting. Sort of impractical to weld it, because then you need a move action to lock it in place, and another move to unlock it so you can aim again for another shot. But you could probably use it as a stand that only takes a move action to set up.
94 legendaries in Standard.