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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Fleshshiver (PGtF) + Chain spell (T&B) = urrrgh ?
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<blockquote data-quote="James McMurray" data-source="post: 1536536" data-attributes="member: 743"><p>Nobody said anything about Coup de Grace. When you are stunned you drop what you're holding, lose your dex mod (usually 1-5 AC, sometimes more), and you give all those around you +2 to hit. You will be easily flankable because you can't more to avoid it, and the fighter will be power attacking away the bonuses he gets to hit, meaning each hit will do an extra +6 or more damage.</p><p> </p><p> </p><p>Color Spray is both an illusion and mind affecting, meaning a vast number of creatures are immune to it. It also only works if you can see the spray, meaning if you know to expect it you can just close your eyes and be immune.</p><p> </p><p> </p><p>It isn't +4 to hit, its +2 to hit, you drop what you're holding (sometimes a shield, usually a weapon). You also lose your dex mod. The rogue can get sneak attacks from flanking, but if he is flanking an opponent that isn't stunned, he has to worry about the counterattack eating up his low hit points because of his low AC. With stun, that's not a problem.</p><p> </p><p> </p><p>When you are squared off against one or two people, trading one of your actions for all of theirs is a great trade. When you get to the point where you can chain it, the trade is even better, as you're trading one action for up to your caster level in actions. The damage part is actually the weakest aspect of this spell. I personally would take the spell even if it dealt no damage at all, stunning the BBEG is just that powerful.</p><p> </p><p> </p><p>That's true, fort saves are good for monsters. But as I said, the damage is secondary. The stun part is what makes this spell so powerful.</p></blockquote><p></p>
[QUOTE="James McMurray, post: 1536536, member: 743"] Nobody said anything about Coup de Grace. When you are stunned you drop what you're holding, lose your dex mod (usually 1-5 AC, sometimes more), and you give all those around you +2 to hit. You will be easily flankable because you can't more to avoid it, and the fighter will be power attacking away the bonuses he gets to hit, meaning each hit will do an extra +6 or more damage. [i][/i] Color Spray is both an illusion and mind affecting, meaning a vast number of creatures are immune to it. It also only works if you can see the spray, meaning if you know to expect it you can just close your eyes and be immune. It isn't +4 to hit, its +2 to hit, you drop what you're holding (sometimes a shield, usually a weapon). You also lose your dex mod. The rogue can get sneak attacks from flanking, but if he is flanking an opponent that isn't stunned, he has to worry about the counterattack eating up his low hit points because of his low AC. With stun, that's not a problem. When you are squared off against one or two people, trading one of your actions for all of theirs is a great trade. When you get to the point where you can chain it, the trade is even better, as you're trading one action for up to your caster level in actions. The damage part is actually the weakest aspect of this spell. I personally would take the spell even if it dealt no damage at all, stunning the BBEG is just that powerful. That's true, fort saves are good for monsters. But as I said, the damage is secondary. The stun part is what makes this spell so powerful. [/QUOTE]
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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Fleshshiver (PGtF) + Chain spell (T&B) = urrrgh ?
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