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<blockquote data-quote="Pielorinho" data-source="post: 5800472" data-attributes="member: 259"><p>I did some googling for Fire Dwarf, and <a href="http://paizo.com/forums/dmtz2a99?PF-Race-Building-Guide" target="_blank">here's the best I can find</a>:</p><p></p><p>I'd let him switch to this, if you can figure out what hardy (+2 on saves vs. poison/disease, maybe), hatred: cold & water (+1 on attacks/damage vs. cold/water creatures, maybe), and slow & steady (movement not reduced by heavy armor, maybe) mean. Agreed that fire resistance 15 is a huge benefit for a non-level-adjusted race.</p><p></p><p>The pit spells, if they're the ones from the SRD, should be fine IMO. I've played with the second-level one, and while it's a pretty decent remove-enemy-from-combat spell, it has limits (it's hard to hit the enemy from the lip of the pit, since being adjacent to the pit risks falling into it, and enemies can climb or fly out of it, and its short duration makes using it in ambushes difficult). Better than acid arrow, possibly a little weaker than glitterdust, definitely weaker than web.</p><p></p><p>It's the magnetism spell that worries me. I can imagine a spell that acts as a come-hither on unattended metal objects; that'd be pretty cool. But not a spell that enables you to rip armor off of enemies. At best, I'd guess he's just badly misinterpreting what a spell does.</p><p></p><p>In any case where a spellcaster tells you a spell does something surprising, it's fine to take a moment to look at the spell's text before you make your decision. In this case, you'd have been totally within DM rights to rule that, rather than ripping the armor off the big bad (a result I find really implausible), instead it propels an angry boss melee fighter directly at the wizard. Be a mensch about it and don't rule it as a free charge attack against the wizard, if the wizard is willing to dismiss the spell as soon as he realizes what's happening <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" />.</p></blockquote><p></p>
[QUOTE="Pielorinho, post: 5800472, member: 259"] I did some googling for Fire Dwarf, and [url=http://paizo.com/forums/dmtz2a99?PF-Race-Building-Guide]here's the best I can find[/url]: I'd let him switch to this, if you can figure out what hardy (+2 on saves vs. poison/disease, maybe), hatred: cold & water (+1 on attacks/damage vs. cold/water creatures, maybe), and slow & steady (movement not reduced by heavy armor, maybe) mean. Agreed that fire resistance 15 is a huge benefit for a non-level-adjusted race. The pit spells, if they're the ones from the SRD, should be fine IMO. I've played with the second-level one, and while it's a pretty decent remove-enemy-from-combat spell, it has limits (it's hard to hit the enemy from the lip of the pit, since being adjacent to the pit risks falling into it, and enemies can climb or fly out of it, and its short duration makes using it in ambushes difficult). Better than acid arrow, possibly a little weaker than glitterdust, definitely weaker than web. It's the magnetism spell that worries me. I can imagine a spell that acts as a come-hither on unattended metal objects; that'd be pretty cool. But not a spell that enables you to rip armor off of enemies. At best, I'd guess he's just badly misinterpreting what a spell does. In any case where a spellcaster tells you a spell does something surprising, it's fine to take a moment to look at the spell's text before you make your decision. In this case, you'd have been totally within DM rights to rule that, rather than ripping the armor off the big bad (a result I find really implausible), instead it propels an angry boss melee fighter directly at the wizard. Be a mensch about it and don't rule it as a free charge attack against the wizard, if the wizard is willing to dismiss the spell as soon as he realizes what's happening :). [/QUOTE]
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