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Michael Tree said:
Both feats? Spell Focus is one, what's the other one?
Probably Greater Spell Focus.
If this is true, then Spell Focus can be safely added to the list of "useless feats to never take unless you need it to qualify for a prestige class."
Unless, of course, Spell Focus now adds +1 DC to all schools and not just one school.
 

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Kershek said:
Probably Greater Spell Focus.
Unless, of course, Spell Focus now adds +1 DC to all schools and not just one school.

Adding +1 to all spells is hardly focused.

And I didn't see this answered yet, but I believe that when 3.5 talks of "Greater Teleportation" that's "Teleport Without Error" renamed.
 


I don't like the +2 DC on Spell Focus anyway. It benefits different schools very asymmetrically.

I would prefer +1 DC and +1 caster level, so that it's worth it for all schools of magic.
 

I think that only +1 to DC is meaningless, but +1 to DC *and* to caster level is too much. I understand your point of view but it is not feasible. Most damaging spells could benefit from both increases, that in many cases translate in +1 DC and +1 damage die. A first level standard sorcerer with SF (Evocation) + GSF (Evocation) could cast four 3d4 burning hands with a save DC of 15... greatly better than four 1d4 burning hands with a DC of 17 (with 3.0 SF + GSF).

A hypotesis for the new Spell Focus could be:
+1 to DC if the spell grants a save
+1 to caster level otherwise

(there is a sort of a precedent with the fire/cold subtype: -10 to the save if the spell grants a save, double damage otherwise, if I'm not wrong)
 

Errata: It was SF (Transmutation) & GSF (Transmutation).
Burning hands is from the Transmutation school (I made the example with fireball first, but then I found that with a lower level spell it was more impressive!).
 

Hi Mark! :)

Thanks for the reply.

Mark Plemmons said:
Not sure why those two were changed - but I know that golems are tougher now, too. I won't say how because I want to be very careful not to break any non-disclosure agreements.

--- shameless promotion follows :) ---

I know because there are several new golems in Dangerous Denizens, our new monster supplement for the Kingdoms of Kalamar setting. I'm betting it will also be the first 3.5 compatible release, since it'll come out about the same time as the new Monster Manual. :)

As Coyote6 also mentioned the whole Extra Hit Points thing for Golems is already known.

But thanks for the reply and good luck with Dangerous Denizens. :)

coyote6 said:
Is it just the size-based bonus hp (which they were given in FF, IIRC), or is there more to it?

You would imagine they will give a Golem a Hardness value equal to its material.

eg. Iron Golem DR 10/-

coyote6 said:
Edit: As for why damage bonuses were increased -- I would guess it was just to make the monsters more badass.

It wasn't the damage bonuses I was worried about, but rather the base damage figures.

eg.

Barbed Devil (Medium)

Claw 2d8+6 = doubled base from 3.0

Pit Fiend (Large)

Claw 2d8+14 = tripled base (almost)
Wings 2d6+7 = tripled base
Bite 4d6+7 = doubled base
Tail Slap 2d8+7 = doubled base

Bone Devil (Large)

Bite 1d8+5 = same
Claw 1d4+2 = same
Sting 3d4+2 = same
 

For Spell Focus, how about +1 to Save DC and +1 to penetrate Spell Resistance, and +2 to each for Greater Spell Focus? That feels like a more balanced bonus to me. Hell, I think I might just use that myself.
 

Upper_Krust said:
You would imagine they will give a Golem a Hardness value equal to its material.

eg. Iron Golem DR 10/-

Something I've been planning to use myself. After all, animated objects get a hardness score, why not golems. The problem wuld be that they'd be all but unkillable. Immunity to criticals reduces the meleer's damage, high AC stops use of power attack and magic immunity stops the high-damage spells.

The mithril and adamantine golems would be nigh unstoppable (hardness 15 and 20), and an obdurium golem... (hardness 30).
 


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