dnd 5e – If you have a negative modifier for spell abilities, how much damage does the Greenflame Blade Cantrip inflict on the second target under level 5?

The description of green flame blade Cantrip (SCAG, p. 143) says:

As part of the action used to cast this spell, you must make a melee attack with a weapon against a creature within range of the spell, otherwise the spell will fail. If hit, the target suffers the normal effects of the attack, and green fire jumps from the target to another creature of your choice that you can see within 5 feet of the target. The second creature takes Fire damage equal to your Spell Cast ability modifier.

Suppose you have a negative magic modifier. For example, your magic skill is Intellect and you have an Intellect modifier of -1. You poured green flame blade (and your character is below the 5th level). How much damage does the second creature take? None, -1 or 1 damage?

dnd 5e – Would a reborn wizard of the Dragon Bloodline save his class abilities?

It looks like the Dragon Bloodline wizard has received all of his class abilities only from his dragon ancestor.

But such an ancestor only supplies the magician with one draconicbloodlined Body, as ancestors usually do?

Or maybe it's the soul and the spirit of the wizard draconicbloodlinedbut his body is not?

What would happen to the Dragon Bloodline Wizard's abilities after using that? reincarnation Magic on the dead body of such a magician?

Marvel at Superheroes – Can Captain America Iron Man Only Hurt Its Own Abilities?

Captain America has no way to reduce Iron Man's HP but may hit or stun him

If he uses karma for a power stunt or exploits the fact that Captain America has talents in all forms of martial arts, he can hit or stun Iron Man, which offers some limited opportunities to "hurt" him. However, let's look at Cap's options to actually cause damage.

Captain America has three main combat options: a blunt fist attack, a blunt weapon attack, or the throwing of his shield. (This does not go into talents that would make it easier beat with his attacks, but would not affect the damage they cause)

Dull attack with fists

A character can do damage when fighting with bare fists
Damage points up to his strength rank on one
Opponent. Many health points are deducted from this
the total of the opponent. If someone reaches 0 health, it is him
knocked out (see Injured).

The strength of Captain America is remarkable (30). With Iron Man's armor offering amazing protection from physical damage, he can not be injured by damage that does not exceed 50, so Cap's fist attack does not affect him.

Blunt attack with weapon

A character using a blunt weapon deals more damage.
He receives a + 1 CS, but only to calculate damage. To the
Example: Spider-Man with unbelievable strength adds 40
Damage if he meets someone. If he hits someone with an engine block, he gets +1 damage.
instead he inflicts amazing damage (50 points). The
The material thickness of the blunt weapon must be the same or equal
greater than the strength of the attacking hero.

Suppose Cap reaches for a blunt weapon that is much larger than Remarkable and attacks it. It can turn into an incredible column, causing up to 40 damage. The amazing armor of Iron Man will still absorb the whole lot.

He threw his shield

Cap Shield is a blunt throw object (this is specifically listed as an example in the rules):

The blunt throw handle causes damage of
Strength of the thrower or the material thickness of the
Subject is thrown, whichever is lower. The effect of a
Thrown blunt weapons can always be reduced to a lower one
Color or can inflict less points of health damage.

The strength of Cap is remarkable, as we have already pointed out, so this attack is exposed to the same danger as the other two. From the shield itself:

It can do up to an incredible (40) blunt damage when used by Captain America based on its current strength and a remarkable (30) damage, depending on how it strikes.

Although the shield is material enough to receive a higher damage column, it is limited by the strength of Cap, so you can not even damage it with the shield because it is Vibranium.

pathfinder 1e – How do I deal with dark magic and spell-like abilities?

As you can learn from these questions and answers, this Paizo blog post and some SRD entries, there are many ways to overcome a dark magic.

Banish with light spells

Since light spells have a number of "touches," scattering can be difficult and dangerous. You must find the object on which a dark magic was cast and touch it. When darkness comes from an arbitrary magical ability, you are crazy when trying to work with limited resources, such as: B. Magic Slots to compete against them.

against Spelling

Requires preparation for appropriate action and is generally considered an inferior strategy: Instead of preparing an action for the spell, it is usually better to prepare a damage spell or disable the enemy. When darkness comes from a magical ability, it can not be countered.

Disperse with dissipating magic

Dispel Magic has a medium range that allows you to disperse from a distance. However, it requires control of the caster level and the line of effect. Basically, you must be able to see through the darkness that emanates from an object that you are aiming at with your distraction.

Dark vision

If something grants you Darkvision, such as your race or spell, you can see in normal darkness. However, not in supernatural darkness caused by the Spell Darkness Darkness, and your allies can not see in darkness unless they also have Dark Vision.

Get a light spell of a higher level

Set an NPC to cast a Continuous Flame, which has been increased to level 4, onto your dull gray Ioun Stone. This will appear through all Darkness spells below 4 (namely, 0, 1, 2, and 3) or through spell-like abilities that work like this. This will cost you 25 + 7 * 4 * 10 = 265 gp. Ask your GM if he can buy metamagic spell services. Once you have your own Level 4 magic slots, you can do it yourself.

A simple Ioun torch would not help because, according to the blog post "Illuminating Darkness", it can not even penetrate a simple level 2 darkness spell. Even if you convince your GM that the spell is from a cleric rather than a wizard, Deeper Darkness still means you go crazy.

Buy a scroll of daylight and a few secular torches

The above-mentioned blog post says that even if daylight can not suppress all dark magic by balancing, the default lighting is set to Environment, and you can use non-magic sources such as torches to illuminate your path.

For only 5 gp you can buy a spring-loaded wrist sheath and draw a scroll as a quick action. Ask your GM if they cause occasional attacks and if scrolls are considered "an underarm item": their mileage may vary.

Use "unwelcome halo" instead of "daylight"

As clarified by Mark Seifter, a member of the Pathfinder design team, Unwelcome Halo should be able to penetrate as it uses the same wording as Daylight any Dark magic of any level at the expense of Level 1 magic slot.

Instead of Daylight scrolls, you can also purchase Unwelcome Halo Scrolls, each costing 25 gp. Do you expect to fight dark magic? Prepare one or two unwanted halos, it should not hurt much. Do you regularly fight against creatures with magical abilities like darkness? Buy a magic wand with unwanted halo!

As of August 2019, this solution is completely PFS-legal, but your GM might or might not consider using physical force if you solve so many sinister encounters so cheaply.

Note, however, that the radius of Unwillcome Halo is three times smaller, making the illuminated square nine times smaller. At some point, daylight becomes affordable and can therefore be preferred.

Be a Level 8+ Cleric of the Sun Domain

While Level 8 can hardly be considered a "lower" level, anyone who reaches it and has a Sun domain can use Nimbus of Light, the power of the Level 8 domain.

See the ability Darkness

This ability also allows you to see through supernatural darkness. There are some spells that grant it, there are Tieflings who can accept the talent Fiendish SIght twice, Rogues with Darkvision can take on this Rogue talent, and some very expensive items that are probably too expensive for groups of stages mentioned in the OP Lake grant in the dark.


Summary

  • Scrolls of unwanted light (25 gp each) and scrolls of daylight (375 gp) reset the light level to ambient light (the default setting), regardless of the intensity of the dark magic in question. Then flashlights (1 SP each) and similar non-magic means can be used.
    – If GM allows it, load your scrolls into spring-loaded wrist covers.
  • Increased level 4 flame can overcome most dark magic applications. Even if this is not the case, it is not lost, but is only suppressed for some time.
  • If you happen to be a Sun-domain cleric and have reached level 8, you're in luck because you have a special power to fight magical darkness.
  • If you have Darkvision or can easily get it, supernaturally dark rooms are not visible to you.
  • In some cases, it is possible to have the ability to "see in darkness" and ignore darkness altogether.

dnd 5e – What is the probability that certain abilities will be rolled in D & D?

I'm about to start a new game in 5e, and I hate every opportunity to determine the ability values.

I have always felt that we play role-playing games at least in part, pretending that we are more than we do in real life and nobody wants to play a character that is just average. In my opinion, characters in some areas should have the ability to become world class.

If you are using either a standard array or a point-buy mode, you will not be able to start with any level 1 skill greater than 15 in any skill. This means that with racial modifications you can not reach values ​​higher than 17. To reach the highest possible level of 20, you need to have at least two talent opportunities to improve to 20, and you have essentially no chance of improving a secondary ability to something significant if you do not want to be able to perform capable talents at all.

And with dice, you may have a chance to start in a better position, but you have a significant chance of starting in a much worse position. If the consequences of such a disaster were a few difficult sessions, that would be one thing, but the ability to play a character for months or even years, whose negative modifiers outweigh the positives, seems unacceptable to me.

For this reason, I think some DMs (including Criterion Role's Matt Mercer) set lower limits on the dice and say, for example, that you can roll again if their total is below 70 for all six of them.

I like this idea, but I'm not sure if it's enough for what I want (to give my players a chance to be extraordinary).

I know that there are 1296 possible results for rolling 4D6, and I know that the average result of rolling 4D6 and dropping the lowest number is 12,2446, which means (I think) that the average score for these six Male is 73.46759.

I'm thinking of turning 73 into the "floor" for my players (so they have at least hero average, so to speak), but I'm not sure I understand the math well enough to know that's the right one is decision.

What I would like to know is "What is the likelihood that these rolls will be under 70 in total?" So, if you roll 4D6 and drop the lowest score six times and add the six results, what's the probability that it's below 70?

I would also like to know that for 71, 72, etc … up to 78. And I would like to know what the probability is to get over 80, and 81, 82, and so on up to 90.

I am not a mathematician and I do not know how to find out. I do not even know how to formulate the question. I hope that was clear enough to get an answer.

dnd 3.5e – Can outstanding divine abilities be balanced for high level players?

Almost all of them are impractical and unbalanced for PC use.

Deities & demigods, P.31, describes that salient divine abilities deliberately go beyond the range of abilities available for PCs under 20 and, in some cases, match epic level skills:

Striking divine abilities let the deities do things the mortal characters can only desire … These tasks simply exceed the abilities of the player characters. , , until they reach the 20th level.

Even divine abilities without presuppositions or subepic prerequisites are extraordinarily powerful. When you resize, you become colossal. In this case, the weapon damage of a long sword increases from 1W8 to 4W8. Arcane Mastery grants each spell the ability to instantly create new spells. With Automatic Metamagic you can use Metamagic at will for free. The divine weapon's focus adds +4, which is more powerful than any normal performance. Hand of death gives destruction at will. Increased spell resistance adds +20 to a character with existing spell resistance, such as a drow, and makes it functionally invulnerable to spells. Set a curse curse without saving.

Only a handful of abilities are reasonable in the hands of a 15th-level character, but only because they correspond to existing magical items that a 15th-level character might reasonably possess, usually because they repeat the effects of low-level spells. Talking to creatures is not so powerful, the power of truth is a lasting power Recognize liesMind of the Beast is really fair wake up, and See magic really is just an unlimited range Arcane sight,

In these cases, however, it would make much more sense to impart to the player character a magical item or ability that duplicates a magical item rather than try to impart the actual divine salient abilities that are purposely designed to be more powerful than anything sub -epic PCs should have access.

dnd 5e – Does attacking (or attacking a rider) break attacks / jumps like abilities?

Certain creatures have attacks, such as attacks or jumps, that allow them to do something special after having traveled a certain distance. See, for example, the panther:

"If the Panther moves straight to a creature for at least 30 yards and then hits it with a claw on the same turn, that target must successfully complete a DC 12 Throw or be hit while lying down."

Imagine a small figure riding a panther. The Panther runs 15 meters and the rider shoots an arrow at a target or uses a lance to hit a target 10 meters away. The Panther moves 5m and jumps.

Does an attack (or rider attack) break the jump? I do not think so, but I want to be sure.

dnd 5e – Are these passive abilities weighed against each other at a low level?

I've developed a custom 5e campaign system that gives players a bonus and a deficit when they reach a certain number of "points" in the system. The points are awarded over a certain period of time and the PCs should Reach this level around character level 1 or 2. However, this is not directly tied to the character level. This is determined by interactions or encounters.

The idea is that players can choose to resist these encounters or embrace them. Each page has three ways to which they can assign the points. Players currently have the option of distributing the points to 1, 2 or all 6 of these types, so they may receive all 6 bonuses and deficits simultaneously. I want to make sure everyone is balanced for themselves (the bonus is not bigger than the deficit or vice versa), so in the end if Someone has all 6, they are not invincible or irreversibly impaired.

If a player is confronted with one of these interactions, he can fight back. This requires a throw against a DC to see if they fail. If they fail, they get a point. Alternatively, they can hug the points freely.

The resist types are:

  • illusion: They begin to dismiss things as illusions. You have an advantage in parrying against anxiety, but you become vulnerable to mental damage

  • Despite: You have found the inner strength to defy even the strongest enemy. They have an advantage in saving energy, a disadvantage in saving charisma

  • radicalism: Others started to notice your radicalism. You have advantages in persuasion and performance testing. The speed drops 10 feet per turn when you retreat from combat

The hug types are:

  • temptation: The input has become so simple that it is also a matter of course that one saves wisdom, but wins resistance to fire damage

  • Darkness: Her blackened soul has begun to show itself. You have disadvantages in persuasion and performance reviews. However, they also get resistance to necrotic damage.

  • hateYour sulking narcissistic behavior has clouded your judgment. They have disadvantages with Perception and Insight checks. However, they have the advantage of saving against charm effect.

Players can only acquire these skills once and they "stack" each other. For example, if a character achieves this level in both Radicalism and Darkness, the checks of Advantage and Disadvantage in Persuasion and Achievement will be resolved so that he will have the tempo deficit on retreat and resistance to necrotic damage.

Are these individual effects balanced against each other?