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.


  • 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?

Character – In relation to the use of abilities and spells of the players

I apologize for the shitty title, I'm not really sure how to phrase that, so I'll describe the situation in detail and hopefully I'll get not just an answer, but a name for that situation.

I was in a game with a regular group doing a one shot because some of our groups were not there today. We all had Level 3 characters, and I think one was a Barbarian with the Path of the Totem Warrior whom I believe they chose the bear.

During a fight, the person was playing with a bear amulet they had when they said they were going mad. The player described that an etheric face of a bear wrapped his character.

The GM immediately said that Rage did not and the player got nervous. After the session, the kettle was still boiling. For the player, the GM was stopping them and preventing them from being creative. For the GM, they were confused with what the player was doing, and then tried to stop them. Apparently, there had been a past when the player spiced up the spells and skills in a way that was unusual in how they are described as written or how they can be applied.

Part of me thinks that this falls into the category of the cool category, but it also falls into the confusion with the mechanics, whether superficial or indeed mechanical. That and we had a new player with us, so I'm not sure he tried to stop possible misleading information.

How would you call this situation and how do you feel about it?

dnd 3.5e – Can an unintelligent monster have other abilities?

The Monster Manual to the non-disabilities says, "A creature without an intelligence score is mindless [and m]Unpaid creatures do not acquire skills or abilities, though they do
may have bonus talents or racial skill bonuses. "(312) Therefore, a creature with an Intellect rating of – should have none any other benefits than bonuses marked with a superscript B In this case, the Monster Manual to the Feats says, "If you want to customize the creature with new feats, you can assign their other feats, but not their bonus feasures" (7).

It seems like your mindless monster is interfering with the performance of Lightning Reflexes.

dnd 3.5e – Are the expansion and invisibility abilities of a duergar magical or psi-like? And is it important?

It is either.

Chapter on playable races tells us that we should see a chapter on monsters to see how psi-like abilities work. A box at the bottom of page 184 in the Monster chapter states that creatures in XPH are psionic versions of normal creatures *. So you can use what you want.

The way we played with it when we played DM and I was DM in a club was to decide in advance whether campaign or adventure used psionics or not, and then we used only psi or regular versions. Mixing did not sound like a good idea, but admittedly we never found a rule that prevented it.

* If you want to do nitpick, that only tells about creatures in the monster chapter, but the playable race chapter is not, so this seems like a pretty sensible extrapolation.

dnd 5e – Can polymorphic monsters spam their abilities?

Some creatures (like Couatl's "change shape") have a capacity that makes them polymorphic. I wonder if this ability can be used over and over again when the form is dropped to give the creature a massive effective health spool.

For example, if the Couatl used their form to change shape and become a veteran, then enough damage was done to kill the polymorphic form. Could she then use the reshaping ability again to become a fully healed veteran again?

dnd 3.5e – What happens if a Druid uses Share Spells to cast a spell that blocks extraordinary abilities with his companion?

The question of constant targeting– That is, when an effect existing on a creature, an object, or an area is always confirmed or denied, if the destination is valid, and if this is denied, something (scatter, suppress, explode, etc.) will happen to the target Effect As far as I know, it is not generally mentioned anywhere. (Specific effects can Mention constant targeting, but for example, the skill of a known share spell can not affect the 3rd level Sor / Wiz spell prototype [trans] (spell Compendium 161).)

The D & D Main FAQ– which some people deal with – addresses this idea, albeit at an angle:

If, while under the effect of a spell that depends on the type (such Person hold), my character is being transformed by another creature type polymorph, does the effect of the spell persist?

Yes. A spell only checks if you are a valid target when cast. If you later become an illegal destination (for example, over the polymorph Magic) the spell remains in effect. (87)

(I'm not aware of the origin of this question.) If nothing in the rules says constant goals is one thing and that judgment, that – for this particular case anyway – it is not One thing, this DM feels good about governing If the target of an effect was legal at the time the effect was activated, the effect will persist even if the target becomes illegal later,

In short, this DM – as well as yours – would also cause the familiar to continue to benefit from the common spell, even if the familiar no longer had the skill spell after receiving the common spell.