Pathfinder Do Dmg Dice Matter

Beyond Damage Dice offers unique maneuvers for specific weapons found in the core Fifth Edition rules and ones found in the Midgard Campaign Setting—giving them a distinct impact on the battlefield. Unless the description specifies otherwise, all of the maneuvers in Beyond Damage Dice can be used by any character that’s wielding the appropriate weapon and is proficient with it.

So I mentioned in another thread that I am likely going to be running a Pathfinder Adventure Path for my group in the not too distant future, as part of prep for that I am trying to get a handle on various aspects of Pathfinder I never bothered with looking into much. In this case, I have noticed several monsters indicated as an advanced version of a different monster, but with no statblock attached, just the new CR of the advanced creature.
So I am trying to get an idea of how Pathfinder handles hit dice advancement. Looking on the SRD, it seems like instead of having a set rate of HD per CR, it's more complicated and based instead on tuning the monster to a specific HP total, and figuring out how many hit dice you need to get there. The table provided also includes listings for HP/Attack Bonuses, but I am not sure if those are the bonuses that you use in place of what hit dice would normally grant, if they're what's expected, or if they're granted as part of the advancement on top of the normal stat increases.
Right now my understanding is:
Step 1) Figure out the new CR, and how much HP is gained getting to that CR.
Step 2) Figure out how many hit dice you need to hit that new HP total, more or less.
Step 3) If Hit Dice Increase > 50%, increase size category. Recalculate hit dice based on new con score for increased size, adjust hit dice gain accordingly.
Step 4) Apply other benefits of hit dice and size (increased stats, attack bonus, damage, saves, feats, etc)
Step 5) Apply additional bonus to hit, natural armor, and damage based on the monster advancement chart
But I am not sure this is right. Biggest points of confusion are on advancing to hit a target HP (do you try to get as close as possible without going over? as close as possible with leeway either way? Go to exactly the right HP amount and fudge effective HD rolls to make it happen?), and whether the step 5 is actually a bonus applied in addition to everything else, or is just what is expected to be gained. I would say it's expected, but AC especially isn't likely to go up, and damage isn't likely to jump the expected numbers outside of a size change.
Also can I just take a minute to marvel how Pathfinder managed to take the already fairly convoluted hit dice advancement from 3.5 and somehow make it even harder to understand?

From D&D Wiki

Jump to: navigation, search
This page is incomplete and/or lacking flavor. Reason: Incomplete starting package, and campaign information sections.


You can help D&D Wiki by finishing and/or adding flavor to this page. When the flavor has been changed so that this template is no longer applicable please remove this template. If you do not understand the idea behind this page please leave comments on this page's talk page before making any edits.
Edit this Page | All stubs

This page was marked as abandoned on 19:38, 16 February 2020 (MST) because: Untouched since 2017. (discuss)
If you think you can improve this page please bring the page up to the level of other pages of its type, then remove this template. If this page is completely unusable as is and can't be improved upon based on the information given so far then replace this template with a {{delete}} template. If this page is not brought to playability within one year it will be proposed for deletion.

Edit this Page | All abandoned pages


  • 1Dice Mage
    • 1.1Making a Dice Mage
    • 1.2Campaign Information

Dice Mage[edit]

This class is literally just a sorcerer with one added ability.

Making a Dice Mage[edit]

A Dice Mage is essentially a glass canon. He can deal high amounts of damage but cannot take any due to low hit die and no proficiency with armor. He works well with any other class that can tank damage.

Abilities: Charisma determines how powerful a spell a Dice Mage can cast, how many spells he can cast per day, and how hard those spells are to resist. Like a wizard, a Dice Mage benefits from high Dexterity and Constitution scores.

Races: Humans and Half-elves are best suited to be a Dice Mage but any race can have the ability to become one.

Alignment: Any non-lawful.

Starting Gold: As Sorcerer

Starting Age: Simple

Table: The Dice Mage

Hit Die: d4

LevelBase
Attack Bonus
Saving ThrowsSpecialSpells per DayPower
Points/Day
Powers
Known
Maximum Power
Level Known
FortRefWill01st2nd3rd4th5th6th7th8th9th
1st+0+0+0+253
2nd+1+0+0+3Bonus Dice(1 die)64
3rd+1+1+1+365
4th+2+1+1+4Bonus Dice(2 dice)663
5th+2+1+1+4Maximized Dice(1/day)664
6th+3+2+2+5Bonus Dice(3 dice)6653
7th+3+2+2+56664
8th+4+2+2+6Bonus Dice(4 dice), Maximized Dice(2/day)66653
9th+4+3+3+666664
10th+5+3+3+7Bonus Dice(5 dice),666653
11th+5+3+3+7Maximized Dice(3/day)666664
12th+6/+1+4+4+8Bonus Dice(6 dice)6666653
13th+6/+1+4+4+86666664
14th+7/+2+4+4+9Bonus Dice(7 dice), Maximized Dice(4/day)66666653
15th+7/+2+5+5+966666664
16th+8/+3+5+5+10Bonus Dice(8 dice)666666653
17th+8/+3+5+5+10Maximized Dice(5/day)666666664
18th+9/+4+6+6+11Bonus Dice(9 dice)6666666653
19th+9/+4+6+6+116666666664
20th+10/+5+6+6+12Bonus Dice(10 dice), Maximized Dice(6/day)6666666666

Class Skills (2 + Int modifier per level, ×4 at 1st level)
Bluff(Cha), Concentration(Con), Craft(Int), Knowledge(arcana)(Int), Profession(Wis), Spellcraft(Int

Class Features[edit]

All of the following are class features of the dice mage.

Weapon and Armor Proficiency: Weapon and Armor Proficiency: Dice Mages are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor of any type interferes with a dice mage’s gestures, which can cause his spells with somatic components to fail.

Bonus Dice: At 2nd level and every 2 levels thereafter, the dice mage gains an extra die to roll whenever they roll for a spell. the bonus dice may be used for damage, healing, or any other thing he would need to roll dice for, not including the roll required to see if the spell hits.

The dice mage may use any amount of his bonus dice up to the maximum for his level. You must choose how many dice to roll before you roll them. The dice you roll must be of the same type of dice that the spell normally uses and if the spell hits multiple times(where you would normally roll more than once), you roll that number of bonus dice for each hit. For example, a 5th level dice mage casting magic missile would be able to cast 3 missiles and add 2d4 to each missile.

Maximized Dice: At 5th level the dice mage gets the ability to use the most amount of dice available. When you use this ability, you gather all of the spell's required dice(Just like the bonus dice feature) from every player and roll that for damage, healing, etc. Just like the bonus dice feature, you have to choose to use this ability before rolling and roll multiple times per hit.

Every 3 levels after 5th, the dice mage can use this ability another time per day.

Spells: A dice mage casts arcane spells which are drawn primarily from the sorcerer/wizard spell list. He can cast any spell he knows without preparing it ahead of time, the way a wizard or a cleric must (see below).

To learn or cast a spell, a dice mage must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a dice mage’s spell is 10 + the spell level + the dice mages’s Charisma modifier - 1/2(rounded down) the number of bonus damage dice the dice mage is using.

Like other spellcasters, a dice mage can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Dice Mage. In addition, he receives bonus spells per day if he has a high Charisma score.

A dice mage’s selection of spells is extremely limited. A dice mage begins play knowing four 0-level spells and a 1st-level spell of your choice. At each new dice mage level, he gains one or more new spells, as indicated on Table: Dice Mage Spells Known. (Unlike spells per day, the number of spells a dice mage knows is not affected by his Charisma score; the numbers on Table: Dice Mage Spells Known are fixed.) These new spells can be common spells chosen from the sorcerer/wizard spell list, or they can be unusual spells that the sorcerer has gained some understanding of by study. The sorcerer can’t use this method of spell acquisition to learn spells at a faster rate, however.

Upon reaching 4th level, and at every even-numbered dice mage level after that (6th, 8th, and so on), a dice mage can choose to learn a new spell in place of one he already knows. In effect, the dice mage “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level dice mage spell the dice mage can cast. A dice mage may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.

Unlike a wizard or a cleric, a dice mage need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his spells per day for that spell level. He does not have to decide ahead of time which spells he’ll cast.

Table: Dice Mage Spells Known
LevelSpells Known
01st2nd3rd4th5th6th7th8th9th
1st42
2nd52
3rd531
4th632
5th642
6th7431
7th7532
8th85421
9th85432
10th955321
11th955432
12th9554321
13th9554432
14th95544321
15th95544432
16th955444321
17th955444332
18th9554443321
19th9554443332
20th9554443333

Ex-Dice Mages[edit]

A dice mage that changes to any lawful alignment loses their ability and becomes a normal sorcerer.

Pathfinder Do Dmg Dice Matter

Epic Dice Mage[edit]

Hit Die: d4

LevelSpecial
21st
22ndBonus Dice(11 dice)
23rdBonus Feat, Maximized dice(7/day)
24thBonus Dice(12 dice)
25th
26thBonus Feat, Bonus Dice(13 dice), Maximized Dice(8/day)
27th
28thBonus Dice(14 dice)
29thBonus Feat, Maximized Dice(9/day)
30thBonus Dice(15 dice)

2 + Int modifier skill points per level.

Pathfinder Do Dmg Dice Matter Free

Bonus Dice: This feature just continues to scale up every 2 dice mage levels

Maximized Dice: This feature continues to scale every 3 levels

Bonus Feats: The epic dice mage gains a bonus feat (selected from the list of epic dice mage bonus feats) every 3 levels after 20th.

Epic Dice Mage Bonus Feat List: Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Energy Resistance, Enhance Spell, Epic Spell Focus, Epic Spell Penetration, Epic Spellcasting, Ignore Material Components, Improved Combat Casting, Improved Heighten Spell, Improved Metamagic, Improved Spell Capacity, Intensify Spell, Multispell, Permanent Emanation, Spell Knowledge, Spell Stowaway, Spell Opportunity.

Dice Mage Starting Package[edit]

Weapons: .

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

SkillRanksAbilityArmor
Check
Penalty

Feat: .

Bonus Feats: .

Gear: .

Gold: .

Campaign Information[edit]

Playing a Dice Mage[edit]

Religion: .

Other Classes: .

Combat: .

Advancement: .

Dice Mage in the World[edit]

—,


Daily Life: .

Notables: .

Organizations: .

NPC Reactions: .

Dice Mage Lore[edit]

Pathfinder do dmg dice matter work

Characters with ranks in can research to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Pathfinder Do Dmg Dice Matters

DCResult
5.
10.
15.
20.

Dice Mage in the Game[edit]

Adaptation: .

Sample Encounter: .

EL : .

Pathfinder Do Dmg Dice Matter Go


Pathfinder Do Dmg Dice Matter Work

Back to Main Page → 3.5e Homebrew → Classes → Base Classes

Pathfinder Do Dmg Dice Matter Crossword

Retrieved from 'https://www.dandwiki.com/w/index.php?title=Dice_Mage_(3.5e_Class)&oldid=1287365'