family guy sammy davis jr

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Lotr magic spoilers In J.R.R. Tolkien's "The Lord of the Rings" trilogy, magic plays a significant role throughout the story. The world of Middle-earth is rich with various magical beings and powers that shape the fate of the characters and the overall storyline. One of the most prominent forms of magic in Middle-earth is the power of the Rings.


Is anyone else hoping that Clinging Ice will get errata to make it work the same way?

The difference is that Buzzing Bites makes it clear that the save is only rolled once and that result is used for the duration of the spell and that the damage that the spell does is repeated once each round when the spell is sustained. Maybe based on spell level, but more likely on either spellcasting proficiency of the Witch, or the training proficiency of the target s boosted skill.

Witchcraft patch mosquito

One of the most prominent forms of magic in Middle-earth is the power of the Rings. The story revolves around the One Ring, which holds immense power and allows its bearer to control the other Rings of Power. The Ring has the ability to corrupt and tempt those who possess it, and it is this central element that drives the narrative forward.

Mosquito Witch - hope of good things to come?

So I just saw the Mosquito Witch Patron from Monsters of Myth. And I can't help but notice how similar the cantrip hex Buzzing Bites is to the Winter Witch hex Clinging Ice. Both do 1d4 damage per level with a saving throw. Same range, same target, same duration.

The difference is that Buzzing Bites makes it clear that the save is only rolled once and that result is used for the duration of the spell and that the damage that the spell does is repeated once each round when the spell is sustained.

Is anyone else hoping that Clinging Ice will get errata to make it work the same way?

Similarly, I hope needle of vengeance is also clarified if its save is rolled once or for each instance.

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I noticed this, too. Buzzing bites is definitely much better than Clinging Ice at this point. A one action d4/level "DoT" is something I'd consider a pretty good Hex cantrip. It might even be worth the loss of the fourth spell slot from the playtest.

If they change Clinging Ice to also deal damage every turn, I'm not sure which of the two would be better. Ice targets Reflex, which I think is usually lower than fort on average. It also debuffs on a fail, not only on a crit fail, but Bite's debuff is obviously a lot stronger. I think it balances out. It would also give Primal witches two somewhat similar (yet useful) choices with vastly different flavor.

If they do in fact bring Clinging Ice up to the same power level, I just hope they do the same with the other Hex cantrips. Except Fervor. That one's fine.

Blave wrote:

If they do in fact bring Clinging Ice up to the same power level, I just hope they do the same with the other Hex cantrips. Except Fervor. That one's fine.

That’s a concern I had too. It would noticeably leave much of the other hex cantrips behind.

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It's funny because my PFS Alchemist, who played Moskito Witch, has a Moskito Witch doll as a Familiar and was supposed to take the Witch Dedication with the Moskito Witch as a Patron (Fate or Curse Witch, but now I can actually take the Moskito Witch Patron!).

Sometimes, I have visions of the future. I must be an Oracle!

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batimpact wrote: Blave wrote:

If they do in fact bring Clinging Ice up to the same power level, I just hope they do the same with the other Hex cantrips. Except Fervor. That one's fine.

That’s a concern I had too. It would noticeably leave much of the other hex cantrips behind.

And some of the other non-cantrip Hexes too. Looking at you Personal Blizzard.

Ooooooooh boy I'm excited to see that apg errata!

SuperBidi wrote:

It's funny because my PFS Alchemist, who played Moskito Witch, has a Moskito Witch doll as a Familiar and was supposed to take the Witch Dedication with the Moskito Witch as a Patron (Fate or Curse Witch, but now I can actually take the Moskito Witch Patron!).

Sometimes, I have visions of the future. I must be an Oracle!

Unfortunately, nothing from Monsters of Myth can currently be taken in PFS.

Character Options wrote:

All options are of standard availability unless specifically noted otherwise. As all items in this book are Rare or Unique, access is not granted without a boon indicating otherwise.

But maybe a boon will show up at some point.

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Blave wrote:

If they do in fact bring Clinging Ice up to the same power level, I just hope they do the same with the other Hex cantrips. Except Fervor. That one's fine.

Discern Secrets is reasonably good too. The only improvement I could see for it is having the bonus scale a bit. Maybe based on spell level, but more likely on either spellcasting proficiency of the Witch, or the training proficiency of the target's boosted skill.

So either +1 for trained spellcasting, +2 for expert spellcasting, and so on. Or +1 for trained in the skill, +2 for expert in the skill, and so forth.

Ferious Thune wrote: SuperBidi wrote:

It's funny because my PFS Alchemist, who played Moskito Witch, has a Moskito Witch doll as a Familiar and was supposed to take the Witch Dedication with the Moskito Witch as a Patron (Fate or Curse Witch, but now I can actually take the Moskito Witch Patron!).

Sometimes, I have visions of the future. I must be an Oracle!

Unfortunately, nothing from Monsters of Myth can currently be taken in PFS.

Character Options wrote:

All options are of standard availability unless specifically noted otherwise. As all items in this book are Rare or Unique, access is not granted without a boon indicating otherwise.

But maybe a boon will show up at some point.

I was planning to only take the Dedication. And the only thing it gives is common to all Primal Patron. So I don't think anyone will bother me if I say that my character is a Witch of the Moskito Witch. Just, now, it is a thing.

To me, although as written Clinging Ice appears to be not every time, I think it can be read either way and my guess on RAI was that it does (especially after seeing Mosquito).

I too am hopeful for the APG errata (please for the love of god remove the 2 action and non-cantrip hex restrictions from Eldritch Nails!!)

Midnightoker wrote:

please for the love of god remove the 2 action and non-cantrip hex restrictions from Eldritch Nails!!

That alone wouldn't help. I don't like being in melee range to begin with; my spell attack bonus is better than my melee attack bonus (even with the finesse trait, which the nails don't have); and giving up the partial effect on a successful save seems like a bad idea. And I think that the target would still get the save against the Hex even if I do manage to hit them with the nails.

But 1d6 damage on an unarmed attack isn't too bad. And there is the interesting ability to have handwraps with one set of runes and the nails etched with a different set of runes. If you have a second unarmed attack - such as Living Hair or even just punching - then you can choose which set of runes to attack with based on the unarmed attack used. But while that is interesting, I can't think of any Witches that would use melee attacks as anything except a last resort.

Eoran wrote: Midnightoker wrote:

please for the love of god remove the 2 action and non-cantrip hex restrictions from Eldritch Nails!!

That alone wouldn't help. I don't like being in melee range to begin with; my spell attack bonus is better than my melee attack bonus (even with the finesse trait, which the nails don't have); and giving up the partial effect on a successful save seems like a bad idea. And I think that the target would still get the save against the Hex even if I do manage to hit them with the nails.

But 1d6 damage on an unarmed attack isn't too bad. And there is the interesting ability to have handwraps with one set of runes and the nails etched with a different set of runes. If you have a second unarmed attack - such as Living Hair or even just punching - then you can choose which set of runes to attack with based on the unarmed attack used. But while that is interesting, I can't think of any Witches that would use melee attacks as anything except a last resort.

It actually would make a huge difference IMO because the biggest problem with the Feat is you can't even use it with a Hex until you get to Curse of Death.

While most Witches can't tread into melee, it at least makes it possible to try to build a melee witch and certainly with Elemental Betrayal on the table Martial MCD Witches would be able to finally pull of something close to a Hexblade. I know my Dhampir Swashbuckler Witch MCD would have been able to pull off the hexblade "bloody scourge of the seas" vibes with it.

Melee Witches could actually be an attempted build maybe, which I think would be interesting (Sentinel would help).

Would it be the most optimal feat? Maybe not, but it would at least not be a total trap!

Midnightoker wrote:

It actually would make a huge difference IMO because the biggest problem with the Feat is you can't even use it with a Hex until you get to Curse of Death.

Would it be the most optimal feat? Maybe not, but it would at least not be a total trap!

That might be the biggest problem, but it isn't the only one that makes it be a trap option. It still needs finesse instead of agile in order to have any meaningful accuracy on the attack roll. It also has the problem of double rolls - attack roll and saving throw - which quarters your chance of success.

The nails themselves are mostly fine as a weapon. Probably the best errata for Eldritch Nails would be to give it finesse instead of (or in addition to) agile and delete that entire second paragraph.

Maybe add a separate upgrade feat to allow delivering Hexes through the nails that works more like spellstrike. Use the result of the attack roll as the result of the saving throw as well as for the result of the spell attack depending on which the Hex uses.

breithauptclan wrote: Midnightoker wrote:

It actually would make a huge difference IMO because the biggest problem with the Feat is you can't even use it with a Hex until you get to Curse of Death.

Would it be the most optimal feat? Maybe not, but it would at least not be a total trap!

That might be the biggest problem, but it isn't the only one that makes it be a trap option. It still needs finesse instead of agile in order to have any meaningful accuracy on the attack roll. It also has the problem of double rolls - attack roll and saving throw - which quarters your chance of success.

The nails themselves are mostly fine as a weapon. Probably the best errata for Eldritch Nails would be to give it finesse instead of (or in addition to) agile and delete that entire second paragraph.

Maybe add a separate upgrade feat to allow delivering Hexes through the nails that works more like spellstrike. Use the result of the attack roll as the result of the saving throw as well as for the result of the spell attack depending on which the Hex uses.

I don't know that it needs finesse, because I think STR Sentinel Witch would be the best way to take advantage of it anyways (and for MCD it matters even less). Agile at least allows swashbuckler/rogue use.

The upgrade feat would indeed be nice, but considering most hexes are save based, to me that'd be pretty strong (the Magus equivalent feat for save spells would mean this one would be in the 8/10 range).

Family guy sammy davis jr

Magic in Middle-earth is not limited to the Rings alone. There are several magical beings, such as wizards, elves, and Ents, who possess unique powers and abilities. The wizards, also known as the Istari, are sent to Middle-earth to guide and assist the different races in their fight against the forces of evil. Elves, on the other hand, are inherently magical creatures. They possess great wisdom, extraordinary skill in crafts, and immortality. Their songs and language have magical properties, and they have the ability to communicate with nature and the spirits of the land. Ents, who are tree-like beings, are also connected to the magic of the land. They are guardians of the forests and possess great strength and wisdom. Ents have the ability to communicate with trees and shape the forests according to their will. Apart from these magical beings, there are also various magical artifacts and locations in Middle-earth that hold great power. These include the swords Glamdring and Sting, which have the ability to glow in the presence of Orcs, as well as the mystical forest of Lothlórien, where time seems to stand still. However, it is important to note that magic in Middle-earth is not all-powerful. It comes with limitations and consequences. The use of magic, particularly the power of the Rings, often leads to corruption and disaster. The characters in the story must make difficult choices regarding the use of magic and its potential consequences. Overall, the magic in "The Lord of the Rings" adds depth and intrigue to the story. It highlights the struggle between good and evil, and the choices that characters must make in the face of immense power. The world of Middle-earth is brought to life through its magical elements, creating a captivating and immersive reading experience..

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family guy sammy davis jr

family guy sammy davis jr