Is adjusting damage type an appropriate power level for bestow curse?

A rather creative cleric in my game’s party has presented with a new curse they want to use. The new curse is:

All damage the target creature takes is treated as the damage type to which the creature is most vulnerable

This curse basically removes any sort of damage reduction from the game, plus it can even make all damage the players do to monsters more powerful than intended. Our evoker, for instance, can memorize only powerful fire spells with confidence that those fire spells will have full effectiveness on creatures. The cleric is prepared to heighten spell to keep the saving throw as high as possible.

Is this curse:

  1. Appropriate for bestow curse
  2. Too strong for bestow curse but appropriate for bestow curse, greater
  3. Inappropriate for a permanent debuff

I don’t consider this a homebrew question since bestow curse explicitly encourages creation of new curses. I have just always had difficulty judging the power of curses

When creating a weapon that is +2 to hit +2 damage, how much magical power is needed? [closed]

if a master weapon smith is making a +2 to hit, +2 damage axe strong enough so that it can hold a high level spell enchantment, approximately how much magical power should be required to be infused in the forging? The intended weapon is a reforging and re-enchanting of a legendary weapon which was broken fighting & defeating the champion of Belial, Arch devil master of the 4th level of the nine hells. It will target fiends & celestials (hopefully).

Does movement speed add damage or attack power to weapons?

I have a character who has managed to get herself a movement speed of 100′. She is a centaur, and as such specializes in lance based combat and charges. Now in the real world a lance moving faster would have more power behind it. With this centaur moving at 56 MPH and putting her 1473 pounds behind that lance it is striking with a force of 16,726.39 Newtons concentrated down onto the lance tip, which is something rather tiny like a hundred thousandth of an inch. This results in the lance point having 95,510,148 PSI when it strikes a target. This is enough force to pierce up to 8 inches of modern ultra-high carbon steels (assuming no loss of power by friction). In other words that lance is going into and through just about anything that gets in its path.

Now is this knowledge just a fun bit of coolness to know or does D&D reflect physics and give a damage boost for speed of a handheld piercing weapon?

hunter multi pet power?¡ pathfinder

ok here is a very tricky question about my build we i want to play multiple animal companions and for some reason people tell me that it cant be done yet i read level 1 class features and i found this:

https://aonprd.com/ClassDisplay.aspx?ItemName=Hunter

The hunter’s effective druid level is equal to her hunter level. If a character receives an animal companion from more than one source, her effective druid levels stack for the purposes of determining the companion’s statistics and abilities.

they key here is "more than one source" so im getting 1 companion at early game, my big cat

the second companion im planing to get is a magical beast (to be chosen) for that i need to have level 7 and this feat:

"https://aonprd.com/FeatDisplay.aspx?ItemName=Beast%20Speaker"

Beast Speaker Source Heroes of Golarion pg. 21 You have trained in the ways that the beast speakers of the Tekritani once used to ally themselves with magical beasts.

Prerequisites: Handle Animal 7 ranks, animal companion with effective druid level 7.

Benefit: You can select a creature from the list of magical beasts to serve as your animal companion. You acquire and advance this beast companion in the same way as an animal companion detailed in the class feature that grants you access to your animal companion. You can also dismiss the creature, as dictated by your class feature.

You must meet additional prerequisites to select a companion with an Intelligence score of 3 or higher, as described in each creature’s entry.

lets say i pick the basilisc for the sake to make it.

the question is cna i keep my big cat + basilisk?

second question can i keep big cat + basilisk + another random companion at level 20?

Huntmaster (Ex) Source Chronicle of Legends pg. 28 At 20th level, the hunter learns to control all manner of beasts. The hunter gains a second animal companion. Her level is considered four lower for the purposes of her second animal companion. The hunter can use her animal focus feature to grant each animal companion a different animal aspect.

and the third and more controversial question is does this pet follow the "stack wording rule"? as my level 1 feature states that they stack my druid level which overrides the -4 penalty level from HUNTMASTER level 20 capstone.

to elaborate more a beastmaster ranger can keep multiple companions with its base class but they get -3 druid level on their ranger base level for the prupose of animal companion levels, also they SHARE the levels so a beast master ranger level 5 can have 1 pet level 2 or 2 pets level 1.

beast master info:

https://www.d20pfsrd.com/classes/core-classes/ranger/archetypes/paizo-ranger-archetypes/beastmaster/

A beast master forms a close bond with an animal companion. This ability functions like the druid animal companion ability except that the ranger’s effective druid level is equal to his ranger level – 3. The ranger gains a +2 bonus on wild empathy and Handle Animal checks made regarding his animal companion. Unlike a normal ranger, a beast master’s choice of animal companion is not limited to a subset of all possible animal companion choices—he may choose freely among all animal companion choices, just as a druid can.

The beast master may have more than one animal companion, but he must divide up his effective druid level between his companions to determine the abilities of each companion.

For example, a beast master with an effective druid level of 4 can have one 4th-level companion, two 2nd-level companions, or one 1st-level and one 3rd-level companion.

thanks for your time.

Is Power Failure an Environmental or Structural Threat?

According to the CySA SYBEX book, in chapter 1, power failures are listed as both environmental threats and structural threats… but which one is it?

According to the book:

Environment threats occur when natural or man-made disasters occur that are outside the control of the organization. These might include fires, flooding, severe storms, power failures, or widespread telecommunications disruptions.

At the same time,

Structural threats occur when equipment, software, or environmental controls fail due to … environmental controls (such as power and cooling infrastructure) …

Atheism in the DnD5e universe: is it a thing, and how common is it? Are clerics accepted to derive power from the divine?

My question comes up from a bit of weird exchange we had last session. Short version of the question: Is not believing in the existence of gods in most DnD universes really a widespread thing? Are clerics that can tap into these abilities very uncommon or believed to get their magic from some other source? And if no to these, how does one handle PC’s behaving as if this were so?

Long version: I ended up multiclassing cleric through a pretty cool set of story hooks that my DM did a good job working with me in setting up. I definitely wasn’t a stereotypical stoic priest preaching about my god or anything like that.

In terms of story as it played out when I revealed this new power to the rest of the party (which they were present OOC for me receiving), one of our party had a roleplay situation that came where I could use my new class to help, and I told the rest of party that if they would help me, I’d like to offer this help to the other PC (the object of the help was not present IC so didn’t react).

I was kinda bummed that the reception was anywhere from condescension to incredulity (both IC and OOC), at least one of them heavily implying that thinking a god exists is stupid, and I really felt like this was out of place; my impression (granted, as someone fairly new to this) was that the existence of gods in the DnD universes are no more contested than the existence of magic: it exists, everyone knows it exists whether or not they’ve directly been affected by it. Is this impression wrong? I feel as though nobody would have blinked if I multiclassed into warlock and made a pact with a supernatural being, but for some reason because it was explicitly a ‘god’ I attuned to there was a lot more incredulity.

I’m not really sure how to handle this going forward. Is this the sort of thing I should talk the DM about and get straight? Should I talk with the other players directly? Is my impression on the wide acceptance of gods just wrong? Not sure how to deal with this, IC or OOC. It sorta sucks, because I was really excited for this multiclass and I walked away feeling kinda dumb and not really being into it anymore. Thanks for suggestions.

E: Should have mentioned, we are using homebrew that seems to get material like this from Forgotten Realms based on our warlock’s already-existing pact. DM hasn’t mentioned to either of us to tailor our choices of being to his setting.

Can you use more charges to upcast spells from the Staff of Power?

Since the Staff of Power says:

While holding this staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it

Can you expend additional changes to cast a spell at higher level?

Example: With the Staff of Power you can cast Magic Missile of level 1 (1 charge), can I use more charge and cast it at higher level? So maybe use 2 additional charge and cast a level 3 Magic Missile?

Metamind under effects of Font of Power and Split Mind, can both minds utilize Font of Power?

A10th level Metamind has the class feature Font of Power, which produces endless power points for one minute. If the Metamind manifests Split Mind, can both minds access the power points from Font of Power?

The Font of Power ability limits metaconcert, but does not mention Split Mind

Making an D&D 5e Evasion-esque power

In Mutants and Masterminds, much like in many versions of D&D, Area of Attack abilities allow you a dodge check to take half effect. That’s all fine and dandy, but I’m trying to create a character who can see the tiniest movement in his opponents and moves in advance to make certain he’s not where the attack is going to be when it goes off, which results in a very high dodge / parry and a very low toughness.

This works fine for single target attacks, but for AoE attacks, even when he makes his save, he’s still looking at an injury, which doesn’t really work for the idea of fighting-by-avoidance.

I’m trying to make a power that works similar to evasion in 5e, which reads:

When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

I don’t care about the half damage when you fail part, if he gets hit, he gets hit hard, but I want to figure out a way to avoid taking half effect if I succeed the dodge.

It seems, however, that MnM doesn’t really have this option. I’ve looked at immunity (which lacks an AoE immunity), and doing something like a Leaping Reaction on Dodge to physically move out of the way, but I might be over-complicating things.