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What is 'frequently' to a drow?
remember they are surrounded by enemies and KNOW they are surrounded by enemies. Racial unity will trump all else in the face of danger.
Weak chaotics are controlled by strong chaotics. Children would be free of the infighting since they are still the future of the race. Physically mature children with low mental maturity make great cannon fodder if need be.
If you are a long-lived race, bumping off an enemy every ten years IS frequent, but won't cost them power over all. Given how fast it is possible to rise in levels, the issue of high level drow being popped isn't that serious. Half a dozen excursions into the darklands, and you could have a whole crew of ready replacements fresh from killing the horrors out there.
Probably the key is that in that environment, it is possible to gain levels very quickly, and as you go up in levels, it gets harder and harder to just gank you, plus you DO have allies if you are smart, who will believe they are better off with you then without you.
Orcs can gain levels, too, but their infighting is FEROCIOUS. In turn, they are also threatened by outside forces, and don't have the magic and demonic allies to make such think twice, just their own reproduction and unending vicious streaks. So, they never get beyond the horde, get decimated, run away, breed a new generation, come back for more.
I thought admixture was an Alchemist's trick(?) Is there a way for my Druid to use that for fun and profit? Pardon if this is off topic.
Admixture is one of the subset schools of evoker specialization.
Your druid can use Elemental Spell to pull the trick with a specific element, but it won't be as good as an Admixture wizard or a sorc's bloodline speciality.
To the OP: It's because addressing the problem will cost money. And nobody agrees on who is going to pay.
Wealthy industrial companies would have to own up to the fact they did most of the polluting to get ahead. However, these countries are, in fact, doing more for the environment then other nations.
Second world nations, like, say, China, are polluting monstrously to catch up tot he first world nations. They don't want to pay because that would cripple their ability to catch up.
Third World nations want to be paid to not follow in the steps of the other nations, pointing at the fact that they are the ones hurt the most, yet they did not cause the problem.
The Issue is thus SEPTIC - Somebody Else's Problem, Think I Care? - to everyone that doesn't want to pay a dime to a problem they can't see is tangibly affecting them.
Note to this: Evocation is a perfectly fine specialty for wizards.
The reasons it is looked down on is:
1) You must BUILD to it. Seriously. You have to take specific classes, traits and feats to make a good Blaster Caster. ON its own, Evocation doesn't end encounters...the base spells do too little damage.
Other schools of magic are usable right out of the can, no changes, no specific builds.
2) It takes a few levels to get going.
3) It burns higher spell slots.
4) It has too many defenses.
5) Unless it kills, damage doesn't end combat, and wounded enemies still attack at full strength.
The reasons it works is:
1) Guess what? you can choose to NOT MEMORIZE EVOCATION SPELLS. So you can use all those other spells the other wizards can, and they are good out of the box. Because they didn't build to blast, however, they can't do what you can.
2) When it gets rolling...well, "I do 120 hp to everything in the room, DC 23 Reflex for half. If any live, I do another 90 to them, roll again."
3) Preferred Spell means you don't even have to memorize your extra fireballs, you can just cast them on demand.
4) Admixture Evoc means you can choose the element on demand and avoid immunity as you like.
5) Rolling 15d6 with a chortling expression can be a lot of fun.
Lone Wolf and Cub, the old manga series, has a couple of examples of the weaknesses of Katanas.
One was a duel against another samurai, where they had to cut off the heads of small stone idols, a set number, before they could attack the enemy.
Someone heard about the duel and attached iron rings around the statues' necks. The katana of the challenger hit one of the iron rings and snapped just before the killing strike as it did so.
Just before the final fight of the manga, one of the enemy agents, disguised as a sword polisher, comes out and convinces Daigordo to let him polish Lone Wolf's sword. He strikes it once near the hilt with a small hammer, seemingly doing nothing, but because of that strike, it breaks during the duel with the end boss.
There was also a clear difference between a courtly katana built for speed draws and dueling, and a heavier katana meant for war and manchopping. Lone Wolf used the latter.
DM Under The Bridge wrote:
I believe one of the reasons for that is the Romans used square, interlocking shields, and had shorter blades for use in the press. The Greeks used round shields that didn't interlock as well, and longer swords that were more hampered in tight quarters.
A great number of Roman tactics were taken directly from the Greeks. It is noteworthy that the Romans considered themselves and the Greeks to be the only civilized nations on the planet, to the point of wholly conscripting the entire Greek Pantheon of Gods.
YOu probably want to stay away from the convex/concave terminology, because it is misleading as to what you mean.
The katana's flexibility comes from its backbone. It can take a hit against the blade, which will probably chip, but won't warp as the backbone absorbs the recoil and stays intact.
However, they have none of the renowned lateral flexibility of, say, Spanish steel, which could be bent 180 degrees and still not break. Hitting a katana from the side is a good way to hit the stress fracture points from its bending and shatter it. You can do it with a good blow from a metal pipe.
Likewise, smashing it on the backside will bend and warp the soft backbone of the weapon, and immediately render it unusuable.
The traditional low budget protection against slicking attacks is mail or strips of metal. Sword flexibility has nothing to do with such...the katana is not a flexible sword that way, it's actually rather brittle.
Yes, faced with plate armor, you want a hacking or pounding weapon to deform the plates. OR, you want a straight sword that can thrust more easily. Wedge shaped cross sections will get stuck in the metal, while rounded ones will pull out more easily. Wedge shape works wonderful for slicing meat and soft tissue. It has problems with stuff that's actually solid, not the least of which is the thinner blade chips and cracks far more easily.
To sum it up: The katana is NOT a tough sword. There's been many tests comparing the design against European swords, and in pretty much all cases the katana breaks, bends, deforms, chips and shatters far, far more easily then a Western blade.
What the katana does better is slice meat. It's a great weapon for slaughtering people who are wearing leather or less armor.
Its lack of a guard makes it a poor weapon for a duel. It makes it a great weapon for a quick draw, however.
The katana is a revered weapon and the symbol of Japan, and they've maintained the martial traditions surrounding it for hundreds of years in the face of far more useful and advanced weapons. In Europe, the martial knowledge faded into obscurity and is only now making a comeback in the face of the advent of superior weapons.
That does not make it a superior sword.
The oldest katanas were all straight pattern. The curve happened as they refined their metallurgy with a soft backbone to the harder steel of the edge. The difference in metal made the weapon curve during the cooling process.
It's also why katanas are known as famously fragile and brittle in certain ways - the stress of bending during the cooling process, instead of actually being forged curved, puts internal stress fractures on the metal (i.e. 'splits'). Hitting the blade on the side along those stress fractures with, say, a steel pipe, can snap it fairly easily.
Most curved blades are FORGED curved, so that issue isn't there.
Straight swords have the soft stuff more towards the middle of the weapon, so, no curving.
As noted above, armor.
Curving swords are less effective against metal armor, piercing is more effective.
When you say 'centuries', I assume you mean the most recent few, where guns made armor obsolete, and curving swords came back into their own.
Curving swords are particularly well liked by cavalry because it caters to the ride-by superslash, and hacking down at foes. They aren't as well liked by footmen.
The spatha is, of course, a straight sword, and used far more on the lunge then hacking. Its designed for close use in tight formations after people have penetrated a shield wall.
And when I say 'fencing', I really mean, contests of sword to sword in any aspect, not just modern style. The straight sword definitely is more flexible in such contests then the curved, particularly if there is armor involved.
Or that in several cases technology will end politics absolutely. extinction is good like that.
Technically speaking, magical effects are applied in whatever order benefits the user.
So, the Bolt Ace's +1 would always be added to the benefit of someone wearing the Bracers. I.e. he'd always end up with 19-20/x4 if he's wearing them, i.e. shifting to 19-20/x3, adding +1.
If it's already at 19-20/x4, then he probably doesn't want to wear the bracers, because he'll just end up back where he started, instead of increasing to 19-20/x5 with Bolt Ace.
No, the price jump is because of the TH and damage bonus, NOT the proficiency.
The proficiency is maybe 1k, 2k. The big thing is the extra attack and damage power.
The competence bonus on ranged attacks alone is like 4k. Changing it to a 19-20/x3 weapon is like granting Keen or Improved Critical, and it Stacks with both, at least another 10-20k.
The skill bonuses are 900 and 100 gp.
Technically, you figure the cost of the best thing, add 50% to the lesser things, and compare to similar item.
Greater bracers of archery are 25k, granting competence +2 th, +1 dmg, and prof with weapon.
The prof with weapon is negligible, maybe 1k. So the +2/+1 is the big money hog.
+1 th and stacking critical is AT LEAST as good as the greater bracers, and then skill bonuses on top.
It basically should have been priced right about the same area.
This is classic formula abuse. Instead of looking at what the spell actually does, they looked at Ranger 1 x level 1 spell x 2000 gp. Done!
I want a True Strike constant set of bracers done the same way, waaaaaaah!
You're equating high Intelligence with Manga/Anime death note Int - chess match stuff.
It's not the same. Einstein was a genius. Put him on a battlefield, and he's as clueless as the next guy. He'd probably pick up stuff really fast, but he'll have no experience with tactics and strategy.
It all comes down to SKILLS.
Smart people have more skills, but the game makes no allowance for mental genius any more then it does for physical genius (i.e. someone who can perfectly mimic a motion, or Do It Right The First Time.)
You only have skills.
Int is a modifier to the roll for Int based skills, that's it. And for 'determining the murderer', unless you've a feat, that's actually a Wis-based roll (perception or sense motive, as you will).
And there are tons and tons of examples of real world geniuses who are clueless about working with their hands, doing art, any kind of social relationships, can't work in a team, and the like. Geniuses are regularly exploited by far less intelligent people who know how to manipulate others. Charismatic people browbeat intelligent people all the time.
Intelligent people who are actually lethally dangerous is actually rather rare, as smarts don't usually translate that way. Those who are, tend to be exceptional and get attention.
The intelligent person figures out the many courses of action.
That's how the world works. Natus from Fairy Tail, and Luffy from One Piece are prime examples. They both associate with much smarter people, but they determine what course of action, and frequently it is not the smart one or the best one...but everyone goes along with it, shrugging their shoulders while the smart guys fall over in the background at the idiocy of some of the things they do.
Charisma trumps smarts.
I'm more concerned about the rule of fairness.
If you allow it for the katana, you should allow it for every weapon from the bastard sword on down. Otherwise, jump through hoops like anyone else.
Come on, Kryt, sorcerors approach metamagic differently then Wizards do.
Who makes better use of Extend? Sorcs, because its an out of combat buff thing where the extra casting time means nothing.
Sure, the wizard can do better with random metas applied to specific spells - usually ONE key spell - but the Sorc can do equally well if he manages how he uses his metas. Basically, opening round or closing round if there is a move penalty, or, at higher levels, with a quickened spell to blip to a different location.
It's all in how you approach use of the spell. And with Versatile Spontaneity, you can even pre-memorize meta'd spells, or ANY spell, just like a wizard.
The Ring of Spell Knowledge is actually quite cheap for what it does, which is allow you to add a Spell to your spells known simply by reading a spell or seeing it cast. That basically means any utility spell at the drop of a hat. Or arcane spells from other lists, like bard CURE spells, which the wizard can't pull off at all.
Sorcs who use the FC bonus for extra spells can ride additional spells on top of this, further covering all bases without having to go looking. The broad array of spells is generally enough to have utility and cover almost all situations.
It's a different style of play, but unless the wizard specifically knows the foe and has the tools to counter, its not inferior.
The Ring basically gives the sorc instant access to the wizard's ability to customize abilities, or go book-diving in an empty spell slot. FC bonus adds +2 Spells Known per level, a 50% increase over 20 levels. Versatile Spontaneity allows them to memorize spells, particularly meta'd spells.
So, the tools are there.
The wizard's biggest advantage vs the sorc isn't the spells...it's the fact Int gives more skills, and they end up with more choices of feats to take then Sorcs do.
They are also better at taking one spell and one meta combo and beating it to death with a rock called Spell Perfection/Magical Lineage/Wayang Spellhunter.
But with the right metas and combos? Sorcs don't have problems if they use them wisely.
Obviously you haven't played enough sorcerors.
With the right gear (Pages of Spell knowledge, Spontaneous Versatility, Ring of Spell Knowledge, Mnemonic Vestment), the Sorceror will easily end up with access to more spells Right Now, then ANY wizard. top off that with FC bonuses for more spells known, and Paragon Surge shenanigans, it can get messy.
Metamagic works better for sorcs then wizards because wizards must always prepare it in advance, and burn high level spell slots on meta'd low level spells. The Sorc, in turn, can apply his metas to any and every single spell he knows that they qualify for. If all the Sorc ever takes is Extend Spell for out of combat buffs, Maximize Spell for opening round maximal blasting, and Quicken Spell to get off two spells from his copious slots/round, he'll use them far, far more over the course of his career then any wizard will.
the Ring of Spell knowledge alone assures that a Sorc can tote around a cheap spellbook and have access to any low level spell in it with exactly ONE ROUND of need, and switch it on and off all day. He can even use spells not on his list! (Sorc using CMW from a 3rd level slot, for example!)
It's because that jerk Bob took all the hot sauce for his crazy Lo Mein, he's one of those people that put hot sauce on EVERYTHING...and I had to use the soy that came along.
Kudaku, it's broken because you took One Feat, it dovetailed with your primary stat, and you got +5 to all your saves, and you're now blowing away that cleric in saves.
It was basically put into the game to give Oracles super saves. It works awesomely for them, not so much to other casters...but it is still better then ANY OTHER SAVING THROW FEAT OUT THERE.
And it SCALES.
it's horribly bad game design. If they wanted oracles to have Cha to saves (seriously, what Oracle is NOT going to take this feat as a Cha caster?!?), then it should have simply been an extremely powerful class ability, ala the paladin.
I propose it an equivalent: If you have no Su, SP, or spellcasting ability, you get to add your Strength Modifier to all your saving throws to reflect your reliance on your own athletic ability and discipline. Req: Any 4 Combat Feats
See the buckler.
yOu can wear a buckler as an archer.
Your shield is an off-hand weapon and defense.
If you use it as a weapon, you lose the shield bonus. If you defend with it, you aren't attacking with that hand.
If you are using a third hand, or a weapon NOT in the shield hand, you are now using your off-hand to 'not wield a shield'. You don't get the benefits of both, sorry - 'off hand' encompasses more then that.
Simply holding a shield does not give you AC. It must be occupying a hand and being used AS A SHIELD. As shield bash points out, you can be holding onto a shield and not gain any AC from it.
So, what you are saying is simple - I am attacking with armor spikes as my off-hand, my off-hand is no longer being used to defend with a shield.
And you lose the AC bonus.
The Shield Bash language is there to confirm that even if you are still 'wielding' a shield, there is a difference between wielding it as a weapon and wielding it as a shield.
If you are using another off-hand, you aren't getting the benefits of the shield, either.
It's a specific exception to the rule.
The default rule is, if you attack with the second hand, you lose the SHield AC.
So, attacking with armor spikes, lose the Shield AC. Without an exception, it falls under the general rules, also.
I don't mean to be a killjoy....but couldn't you just take the Synthesist Summoner rules and reflavor them to be "Spinny form change to overly cute magical girl x", change tentacles to ribbons, horns to tiaras, serpentine to elastic body or more ribbons?
I mean, its right there...stat upgrades, AC upgrades, size upgrades, extra HP that aren't your own, magical powers, etc.
You could even have the spell powers as 'I call upon my true friends the Ponies of Light!" and have flavored Summonings. Or sorc-like bloodline effects, i.e. Summoner magic, but all spontaneous and from a themed group, like fire spells, wind spells, etc.
They already got full BAB on full attacks/flurries. Upgrading to full attacks all the time is extremely minor, yet proper in context. It just means that they can now hit on a standard action, or when they DON'T want to TWF/Flurry.
So yeah, keeping d8 and full BAB probably would have been proper. IT would have set the tone for their defenses. After all, the Barb gets a d12 and BETTER then all good saves just by taking Superstitious, and ditto the Paladin at level 2.
65. I looked at the fact I was smart, and what Could I do with it?
I could be an expert and learn tons of skills and earn a pittance working for others the rest of my life.
I could be a Witch, live in a smelly hut in the forest stirring a cauldron and risk being burned at the stake by religious nuts.
I could be an Investigator constantly poking my nose into other people's business and risk getting it cut off as they tried lethally to hide those secrets I was unearthing.
I could be an alchemist puttering over caustic liquids, volatile explosives, and flesh-warping mutagens while battling my tendencies to say "This time, it'll work perfectly!"
Or I could be a wizard using long-established spells and powers to warp reality to my liking, ending up rich, powerful and respected.
Guess what I picked?
Dimensional hijinks are available as early as level 1 with the conjuror school benefit.
Blink comes online at level 3.
Dimension Door at level 7. Passwall at 4 or 5 (going off memory). etherealness and wraithform whenever.
There's no fortification that can hold against that kind of instant infiltration that bypasses defenses. Using one scroll of teleport to get you and your 3 comrades to the position to take the enemy gates and explode open static defenses is waaay cheaper then having to siege the place, its the heart of special operations. You'd have to be dirt stupid NOT to take advantage of it.
yes, a castle is better then pitching a tent in a field.
No, it won't protect at all against aerial or magical assault. Your best option for that is inside a mountain, and that still won't protect against dimensional hijinks or ethereal/incorporeality. If you can't make defenses against this kind of stuff, then your only defense is mobility and illusion...not letting the enemy find you, and when they do, not letting them know what they are dealing with.
which is an impossible way to develop a civilization.
Fortifications against magic should have developed hand in hand with magic. That's natural.
It boggles the mind that magic that prevents phasing, flying, dimensional travel, earthgliding, shapechanging, divination and the like is harder to use then magic that allows such things to happen.
Tolkien POPULARIZED fantasy. Before him, it was a very niche area with niche authors unknown to the general public.
He exploded it into the mainstream, and so his contribution to the standard was to take over and become the standard in many people's minds.
That's it. That's all.
I personally prefer John Carter and Conan, but hey! I love Anime, too.
I'd probably reverse those, but general agreement.
Monk is MUCH better on the defense, movement, and likely AC, with some semi-magical abilities (Dimension Door, etc). A group of monks can parcel out skills to cover the gamut without too much problem.
Rogues are just going to have tough times in combat without extreme teamwork.
Eh, no, Human Int stops around the 24 area, and that's for maxed out geniuses with a Nat 20 who have reached level 4 with an age bonus of +3.
That's still ungodly smart compared to normal folks. Consider they can answer questions about any field of endeavor equal to a 3rd level expert with 12 Int and full ranks + class skill bonuses.
Of course, a large number of Americans didn't give crap about the Catholic Church's rulings, and rifles proliferated here. They were immensely useful against the British during the Rebellion, as they outranged the British and Hessian muskets and were far more accurate.
The unchained rogue shouldn't be able to out track a ranger Or What is the iconic skill for each class?
It would definitely be suitable as a system, but it should still include character choice. So, you should have limited options, pick one, to differentiate the classes.
Barbarian: Intimidate, Acrobatics, Survival
Alchemist: Alchemy, Any Knowledge or Craft/Profession skill applicable to Alchemy.
--- Antipaladin: Bluff; Intimidate; Knowledge Religion
Aye crossbows were considered an unholy weapon by the Church, because one trigger pull punched armor and killed nobles and royalty. Longbow archers took years to train, starting from childhood. Crossbows took a few months at best, and were generally better at getting through the heavy armor that allowed the wealthy to dominate the poor.
Kirth Gersen wrote:
I think the general consensus is the cutoff is 5th-6th level and the stat cutoff is 24 (+1 from hitting 4th and +3 from age).
If you allow the human racial class, it would be +2 higher, and fit with a 23-24 paradigm for physical stats (23 Str is about the human strength limit on a world record basis).
Someone with a 30 Int is beyond the understanding of anyone on the planet at this time. He could easily be as good or better at an intellectual subject as an expert who has studied it all their lives while having no 0-1 ranks in the subject.
So, yeah, 30 Int is definitely high.
I'll accede to that. NPC array has also been presented as 11, 11, 11, 10,10,10 as well, and that's what I was working off of.
In other words, when you're looking at the racial bonuses of a creature, you figure all ability scores are either 10 or 11 base.
So an 'average' orc should have 14 or 15 Str.
Canon is also our common denominator. If you start citing crazy examples, and then say "in my home campaign", we can all agree it's off the common ground.
So, yeah, canon has to stay canon for internet common ground. You're always welcome to change what you like, but there MUST be a common baseline everyone can refer to.
the 'adjacent' language is the killer for Shake it off.
A combat rarely stays with adjacent. Someone with a Pet could use the feat reliably, as they could simply have their familiar stay next to them.
Another PC? Running all over the place? Vastly diminished utility. They would have to extend the range significantly to make it worthwhile.
A note: Blaster style is only weak if a non-blaster build uses it.
A blaster build, optimized to deal damage, can solve many, many encounters by the expedient power of Making Them Dead.
Its poo-pooed because your average mage, swapping spells in and out to deal with situations, will SUCK at blasting. His power comes from the spells applied to a problem, NOT from hurling huge blasting magic at something.
1) You need a level in Sorcerer. Preferably dual blooded orc/draconic or Orc/Elemental, with a Varisian Tattoo. These bloodlines grant MAJOR damage bonuses to blasting spells. You need that damage boost to be a good blaster. THEN, take your Admixture wizard to the top.
2) You want caster level bonuses to the spell you will use. Varisian Tattoo gets you back to par, spell spec gives you +2. With a dual bloodline, +2 CL is also +4 damage.
3) You don't have to blast. With spell spec, you can sack a general control spell for your blasts. So, you have all the versatility of any normal mage IF YOU WANT TO PLAY THAT WAY.
4) Your goal for all practical purposes is Fireball. The feats you are going to want are Energized, Empowered, Maximized, Quickened, and Dazing. IF you are allowed to take both Magical Lineage and Wayang Spellhunter, you get Empowered for FREE.
5) At level 1, if you take varisian tattoo and spell spec (burning hands) as a sorcerer, you are throwing a 4d6+8 damage burning hands. That's 22 hp damage in an arc at level 1. Retrain Spell Spec to Fireball when you get there. You have to be human, but you fry everything of basically cr3 or less right off the bat.
6) NO need to blast? Memorize other spells. Dump them into fireballs on demand. Play control. Play summoner. And then roll up your sleeves and give them 100 HP to the face, something a non-blaster simply cannot do.
Kindly note that 'two feats for one benefit to one person' is erroneous.
It's 'two feats for a benefit to two people.' i.e. teamwork feats benefit both people involved, not just one of them.
The kicker is it requires cooperation, and that means it doesn't apply 100% of the time. You are reliant on the other person to work with you.
For the DM, this is easy...squad combat is what they DO. So teamwork feats are no-brainers, and absolute cooperation means they are killer in application, just like they are intended.
But when your Outflank buddy has to leave and go rescue someone, or engage a different baddy to save your asses, or just plain isn't there, you've blown a feat slot for no benefit.
So, do you want a feat that is working for you 100% of the time, or 01-100% of the time? People do the math, and go with the guarantee.