Ogre Brute

Dean HS Jones's page

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Silver Crusade

Hi CS!

I had to replace my credit card, and I've added my new card details to my account.

I currently have an order pending for the pre-order and I'm concerned if I monkey with the payment method associated with that order it'll affect my order.

Are you able to switch it for me, or will the sstem automatically try the new default method, or something else?

Thanks in advance! <3

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Unicore wrote:
I imagine that a str based monk is going to be capable of dealing a lot of damage a round, so there AC might fall behind a Dex based Monk, but that probably means there is not an easy path to dex based damage bonuses to your unarmed attacked, or else the Str monk really serves no viable build. Dex monk is probably going to be a strong defensive character and Str Monk is probably going to be a powerful striker. I am alright with that split. The access to spell points via a feat is interesting. That might be how they handle the ranger as well.

"They're not too different from normal fist strikes, but others differ more; for instance, heavy dragon tail attacks deal 1d10 bludgeoning damage and have the backswing trait instead of agile or finesse. "

Different builds use different style for damage and grant AC bonuses.

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Rules question related to the Vulnerability system: does Ostog the Unslain take double damage from swords?

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Alric Rahl wrote:


Let’s put it this way, can you do the silk rope acrobatics, you know those people that twist and twirl and fall using silk ropes, only to catch themselves and twist back up them majestically? No you or I personally can’t, but I bet you would classify that ability as legendary since it takes hard work and dedication to get the good.

You want an in game...

Expert. Master maybe.

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“Falling from orbit” is something I’m seeing a lot as a demonstration of the absurdity of Legenday skills, but really it’s hyperbole.

You only need to survive 1500 ft. That’s the falling distance required to hit terminal velocity.

1500 ft.

The real world record for surviving a fall is over 33000 ft; the woman in question was badly injured, it’s true, but she didn’t have the benefit of Legendary acrobatics. Or, so far as I am aware, even Trained. Or class levels; she was basically a Commoner.

Also her plane exploded. Which probably hurt.

Real life is far weirder than we give it credit for. But sometimes it’s harsher too. In real life, most people, if they got into a fight with a bear, would likely die. No one seems to think of bears as an existential threat at 15 though.

Pathfinder characters are legendary heroic characters; I’m fine with what I’ve heard of legendary skills.

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RangerWickett wrote:

It would help if Paizo's setting had any non-'eastern' monasteries of prominence.

If, like, Ustalav had iconic monks who learn to purify their body to resist curses -- and they wore 'western'-style monk robes, that'd expand what monks can be. If Osirion had orders of desert ascetics who pray at temples to the old pantheon, hoping to recapture the light of civilization that has not truly been seen since before the Age of Darkness, that's evocative.

The last 'monk' I had in a game was a villainous holy monk (referred to as a Godhand) who was convinced he was doing the right thing by burning alive worshipers of evil gods, to purify them. The term 'ki' made no sense for him.

I think 'Focus' or even 'Energy' works better.

I feel like the Hungry Ghost from PF1 would have worked well as an Ustalav style; it’s a shame if took so long to come online and had problems taking thematically appropriate styles (iirc).

I want to see non-human monasteries as well; GURPS 3ed Martial Arts has some great examples of this kind of thing

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ElSilverWind wrote:

Also there’s no “I Channel Positive Energy to harm undead” anymore from what I can tell. Now you just pick the target and it either heals them if living or harms them if undead (3 Action burst being an exception that doesn’t target).

There is certainly an opportunity for a truly trollish moment of gameplay.

Cleric: “I spend my 3 actions to Channel Positive Energy in a burst!”
*rolls 9d8 + 7 = 48*

DM: “As your friends are filled with the holy light of your diety, you see the Grim Reaper writhe back in pain!”

Cleric: “That means he’s undead!”

*back to Cleric’s turn*

“Alright, now I’ll cast the 1 action version of Heal, adding another 2 actions to it with Empower Spell* and then use my Metamagic Channeler Feat to add Maximize Spell* to it!
28d8 +7 = 231
*Player rolls nat 20*
“Alright, that’s 462 Damage!! How dead is it?”

DM: . . . *chooses to not count the Grim Reaper as undead*

Players: . . .

DM: . . . : )

(* indicates that the Metamagic Feat in question has not been confirmed to exist in PF2 and only is being used in this example for comedic purposes.)

BWAHAHAHA

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I got my Starfinder core pretty close to the release date iirc, I think it was even a day or so before the street date because I got lucky on the shipping, but then I ordered mega early.

I'm planning on actually running from PDF though; never make plans based on single points of failure that are outside of your control if there's an alternative that has fewer dependencies.

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Captain Morgan wrote:
Quandary wrote:

Nice catch with the "curiously healthy Undead" (CON score)

Interesting to see how Energy Drain works, simple penalty to everything seems simpler to apply now.
P1E was IMHO too lenient to casters, as aside from CL it didn't really affect their spells at all. (even Concentration)
Spells with Saves should probably be getting that penalty now, although who knows re: no-Save spells?

"A grim reaper can choose not to count as undead"
IMHO this is problematic, when does 'choosing' occur? Is metagaming knowledge of effect on Undead vs Not-Undead reasonable? Better is simply saying "Grim Reaper does not count as Undead for purposes of effects uniquely harmful to Undead". (Is Detect Undead affected?)

"+1 conditional to all vs. magic" Seems like heavy boilerplate, especially if multiple conditional modifiers are in play which isn't that unreasonable. "+1 vs. magic" (or "+1 conditional bonus vs. magic" if conditional is de jure bonus type ala enhancement) seems to do the job IMHO.

"Immunities Asleep" Asleep seems awkward, "Sleep" seems the appropriate term, not sure if this was just type-o?

"Choosing to count as undead" is reminiscent of some other stuff I've been curious about with how meta information is understood in and out of game. Figuring out what level you need to cast dispel magic at, for example, or learning the reactions enemy's have.

The reaper may he able to subconsciously use which ever creature type would be more beneficial against any given effect, but I can't quite tell how it works or how it will work for other similar cases.

What if the GM wants to have the Reaper detect as undead, until he doesn’t?

Perhaps the Reaper would toy with its victims by choosing to be affected by some undead-affecting conditions apply and being immune to others, or just cancelling the ones currently affecting it?

I like having the tools to be able to Broken Wing Style with monsters and then see the horror on the players faces as they realise they underestimated it.

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The Banquet, recorded by Know Direction

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Rysky wrote:
Hmm wrote:

Oh. Let me go on the record that I also want Thievery renamed as something else. Legerdemain works, or even ‘Roguery’ or ‘Security’.

Hmm

I’m partial to Security (Elder Scrolls!).

And Skulduggery :3

Security feels like it should be the Starfinder name; Skulduggery I can get behind! (and from there sneak attack)

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If the page is active, use it and place an order. The worst that can happen is the order cannot be processed and you’re not charged or they cannot supply you a book and you get a refund.

As someone who works in customer support (for another company) I have faith in Paizo CS to do their best to see you right.

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Back on the topic of the thread, I favor ‘energy’. Works for spell like abilities, works for use/day martial abilities. And I’m perfectly fine with a single pool of energy for multiclass characters, it means anything can synergise with anything else a little better and it’s easier for players to realize character concepts

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ChibiNyan wrote:
Dragon78 wrote:
That would be interesting, you could have a evil bard with animate dead, command/control undead, etc. a bard with earth themed spells, etc.
The NECRODANCER Lives on!

Port over some class features from the Dirge Bard, give it the Danse Macarbre masterpiece and add Threnodic Spell as a class feat and you're cooking with the methane released from a decomposing corpse!

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Oh, you would hate my GMing style; outside of PFS my monsters rarely even follow stat blocks that closely

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Ah yes, exploration mode! Yes, looking forward to getting more info on how this interacts with traps

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We’ve not yet had a blogpost on traps, and I’m hoping PF2 makes them more relevant, but something came up that comes up a lot.

Which spells are considered traps for the purpose of Disable Device. Various Symbols in PF1 are; Alarm apparently is not, but often gets houseruled to be.

More clarity on this would be appreciated and being able to bypass a magical alarm seems in-keeping with the rogue class fantasy to me.

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Rysky wrote:
Also we’re at 69% :3

Rysky! This is main forums.

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Wermut wrote:
Excaliburproxy wrote:
QuidEst wrote:
Darksol the Painbringer wrote:
AnimatedPaper wrote:
Oh no. Now you've challenged them to find a way to make us fight over Barbarians.
Plot twist: Barbarians don't get rage anymore. They instead get "Fury".

A typo of an extra ‘r’ throws the boards into chaos.

As the flames continue to burn, Paizo decides to go with another sequel to Kill Doctor Lucky instead.

But seriously, I’m looking forward to the blog, and to Monday’s larger blog.

Listen: Iron Claw is a shockingly competent fantasy RPG even if you have to put on stupid costumes to cast magic.
Also something like a Skittermander Barbarian would be awesome... and cuddly... but also pretty deadly. Also no more discussion about needing an action to free a hand?

RAGING HELPFULNESS

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I’m starting to think Paladins/Holy Champions should just get their own book

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Dread Moores wrote:
When in doubt, always name something Bob. Bob is everything.

Too long, we should shorten it to Kate.

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Any chance of a Holomog-specific archetype that worships the Lady of Contracts at some point? ;)

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Something I’ve not seen mentioned yet for clerics is variant channeling; something I think is a neat concept but that I’ve never seen anyone actually use in PF1, because Channel Energy is just too good to trade away.

Is it going to be a thing in PF2? Frankly, I’d consider just giving it as an option for all clerics to use instead of healing/damage without being locked I to always doing that, for any domains they have.

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Harrowed Wizard wrote:

they are first and foremost a business not a charity looking to design and develop a game for us to enjoy.

Well...they ARE looking to design a game for us to enjoy. I mean, that's how you have a successful product. But I take your meaning :D

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Erik Mona wrote:
Basically if there's a place in the Inner Sea region that people have been begging us to cover from the beginning, you can expect it will get something significant within the first few years of the new edition.

Does this mean we might see your Nex book some day? :D

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David knott 242 wrote:
AmbassadoroftheDominion wrote:
... the suspense is killing me, and since I don't have a DeLorean, I can't put a flux capacitor in it and jump to June to buy a copy.

I would recommend against trying that. I have lost track of how many great Paizo products have been removed from the timestream because of accidental time travel paradoxes. ;)

I mean, it's cool that the Time Thief survived as a 3PP option thanks to Owen, but I miss being able to play one in PFS like in the original timeline.

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Absalom is a cosmopolitan city and you'll find people of all alignments in it; I had some goblins in one corner of a particularly nasty dive bar once. The players were rather taken aback but it's entirely possible.

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Thank you very much for your hard work, Quandary!

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Has anyone been keeping tabs on the updated tabulation?

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deuxhero wrote:


The troop subtype in the 1st edition rules had some annoying oddities like...ignoring AC entirely.

My edit; just to clarify: do you consider troops ignoring target AC to be a problem that needs to be fixed? Because if so, isn't that kind of the entire point of a troop mechanically?

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It'd be nice if a spear could specifically be enchanted as a Staff.

They're basically the same thing, only one has a pointy end.

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MerlinCross wrote:
Dean HS Jones wrote:
Lady Firebird wrote:

You can find the EverQuest PHB on Amazon, in fact. I'll PM you the link, if you'd like. It was pretty great.

Oh! Me too, please! :D

As for my playtest, I'm hoping to get a bunch of non-Pathfinder players together and running Strange Aeons for them.

This seems exceedingly cruel. But I suppose the easiest way to see how the rules are streamlined and how much easier everything is would be to throw them in the meat grinder

They’re all Call of Cthulhu fans, the cruelty of the meat grinder is fine :D

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Lady Firebird wrote:

You can find the EverQuest PHB on Amazon, in fact. I'll PM you the link, if you'd like. It was pretty great.

Oh! Me too, please! :D

As for my playtest, I'm hoping to get a bunch of non-Pathfinder players together and running Strange Aeons for them.

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Elizabeth Zeigler wrote:

I don't really play the Core 11+Alchemist, but my favorite Archetype of that group would be the Gray Paladin.

Barring those, I'd be rather upset if PF2 doesn't have a version of Traceless Operative Inquisitor and Magical Child Vigilante, as those are my favorite Archetypes in general.

In fact, I'd be very happy if you slapped a 2E sticker on Ultimate Intrigue as a whole and call it a day. Easily my favorite book - and first PF book I've bought.

The Magical Child is great, but I'd like it to be a little more blasty like the Warlock.

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ChibiNyan wrote:

I wish that Favored Enemy and Favored Terrain stop belonging to the "Base" Ranger. Those abilities are impossible to balance. They are either god-tier or useless.

Also they put a lot of pressure on the GM. Specializing in killing certain stuff is fine, but I think it's better as a niche archetype for a niche campaign (Like those cool Castlevania archetypes for like Carrion Crown). Not all campaigns good for it.

Indeed; I have a Giant favored enemy vanilla ranger in Giantslayer and he's basically a walking death machine without giving up anything else in archetyping.

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Alchemist: a clearer distinction and focus with the class. The PF1 Alchemist does mutagen, bombs, infusions, throw alchemical weapons. Although there’s a Dex mutagen available, it kinda seems like the design niche that the class covers is trying to be ‘“spellcaster/healer/melee and ranged combatant”. So covering all the bases.

Make mutagen better...a LOT better, and make it an option. Give alchemists the choice of being bomb throwing maniacs, stubby vivisectionists OR mutagenic brawlers

Barbarian: Unchained Barbarian because “RAAAAARGH! I DO MATH NOW” is not the class Fantasy. Rage powers should always be crazy awe inspiring things

Bard: expanded repertoire baseline sounds great; stealing spell kenning from skald does too

Cleric: more stuff that can be swapped out in archetyping is a good start, more ways to make clerics different from each other is better

Druid less wildshape

Fighter the preview looks solid

Monk bit less MAD. Give them a self and maybe others healing as baseline (steal the healing hand powers for base monk, because they are unimpressive for a focused healer but decent for a frontline combatant)

Paladin Grey and redeemer archetypes stackable, Vindictive Bastard in Core.

Ranger pretty good place atm, be interested to see the new version maybe combine the Hunter into it because teamwork feats are bae

Rogue Unchained AND if they’re holding daggers they function as Knifemaster by default, no class feature swaps. Also clean up the language on sneak attack stacking with other classes to save me stupid arguments on Facebook . Having that monk wall running stuff as a talent? Yes please.

Swap out a bunch of that stuff for the Eldritch Scoundrel and give them the spellthief stuff from Sandman bard

Sorcerer bloodlines are superthematic, let’s make them count. Scalable bloodline powers so you always want to use them as much as witches do hexes. Bloodline appropriate Familiars.

Wizard: being able to do the bonded wizard stuff with your bonded item is very cool, can we make that a baseline class feature?

I kinda liked the familiar “change the species” function from 5e, but dislike having to take up a spellslot to do it.

Chronomancer is a cool archetype but split it off from Wizard, ditch the spellcasting altogether but keep temporal spells as SLAs, give them the talents from RGG Time Thief as options and class features from Chronomancer, steal some stuff from the Time revelation oracle, bump the melee proficiency up a bit (not fighter high, maybe rogue level)

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Any chance we can just make it the 28th so I can order at the same time I'm buying Merchant's Manifest?

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Marcus Steelfeather wrote:

Please, a Construct Based Archetype Wizard / Sorcerer.

Could use the hunter class or Instructor archtype as a framework; having an arcane spellcasting construct like a clockwork mage that you use magical teamworks feats with sounds kinda cool

Silver Crusade

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Vastly reduce the wildshape options for druids and other classes and give that functionality to a dedicated shifter class

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FaerieGodfather wrote:

Can't think of all new classes, but there's a few 3.X and 3pp classes I'd like to see in Pathfinder.

I want Invocation classes back. Limited spellcasting with an arsenal of at-will abilities. Warlock (w/Pacts, medium caster), Dragonfire Adept/Dragon Shaman (full BAB half-caster with breath/auras/healing), Kineticist.[/q

I'd like to see Psionics and Psychic magic merged. Psychic/Psion, Soulknife and Monk (as half casters), Kineticist.

All good ideas.

FaerieGodfather wrote:
Would like to see Assassin separated from Rogue again, combining PF Ninja with the 3.5 and PF Assassin PrCs.

Respectfully disagree, mainly because I see so much overlap between rogue, ninja and assassin conceptually; either one of them will end up as the better choice (which was ninja and then Unchained rogue) and no one plays the other one, or it’ll get gated behind a GM ban as ‘evil’ and there’s no choice at all. Adding ninja tricks as an option for rogue and making Assassination a level 10 talent class feat so you need to choose that direction feels better imho.

Silver Crusade

(Erik don’t tabulate me, I already voted) ;)

I spellthief concept in the Sandman bard is pretty neat! Can some of that stuff be stolen (haha) for the Eldritch Scoundrel please?

Also, since it’s a runaway popular hit as an archetype anyway, why not test out the basic rogue as ‘Unchained rogue, and if you’re using a dagger you get all the knife master bennies without trading out for an archetype’.

That way for stuff where you might decide to NEVER use a dagger, like ArT/EldScoundrel you’re choosing to commit heavily to the playstyle by trading out the knife master class feature(s) and there’s design space to do cool stuff for archetypes without always trading away trapspotting. Also it gives a powerful incentive for rogues to play into the class fantasy and use daggers.

Also, Fallen archetypes like the Vindictive Bastard I would like to see included from the get-go

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Fuzzypaws wrote:

I want a proper 4E style Warlord to appear in Pathfinder. Direct allies on the battlefield and give them extra attacks or extra turns, inspire them with shouts similar to but different from the bard, etc.

A proper chronomancer with time dickery would be nice as well. Something in the intersection between the 2E chronomancer, a Final Fantasy / Bravely Default time mage with all the space-magic too, and a 3.5 clairsentience / psychoportation psion.
[/QUOTE

Yes, this absolutely. Time dickery is huge fun and I’d like to see a cross between the Chronomancer and the Time Thief; sadly multiclassing the two together in 1e means you end up without the fun toys for either because 9 level arcane casting eats too much of the character design space for temporal shenanigans. Combining the two into a single class, bumping Combat ability up a little, ditch 9 level casting, give some of the Time spells as SU abilities and Let the, warp around the battlefield, flanking with themselves and rewinding wounds.

Fuzzypaws wrote:

Something even more rarely seen would be some intersection between the soulknife and aegis, and the really crazy underpowered 3E splat with the classes that manufactured items out of chakra energy. Really work it over, bring it up to snuff with other classes, and let it fashion all kinds of gear and even environmental objects and effects out of soul energy without actually using "spells" or psionic powers.

There was a class called the Chaotic Lord (I think) in Rolemaster where you were a gish that mainly self buffed and permanently bound demons to your own skin as armor; they started out as leather and eventually became plate equivalent. Spellmastery also allowed to you shape demons into weapons and other items.

You can kinda do the same with Synthesist Summoner but more generically. Toning down the Eidolon a bit and making physical stat dumping unappealing would be a good fix to it imo. Perhaps they could burn uses of Summon Monster every 24hrs.

Silver Crusade

Oh boy, 5 is a tough limit.

Wizard: Chronomancer or Spell Sage; they're both really great! I guess I like the Chronomancer a little more due to implementation. Pact Wizard is good too (both of them) as are Exploiter and Spellslinger.

Cleric: +1 for Asmodean Advocate, although Angelfire Adept is a close second.

Rogue: SO MANY good choices here! Phantom Thief, Knifemaster, Counterfeit Mage and Eldritch Scoundrel are all wonderful! I'm throwing in Shadow Scion, the attempt at a Shadowdancer with the rogue base class. It's not perfect, and combining all the Shadow- archetype rogues as much as possible might be interesting.

Sorceror: Wildblooded, but make the Wild bloodlines core so they can get archetypes and potentially get an Empyreal Bloodline for Arcanist. Which frees me up to choose False Priest. Although if Kitsune was core, I'd consider Nine-tailed Heir (also please give Alex Agunas money to make the Kyuubi prestige class an official Paizo published prestige for 2e. It is exquisite)

Barbarian: Titan Mauler. Big weapons!

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I'd like to be able to add mundane and magical options to items without having to worry too much about the legwork of calculating and balancing it myself (also that means it's in the SRD, might be in PFS and will probably be in Herolab).

I'd like to be able to cram several spells into one wand, I want to make my arcane focus ring ALSO a poison pill ring AND also a ring of thieves with a mini thieves tool kit built into it and then enchant it because Arcane Trickster!

I want to layer multiple spells on my spellbook so it floats in the air when I read it, and the pages glow, and it's waterproof, and it's a Blessed Book, AND I can shrink it down and stash it in the hidden compartment of my focus ring. If I can encrypt the text or add a lock and mechanical traps to the cover and binding, or make it an animated object, so much the better!

While we're on the subject of spellbooks, currently a spellbook is 'thing where your spells are stored that sits at the bottom of your backpack or in a pocket dimension if you know that spell'.

While I totally agree there should be a penalty to a wizard who loses their book, perhaps there should be something to encourage a wizard to have his spellbook to hand, to make for some more exciting and risky behavior?

I want to be able to enchant a spear or other polearm as a staff, because the major difference is pretty much only the shape of the head anyway.

These don't have to be in the core rulebook of course, but it'd be nice to see.

What other magic item options would you like to see?

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The Arcane Trickster is neat-o, and something that *really* frustrated me about the 5e implementation was 'You only get to learn illusion or enchantment spells, and you can't add precision damage to spells because I said so!'

I even tried to create sneaky versions of other classes; sneak attacking with Channel Ray and negative energy is a sufficiently weird attack mode that it's something I wanted to try!

So, I'm hoping that the new rules support sneak attacks with stuff other than daggers, so long as an attack roll is actually made.

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Isabelle Lee wrote:

Oh my, Traps and Treachery. ^_^

(Obi-Wan voice) "Now that's a name I haven't heard in a... very long time."

How can you NOT love the paranoia engendered in players who unlock a chest, loot a spellbook from it and then lose fingers because the book cover was trapped with springloaded blades! :D

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Kalindlara wrote:

I haven't been keeping up with the latest Hero Lab news. What I'm hearing here is disappointing. It looks like I'll be sharpening my pencils for PF2.

(It'll be bothersome not having everything available in a program. But I can't stand subscription models at the best of times. And needing Internet access to see my character sheet is infinitely worse.)

Same, I own and buy practically all HL updates, but not Starfinder

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Something PF1 didn't do brilliantly were poisons and traps; poisons performed poorly in play for their (very high) price, safe use by players was marginally available and traps were less than threatening a lot of the time.

A few months ago Jason Buhlman asked for feedback on which 3PP resources we use, and I called out the old Traps and Treachery 3.0 3PP quite forcefully; I guess we all know now what that was in aid of!

So, can we look forward to a blog post on the subject of traps, poisons and general skullduggery in the near to mid-term future, and can we look forward to cunning and deadly mechanisms with lethal toxins, if not in the core book (which will already be packed) then perhaps in a source book?

Also, follow players and GMs, would this be of interest and use to you guys, would you buy it and is it exciting in concept?

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Dαedαlus wrote:
Dean HS Jones wrote:
Cuttlefist wrote:
so you can have multiple different wands but only so many uses out of all of them.

I’d kinda prefer to have the one wand and be able to put all the wand charges/uses/spells or whatever into the same lump of wood and not have a golf bag full of them. Same with staffs.

If I can have an all-singing, all-dancing arcane bond wand that I can shove multiple spells into AND I can mystically drain off random loot wands that I find into it to make it even better, that would be the best.

I could see that sort of thing as a Wizard feat- if your arcane bond is a wand, you can use it to siphon off the abilities of other wands you come across.

I could absolutely get behind that, but it still leaves the other classes with bags full of assorted wands

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Cuttlefist wrote:
so you can have multiple different wands but only so many uses out of all of them.

I’d kinda prefer to have the one wand and be able to put all the wand charges/uses/spells or whatever into the same lump of wood and not have a golf bag full of them. Same with staffs.

If I can have an all-singing, all-dancing arcane bond wand that I can shove multiple spells into AND I can mystically drain off random loot wands that I find into it to make it even better, that would be the best.

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