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Vivianne Laflamme wrote:
Now that I have the book, I should start a houserule fix topic over in houserules where it belongs. Giving her a bandoleer of throwing daggers she coated with snake venom seems like a good idea. Do those feats work with thrown weapons?
Staff of Life already gives you raise dead at no cost if you recharge it with heal spells. There's a precedent for frontloading the costs of material components.
If you take any container with an extra dimensional space into a dead magic zone, I think it slams shut till taken out. The outside is made inactive stopping access to the magical part.
What level is treasure stitching? I think 3rd level minimum to affect a magic item like that.
A while ago I posted my ideas about adventuring in 10D space. Everyone hated it. By rights, Phase Spiders should lair in 4th dimensional space. Do the contents of a bag turned 2D extend into the 4th, 5th, 6th, 7th, 8th, 9th or 10th dimension, or do they extend into the same extra dimensional space as the portable hole? The interaction of the portable hole and bags of holding are because they are interacting in extradimensional space. Either everything gets lost in a place that does not exist, or it all gets dumped back in the astral plane.
I've heard that regular exercise, gradually increased, makes you less fatigued. That's how it works with my walking and lifting things at work. I carry some canvas bags with my metal bottle(for iced coffee) and other things in them. by carrying them every day I have gradually increased my arm strength.
Some interpretations have to happen.
I find it easier to say pearls of power work that way because there is some trace of the magical engram in the head. With sorcerers and bards, a magical dragon scale will refill the spell slot for casting whatever.
Since sorcerer spells would not leave an identifiable by spell residue in the brain/mind, detect magic cast on a sorcerer might not tell you what spells they cast.
You're right that a detect caster or track caster spell is not strictly necessary, but it would make a good first level spell for rangers.
There is a whole mountain of tech in Golorion. There are also game worlds where the ancient ruins are all left over from a high tech civilization that blew itself up or something. It's like a dungeon made of metal that's high tech instead of enchanted. Every room will have power, air, and computer outlets. When the topics for Science Fiction Creatures and devices are complete, they can be placed at at least 1 per room.
The casters magic point of origin is from the magical engram in their mind/brain. If the caster has a pearl of power or something, they can recharge the residue so the spell can be recast. So the residue from the point of casting will be right where their head is.
A ritualistic caster or other non vancian caster will cast from outside, so the point of casting will be where their mouth, hands, and components were at the time of casting.
If the point of casting is where the mind is now, the hands and voice was then, and any other components were then, that's defused enough that detection is nearly impossible.
Maybe a separate spell for detect caster will draw a line from the spell point to the caster. It will be visible to the caster and maybe someone else who makes a spellcraft check. If it was cast from an item, the trail will lead to the item, or both if the item was spell completion. Once the caster gets enough sleep to rememorise spells, the trail ends no matter the level of the detect caster spell caster.
74:Giant Eagles spotted in major cities
Sir Guy pointed to the distant metropolis,"There! That's where I will find the perfect ally for a cavaliere of the order of the eagle."
DM Briefing: You need a special feat to have a sentient animal companion of any kind. Predators are moving into cities because of vermin like pigeons and rats. Urban druids and rangers are intentionally importing them.
Source: http://home.peoplepc.com/psp/newsstory.asp?category=TopStories&id=20160 204/ac56ead3-0985-458d-b30b-ee4775bd812c
A dog and a bag of holding got caught in a baleful teleport. :)
Just have it provide a weapon they can use. Missile weapons are preloaded. Most fighters just fire their missile weapon, drop it, grab a melee weapon, and charge. If someone is trying to snipe the party have baggy beagle give them a Flying Falchion. He will instinctively know what weapon type and material his master needs for a foe.
This weapon has a mithril alloy blade and wigs of flying for the guard. It lets you charge up into the air at a foe.
A hand cannon the size of half a bazooka is also fun. "With a cannon in hand, he can beat any man, or so says the brag of Mc Brag!"
He will gobble up weapons left lying on the floor, or dropped by dying enemies. He does not consider wands or staves weapons.
You could always give them another clue.
A rune scarab starts to follow around the Cleric or Oracle as if to say,"Hi, I'm an omen!" Guess which letter is on it's back. :)
Neutralandian code of conduct.
1:Do what you must. If poison is the only way to save innocent bystanders, use poison. If an evil adamantine weapon is the only way to stop a rampaging Golem, use it then seek penance.
2:Bring people together. A dragonborn and a ranger with favored enemy dragon can together accomplish a hundred times more than either one alone.
3:Tolerance. Remember the term people means anyone or thing that has learned behavior they can always change. A Gnoll's instinct is to eat dead things. Animating dead and keeping slaves is learned. If they only animate their own kind, that's their culture, lighten up.
4:Laws should be bent, not broken. Taking food when starving is one thing. Stealing something you don't need because it's shiny shows you have a problem. Some laws are just wrong, such as cutting the tongue of a dissident out. Enforcing an unnecessary law like that is an alignment infraction.
To the OP: You can't call it a Paladin for the same reason your GM cannot have MindFlayers in a Pathfinder game. The name s are taken.
You can have a neutral sacred warrior class that is just as handy and powerful as a paladin, but true neutral. Your GM can have brain eating humanoids that look and act nothing like Mind Flayers, but are still aberrations.
That's for home games and play by posts not set in strict Golorion. PFS hasn't signed off on any neutral sacred warrior class. When they come out with some book or adventure path, then you can play a grey knight or whatever they settle on almost anywhere.
Not sure how to enter these into a spreadsheet.
This is all very good, but many characters have agendas. A Kitsune who is using the characters to gain an artifact might show the PCs a human character sheet. Then the PCs, if they make a required check can DM the GM to get the reply of what she is. Once she has to use her claws to defend herself, then the GM can post her real character sheet.
If I announce up front that direct messages can be used like secret notes, can I play it that way instead of hitting everyone with lots of,"Pretend you don't know this". She's basically a furry and it can be very hard for the player's attitude towards furries to not color the character's attitude.
With The Cleaves playtest I'll be looking for genuine reactions.
Looking forward to the topic on GMing a play by post.
3: Deaf They cannot hear and are continually deafened. They take a -4 penalty on initiative checks and fail all perception checks based on sound. They take a -4 on other opposed perception checks such as disguise. They are unaffected by mind effecting sonic attacks such as a Harpy's song.
1st level) Oracles get silent spell as if a bonus feat without increase in spell level or casting time. Without silent spell they would have a 20% chance of spell failure when casting spells with a verbal component. They replace common with common sign language and gain lip reading as a bonus language.
5th level) They gain a +2 competence bonus on perception checks that do not rely on hearing, and the initiative penalty for being deaf is reduced to -2.
10th level) Oracles gain scent and no longer suffer initiative penalties due to deafness.
15th level) Oracles gain tremorsense out to 30 feet.
4:Haunted: Malevolent spirits follow them wherever they go causing annoying pranks. There are unexpected breezes, small objects moving on their own, and faint noises. Retrieving any stored object from gear takes a standard action unless it would take longer. Any item dropped lands 10 feet away from them in a random direction.
5th level) Levitate and Minor Image added to spell list. If an alchemist they can use quick draw for all alchemical substances.
10th level) Telekinesis is added to spell lists. If a fighter they can use quick draw fully.
15th level) Reverse gravity is added to spell lists.
5:Cursed By A God "Misfortune follows behind you, on a good day. On a bad day misfortune races ahead to set traps" You are -1 to every die roll. While a guaranteed miss only happens on a nat. 1, this happens on skill checks and saving throws too. As they learn about their condition, they learn to share their misfortune with enemies.
5th level)Add Bestow curse if an Oracle.
9th level)Add Feeblemind if an Oracle.
13th level)Add Eyebite if an Oracle.
17th level)Add Greater Curse if an Oracle.
Notes: Greater curse is 4 spell levels higher than Bestow Curse. The curse must be inscribed on a tablet or scroll, It can cause lycanthropy, make a subject rise as a specific undead as soon as they die, or make them turn into a specified cursed monster. They must will save each day or the curse takes hold. The scroll or tablet must contain the name of the target, the details of the curse, and how the curse can be broken. Destroying the scroll or tablet just robs the victim of information on how to remove the curse. The curse can also be removed with a wish or a Greater Remove Curse.
6: Lame One of the character’s legs seems wounded or twisted. If base speed is 30 or more subtract 10. If base speed is less than 30 subtract 5.
1st level) speed is never reduced due to encumbrance if an Oracle..
5th level) Immune to the fatigued condition. but not exhaustion if an Oracle..
10th level)Speed is never reduced by armor if an Oracle.
15th level) Immune to the exhausted condition.
All others, speed is never further reduced by broken terrain due to their stumbling gate.
If doubled, character cannot walk at all. They are confined to a wheelchair, horse, or other vehicle. Ride is a class skill.
7: Wasting appearance You look like you have a wasting disease. You take a -4 to charisma checks except intimidate. +4 competence bonus against disease.
5th level immune to the sickened condition (but not nauseated).
10th level Immune to disease.
15th level Immune to the nauseated condition.
Non Oracles only take a -4 to charisma checks except intimidate. Fighters get a +4 to intimidate.
Maybe in your not pathfinder game, paladin means fighter with some cleric like powers, including lay on hands healing or harming, a warhorse that can be called for, a smite opposed alignment several times a day, a code of conduct, and cleric spells up to 4th or 5th level.
In my Pathfinder, Paladin is one type of Holy Fighter. There can be anti Paladins and 7 more different holy fighters.
There was a whole topic where they concluded you cannot ready a charge.
I still think you can be prepared to charge when the door is opened and charge in, looking for something to attack. Lots of times, you would be in the middle of a room, alone. You might spring an ambush or a trap.
If, on the other hand, you open the door and look in, if there are enemies within, no one gets a surprise round. If there is an ambush set, they will wait for you to all enter. The rogue will have a chance to check for traps.
Let's discuss the fighter/caster discrepancy. I used to think it was a myth, but a lot of posters have experienced it first hand. A group of adventurers run into their first group of Goblins. There is one goblin for every adventurer. The Wizard is first level and can probably not survive a melee with a goblin.
If the magic user uses color spray and all goblins who are effected are coup de grassed before the fighter gets a chance to melee, the fighter/player might quit gaming entirely. If, on the other hand, the wizard is a transformationist, and enlarges the fighter, then shoots a tiny bow or tosses a dagger from behind the fighter, the fighter probably kills most of the goblins.
If anybody's reading this and deciding if they should play Pathfinder, yes, do so, but do not expect to pick your favorite class and expect to be "The Best Pony".
The worst Myth is that one class is "The Best Pony". The object of the game is cooperation. Lots of lone wolves have gone into the dungeon and their bodies might still have something valuable on them. You might be able to create a militia in the town so the next wave of humanoids get a fatal surprise. If your paladin is trying to serve as a shining example to others, he or she won't be viewed as an intolerable jerk. Even a cleric of a war god can channel energy when you are up against undead. A rogue can take a level of Bard so they can use bard song rather than make a sneak attack and hope the foe doesn't crit them.
Dragon Slayers and Witch burners are classes built around bigotry.
It's the fault of anyone who tries to create undead destroyers based on Ash instead of Ghostbusters, who worked with Slimer.
Dragon Slayer or witchhunter can be divisive classes.
In conventions there were modules where we had to talk to someones special foe to the point I considered adding "Ranger leash" to my character's equipment list.
If favored enemies are going to make you fight a party member or important NPCs, rethink your character concept.
I've been thinking of non vancian spellcasting.
1st level is DC 15. Can cast at first level.
Failure results in a backlash instead of the spell. Spell Level appropriate results.
Necromancy turns the nearest remains or death site into a hostile undead. Thus anyone who can't be animated might become a shadow.
Conjuration/Summoning will summon a monster of an alignment opposite to you. Thus a good aligned caster might be beset by hell hounds.
Healing failure results in 1D4 per spell level damage to the caster.
Evocation or any damaging spell results in the spell targeting the caster. If it's a touch spell, congratulations, you both suffer. :)
Mental effects such as ESP or Charm cause horror effects(if any) to the would be caster.
This is a work in progress and you can take parts for your system, suggest changes(I think the DCs might be low), or anything civil.
Combat and saves are not mentioned because this is an archetype that can be applied to any base class.
You are slipping into a flame war. This is what happens when you want to gimp casters instead of enhance fighters.
Here is a class that allows anyone to have spells but at a cost.
Combat and saves are not mentioned because this is an archetype that can be applied to any base class.
I'll post this in homebrew and probably expand it there, so if you have a personal problem with this, just delete the post. This topic would look wrong in homebrew.
Spiny the gnome didn't trust humans because he grew up on the streets of a human city. The thing was I kept that in my role playing bag of tricks and only pulled it out when it was useful.
One time he gave some Gnome bandits the option to get away and when one of them attacked him, he decided that the head bandit, probably an evil human, corrupted them beyond hope.
Spiny the gnome was forced to grow up in the streets of a human city. He tolerated the human members of the parties. He was a living Greyhawk, Keoland character. He was a fighter hearing spiked armor. One time we were chasing a human criminal through a swamp or forest or something. The crook sought refuge with some elves. Now the quote...
The elves made a big show of their system of justice, and sent him back with us to be probably executed.
Tell me again how the entire internet has one overreaching set of rules. I need my LOLs. :D
The plow horse does the hard work.