|
|
|
Recent posts by
James Hunnicutt:
 |
 |
 |
|
|
|
|
|
|
|
|
|
|
Viletta Vadim wrote:
Under 3.5 rules, Quicken is not an option to spontaneous casters by default. To quote...
"This feat can’t be applied to any spell cast spontaneously (including sorcerer spells, bard spells, and cleric or druid spells cast spontaneously), since applying a metamagic feat to a spontaneously cast spell automatically increases the casting time to a full-round action."
Rapid Metamagic (Complete Mage), on the other hand, is very nearly one of the must-have feats for spontaneous casters if you want to use metamagic in combat. Shame you can't get it until high levels.
Whoops, sorry, I didn't realize this was a 3.5 thread. The new Pathfinder rules allow spontaneous casters to use Quicken normally, which is huge.
Re Selective Channeling, I still disagree. Every cleric in our group takes it as a matter of course, and they certainly do use positive energy bursts during combat, both at low, medium, and high levels.
|
|
|
|
|
 |
 |
 |
 |
 |
 |
|
|
|
|
|
|
|
|
|
|
DM_Blake wrote:
I cite the Stealth rules as precedent: if you were stealthing past the same foes, you would only roll one stealth roll, and each foe would oppose that one roll with his own perception check.
Ergo, in both cases, one skill being used, one roll being made.
I don't think they're all that analogous. For example, with Stealth each opponent has a chance to notice you with its Perception skill. When you use Acrobatics to tumble, the opponents don't get any sort of opposed roll. Also, while Move Silently in 3.5 called for only one skill check by the one being sneaky, 3.5 explicitly required one check per enemy when using Tumble to move past multiple foes.
DM_Blake wrote:
Rolling for each foe dramatically increases the difficulty.
Absolutely, but hey, I have no problem making it tough on PCs to tumble around multiple foes. The choice is theirs: if PCs want to tumble, they know the risk and can gauge the DC themselves.
Most rogue/duelist types of level 5+ can make themselves pretty incredible at Acrobatics, and will be able to tumble past or through more than one enemy, even with the double-jeopardy of the +2 DC and the need for multiple checks. Finally, the downside really isn't that horrendous: you provoke an attack of opportunity. That's not so bad, especially if that rogue/duelist has Mobility and if the foes lack Combat Reflexes.
|
|
|
|
|
 |
 |
 |
 |
 |
 |
|
|
|
|
|
|
|
|
|
|
delabarre wrote:
My eye of fire is posted over on the Feedback thread. Basically, it allows a positive energy channeler to convert channeled energy into either a defense (death ward) or a single-target ranged attack (searing light).
That other thread is quite lengthy, and I was hoping to create some one-stop-shopping for channeling items.
terraleon wrote:
Eibom’s Ineffable Headstone
Aura moderate necromancy [evil]; CL 10th
Slot hands; Price 65,000 gp; Weight 30 lbs.
Description
A black chain adorned with a heavy manacle pierces the crown of this weathered slate headstone, engraved only with a hand pointing at a star.
Clasping the manacle about the wrist reveals the Headstone’s powers. Its four charges renew each sunset. Once affixed into the ground (a full-round action), the Headstone may be activated:
- Attract undead within 500 feet to the Headstone, DC 15 Will save. (2 charges)
- Channel Negative energy as a 10th level cleric. Undead make a DC 15 Will save or fall under the bearer’s command. Undead within a Desecrate automatically fail. (1 charge)
- Increase another power’s DC by three. (1 charge, part of activated power)
While manacled, the bearer is considered a 10th Level cleric for commanding undead and may command up to 30 Hit Dice. Removing the manacle frees controlled undead.
The bearer may activate powers when no charges remain by suffering 10% of his maximum hit points in damage per charge. This damage cannot heal magically, only through rest.
I like it, but 4 charges seems like a lot for such a powerful item. The extra charges for sacrificing hp should have a limit, like you can only do that for one or two extra charges max per day.
|
|
|
|
|
 |
 |
 |
 |
 |
 |
|
|
|
|
|
|
|
|
|
|
Matrissa the Enchantress wrote:
Sure thing - here's mine:
DIVINE AMULET {not the best name in the world...}
Aura faint necromancy; CL 3rd
Slot neck; Price 4,200 gp (+1), 9,600 gp (+2), 16,200 gp (+3), 24,000 gp (+4), 33,000 gp (+5); Weight --
Description
This device appears to be a simple circular disk, made of dark hardwood, silver, gold, platinum or adamantium, with one face polished mirror smooth and attached to a braided leather cord (if wood) or a fine chain of the same metal.
When a divine amulet is worn by a character devoted to a deity or philosophy (Cleric, Druid, etc.) the smooth face acquires an etched representation of, and can be used exactly like, her holy symbol. Up to three times a day, a divine amulet can be used to boost channelled energy, increasing the energy damage by 1d6 and improving the Will save DC by an amount determined by the base material of the device: wood +1, silver +2, gold +3, platinum +4, adamantium +5.
Construction
Requirements Craft Wondrous Item, ability to channel positive or negative energy, creator’s caster level must be at least three times the symbol’s bonus; Cost 2,100 gp (+1), 4,800 gp (+2), 8,100 gp (+3), 12,000 gp (+4), 16,500 gp (+5)
Very cool. I'd started with a holy symbol, but didn't know what to do with the fact that there are so many different deities. I like your approach: the symbol taking on the semblance of whatever your deity is.
|
|
|
|
|
 |
 |
 |
 |
 |
 |
|
|
|
|
|
|
|
|
|
|
I designed a channeling item, and was intrigued when one of the judges commented on the fact that they'd received lots of those... but apparently they didn't make it into the top 32. Well, I would really like to see them. One of the reasons I designed a channeling item is that I'm playing a cleric and I'd like some options for magic items that enhance that power.
So if you made a channeling item, please post it here. Thank you!
To get things rolling, here is mine:
PRAYER BEADS OF THE REDEEMED SEPULCHER
Aura moderate necromancy [good]; CL 10th
Slot none; Price 13,000 gp; Weight -
Description
Malevolent necromancers and similar villains take great pleasure infesting holy burial sites with the living dead. If the undead are driven away and such places cleansed, it is common to consecrate the location by erecting a small shrine. In these shrines, virtuous clerics fashion these long strings of prayer beads. Such prayer beads may be tied to, and untied from, any holy symbol. When using a holy symbol with these prayer beads attached to channel positive energy, the user's cleric level is treated as two higher than normal for purposes of channeling positive energy, and the user may choose to reduce the number of dice she rolls in exchange for any combination of the following benefits. The user may reduce the positive energy unleashed by: 1d6 to increase the DC of the Will save undead make by 1 (up to +4), and 2d6 to increase the radius of the positive energy burst by 5 feet (up to +20 feet). One can benefit from only a single set of prayer beads at a time.
Construction
Requirements Craft Wondrous Item, 10th-level cleric; Cost 6,500 gp
|
|
|
|
|
 |
 |
 |
|
|