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I would say the price is equal to the effective HD, so doubled for the bloody skeleton.
If the caster can create more simulacrums than he can control, this creates some questions:
- how many can he make? Is he only limited by money? (bad idea)
Right now, there are way to many unclear RAW questions and to much potential for abuse to allow this spell into a game world.
Since class and race seem fixed, is a different archetype for the class allowed? The ranged spellstrike of the Myrmidarch could help, if he REALLY wants to keep using the xbow. Other than that maybe go vital strike, since full attacks are hard to come by with a heavy xbow, if I remember correctly.
I never needed the limitation on the time a PC can concentrate. First, everything that would normally causa a concentration check while spellcasting causes one to keep concentrating on the summoning. If you look at the table, that is quite a lot of things, for example every reflex save, every bit of harsh weather, every vigorous motion, every spell the character is affected by, all damage he takes... The list goes on. If you wanna make a player drop his concentration as a GM, you can without trouble.
Secondly, I am blessed with players who use some common sense. After my Summoner had to keep up a summoned dog to track a scent for 3 hours, she roleplayed having a headache from the strain for the rest of the day.
If you want to put it into rules, you could just say that this concentration can only be kept for casterlevel x 10 minutes or the character is fatigued afterwards.
Well, if they want to move around with one measly pre-summoned creature and give up half their actions every turn for it (just like the character with constant detect magic or evil), they are welcome to do so. The whole party will have to wait for them, they can't do ANYTHING that requires a standard action and are, at least in my games, generally pretty "absent". I usually tell my players that they can do anything while concentrating that they could also do while reading aloud from a book without faltering or making errors.
My other summoing-related houserule is that the caster can exchange summoning one creature of a certain level for 1d3 of the next lower level, and keep doing so until he arrives at "summon minor monster/ally". That way, my summoner player called 1d3*1d3*1d3 (ended up with something around 20) Chickens into exinstence with a summon monster 3 to act as a diversion for the partys escape from the town guard.
IF that is the case, these two rules can make for wonderful and creative roleplaying.
Simple solution in my home games: The duration of summoning spells is increased to (concentration+normal duration). The timer only starts ticking once the caster stops concentrating on sustaining the spell. That way you can have out-of-combat summons for utility and fun and don't screw the balance in combat, because what character above 2nd level will waste his/her actions on sustaining a summoning spell? This would only happen in situations where the caster can not contribute anything else to the fight and then it gives them something to do. Also, it makes summonings at low levels worthwile.
I have the houserule that while you still can't attack while concentrating, you can use your skills at a penalty, so a character can, for example, summon a creature, sustain it and at the same time use handle animal at a penalty to make it do something.
(Skills tied to mental attributes take -5, those tied to physical ones -10)
I had an intelligent bloody skeleton NPC in one of my games. (Not as absurd as it sounds, it did make sense in the storyline)
Ask your GM if you can alter the fluff, simplest option. Maybe at the cost of some additional ritual or more material components. I'd allow it but then again I'm pretty lenient when it comes to refluffing stuff.
I have a gunslinger player in my game who also invested heavily in craft(alchemy), so he could "invent" the grenades that can be found in the alchemical weapon section of ultimate equipment.
Recently, he has made the necessary rolls and built some greades, tested them in combat and of course, the one and only thing happened, that ALLWAYS happens, when you give a P&P player explosives.
He wants to build bigger ones that do more damage.
Since that is technically possible and he invented the standard ones, I don't want to outright forbid this, but I also don't want to make it to easy or to game breaking.
So now my question:
What would be the market prices, craft DCs and stats for better/different grenades that you would allow?
The way I read it, the Devil speaks and every non devil listener of Int 3+ makes a DC28 will save. All those who fail, are subjected to one of the powers from the list, devils choice. If they then make the save against THAT power, they are immune to the devil for 24 hours. If they make the initial save against the DC28, they have to save again the next round against DC+1, until they fail or stop listening.
It is worded rather badly though, so I'll FAQ.
I am thinking about implementing the following house rules, Anyone have any suggestions on additions or modifications?
I only have an opinion concerning some of those rules, but I'll state those:
--> Afaik it has been qualified multiple times that the discount based on item restrictions only applies to the market price, NOT to the crafting price. At least that's how it's played at my table.
--> This gives the Monks a big boost that they may not necessarily need after the recent clarifications/changes
--> Bodywrap seems ok to me, but why are you limiting the AoMF?
--> Spell mastery seems good.
--> double bane seems fair.
--> Kicking combat expertise as a feat tax I like, since it sucks most of the time. Eliminating 3 big tax-feats seems a bit much 'though. Careful you don't end up with feats being available far to early.
--> Combat maneuvers never trigger? That seems over the top. I houserule that they only trigger if they fail, that works pretty well and is already considered OP by some people. UaS should trigger in my eyes, as long as you don't have the feat. It just seems wrong to me that somebody who is not trained in unarmed combat can punch an armed guy without triggering.
--> Dancing blade is to strong. I don't see ANY reason, why somebody would build a Str-based melee character at your table. At LEAST limit the dex to damage to weapons that are normally finesse-able.
--> Quick draw could be worrysome. If you allow this, you technically give people the ability to switch weapons between every attack. Example: Rogue char who gets dex to hit and damage and has quickdraw can switch to a new poisoned blade for every attack. I bet there are other, much worse ways to exploit this, but it's the first thing that comes to my mind.
All in all you merge many feats and eliminate prerequisites, so many powerful feat chains will be completed much earlyer. I don't know which ones are actually most worrisome, but I'm certain better munchkins that me would find ways to horribly exploit this.
The Corpse Mage Variant of the 3rd party Death Mage has the "Army of the dead" class feature:
Army of the dead:
Army of the Dead (Su): At 8th level, you may have a number of undead minions which are totally loyal to you. Treat this as the Leadership feat, determining your followers and cohorts normally. However, add to all minions and your cohort either the skeleton or zombie template (your choice). Unlike most skeletons and zombies, your minions retain their class hit dice and abilities. Your cohort is a special skeleton or zombie that retains its class hit dice and Intelligence score, and acts as an intelligent undead. If you lose a cohort or minions, they are replaced when you gain a new death mage level. You may also dismiss an existing cohort or minon when you gain a level (destroying them) to select a new cohort or minions.
At 8th level you may replace a cohort or minion with one a level lower than normal that has the bloody or burning skeleton template (still retaining any class hit dice and abilities). If you are at least 10th level, your may replace your cohort or minions with new cohort or minions with the fast zombie or plague zombie templates (still retaining class hit dice and abilities). If you are at least 12th level your cohort may be a skeletal champion 2 levels lower than your normal cohort level. If you are at least 16th level your cohort may be a vampire 3 levels lower than your normal cohort level, though it lacks the ability to create vampire spawn.
When I GMed for a player who used that class, it made for interesting and useful Minions that weren't overly powerful in my eyes.
I have to say I don't like the concept of a level 1 character having a level 1 spell at will. The whole Omens and its follow ups being at will doesn't sit right with me. Cantrips, ok. Those don't have TOO much mechanical impact, but they have been abused in the past nevertheless. But level 1 or above? Just no. Give a player unlimitied castings of anything and he will find a way to abuse it. (I know I would)
It MIGHT be less of an issue at higher levels, but if I imagine having a character in a level 1 party who can cast "command" with an additional benefit as a SU (no verbal component) at will, that's just plain wrong...
- loot it from dead enemys or their lairs
Having a uber-mighty NSC just give the party gifts like galadriel does, akways leaves a bitter taste in my mouth.
-> This <- site creates huge lists of encounters, many of which are npcs with class levels. They are not optimized, but pretty decent. Most need an equipment overhaul 'though, if you want them to be realistic.
(If you use chrome as a browser you might want to switch while using it, since the site doesn't seem to be working well with it.)
Edit: P.S.: You need to click the green butten behind the entry in the list to get to the full stats.
On the topic of the short duration of the summoning spells:
I have a houserule in my games that changes the duration of the spells to "concentration + what it would normally be".
This makes summoning worthwile on lower levels and on top of that gives the players the option to creatively use summons out of combat. (they once sold a summoned horse while the wizard was sitting around the corner concentrating.)
I used max HP in a campaign once and it caused big problems. I had a rogue, a sorcerer, a 3rd party druid-like necromancer and a fighter in the party. The casters stayed out of melee, so they didn't matter as much, but the rogue and the fighter went into melee together. Of course, a fighter will most probably always have higher HP than a rogue, but giving them full HP each level, combined with the high con of the fighter ended up creating a difference in HP that was so great, that by ~14th level anything that had a chance to bring the fighter down to 0 hp within a reasonable time did enough damage to oneshot the rogue on a decent roll without crits.
The Combat Manager Application works pretty well. It has most of the standard creatures and if one is not present, you can make your own. It rolls the dice, adds the + to attack and even rolls the damage for you and you can click the reroll button for additional identical minions.
Bonus XP for good roleplaying work wonders too. Or if you play without XP (which I recommend), make up an alternate reward system. I award something one of my players has jokingly called "happy-points" (as you can imagine, the name stuck). I award them for exceptional roleplaying and for creative problem solving in character and a certain amount of them can be exchanged into a reroll or a free skillpoint.
At my table this wouldn't work.
See, this is P&P, with actual thinking, learning, "living" NPCs, not a computer game where the guy you attacked will be all like "hm, I guess it was the wind" and return to business-as-usual with an arrow still sicking in his head.
@ Scaleclaw: If that is an honest post, I would encourage you to maybe look for another system. Of course socialplay-characters can be built in Pathfinder, but I would never run a campaign in pathfinder that fits for a pacifist/coward character.