Helmyn

Kenneth.T.Cole's page

Organized Play Member. 201 posts (229 including aliases). No reviews. 1 list. 1 wishlist. 3 aliases.




Noticed there wasn't a set of rules for Medium Cats as Animal Companions. I Created one that I think fits well between the two types. It doesn't have the penalty of large size or the benefits of a small size, and the stats are in the middle of the two. Here's what I came up with:

Cat, Medium (Cougar, Puma, Mountain Lion, Panther)

Starting Statistics: Size Medium; Speed 40 ft.; AC +1 natural armor; Attack bite (1d6), 2 claws (1d3); Ability Scores Str 12, Dex 19, Con 13, Int 2, Wis 14, Cha 8; Special Attacks rake (1d3); Special Qualities low-light vision, scent.

7th-Level Advancement: Size Medium; AC +2 natural armor; Attack bite (1d6 plus trip) , 2 claws (1d4); Ability Scores Str +4, Dex 0, Con +2; Special Attacks: grab, pounce, rake (1d4).

Go to Pathfinder Druid Animal Companion Rules.

Alternatively you could swap out one of the Special Attacks for Sprint, but keep in mind that specifically works best for a Cheetah. No other real world cat has that type of speed.

Comments about cat species:
A Puma, Cougar and Mountain Lion are actually all the same animal. Because they can also have a black variation, they are sometimes Panthers.
https://animalfactguide.com/animal-facts/cougar/

Technically a Panther is not a species of cat. Usually we think of the black variation of a Leopard (A Small Cat) but because they can actually be from any species you could have a black cougar; hence why I listed them.
https://nerdist.com/black-panthers-are-not-a-species-so-what-are-they/


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What made Pathfinder successful? Was it a unique game? No. It is a duplicate of the existing Fantasy Roleplaying genre. The campaign world is well written, but not significantly unique.

Was it a new game system? No. Paizo didn't invent the d20 game system. They purchased the rights to the OGL material from WotC.

So, why was it so successful? Is it better than 3.5, 4.0, 5.0? I would argue it is, but since it is a duplicate of 3.5, it really isn't in and of itself what made it successful.

Pathfinder is successful because Paizo promised the rules wouldn't change! Those who are serious gamers were sick of buying new editions and having to constantly re-write characters. We wanted continuity, not useless rule changes.

Now, lo and behold, Paizo is breaking its promise and creating a new edition.

So here's my question? Why should I buy-in to another edition?

The whole point was the character I wrote in 2009 should still be playable in 2059.

Paizo has done a great job producing new material and maintaining a strong player base.

Can they keep that momentum once they catch the "new edition syndrome"?

Ken


(Search didn't turn up a thread specifically on this)

I am confused about the Archmage.

The name:
The title "Archmage" is already in use in many places. Also, it implies to me someone who is at the epitome of their magical talents, and that is not the point of Mythic Characters.
I believe some better names might be: "Mythic Caster", "spellbinder", "Arcanist".

Concept:
The Archmage is described almost exactly like the Sorcerer; A person with an inborn ability to control magic. Clearly this is a step above that, but the description will need a little more work to clarify.

Arcane Spells:

Arcana:
While there are some cool Arcana, it seems like there is a missed opportunity for some more generic powers.

Generic Powers I would like to see:
The Archmage's Mythical Tier is added to all DCs for saving throws of spells cast by the Archmage. It is also added to the roll to overcome spell resistance.
The Archmage's Mythical Tier is added to the level of all spells when someone attempts to dispel them.
The Archmage's Mythical Tier is added to his level for his own attempts at dispelling a spell.

Arcane Surge:
Why no meta magic feats for this? They are allowed for everything else.

Mage Strike:
This is a martial ability, why grant it as a way of defining a natural magic user? I would eliminate this. Instead offer a true "arcane strike". This would make any weapon at least +1 (temporarily), grant +2d6 mythic damage and would increase the critical multiplier by 1. It would last a number of rounds equal to spell caster's tea.

more to come...have to sleep


Ok, this may have been covered already, but I couldn't find it. So, I will pose the points here.

Immortal:
To me the difference between a Mythic Hero and a Demigod is that a Mythic Hero can die. Yes, you have to complete a huge amount of quests to get there, but it is such an unbalancing power that it will very easily deter GMs from allowing Mythic Characters in their campaign for fear that they have an unstoppable hero on their hands.

There are also a lot of unexplained features of this power. Where do they appear? What happened to their equipment? Does the original body vanish? It is very MMORPG in style and I don't really like that.

Finally, it takes away the excitement of gaming. If you can just respawn and charge back in, what's to keep you from conquering the world? There has to be some chance of failure. It is best to always leave death on the table.

My recommendations:
A. Replace it with
Undying: The hero stops aging and begins regenerating all injures at a rate of 2/mythic tier/hour. This will regrow limbs and possibly bring the character back to life (if wounds are not fire or acid).

B. Reduce Mythic Tier by 1
When the character returns to life he loses 1 Mythic Tier.

After all, it took performing great feats to achieve this power. Dying should set you back. Yes, this means he may lose the power of Immortality, and have to regain it.

Just my thoughts,
Ken


Base Attack Bonus is one of those untouchable functions at the core of the Pathfinder system.

So what better time to manipulate it than in Mythic Tiers?

It seems to me that everyone is always looking for ways to get an extra attack during a full-attack action, without granting an all out free for all. Hence, under the right auspice (mythic powers) a simple BAB bonus could really make all the difference.

Hence, I suggest the following rule:

Mythic Characters get a base attack bonus increase of +1 every even Tier . This would eventually result in 1 additional attack during a full-round attack action.

IE:

5th level fighter, 2nd Tier Mythic: +5 BAB, +1 MBAB=+6/+1
10th level fighter, 2nd Tier Mythic: +10 BAB, +1 MBAB=+11/+6/+1
10th level fighter, 10th tier Mythic: +10 BAB, +5 MBAB=+15/+10/+5
11th level fighter, 10th tier Mythic: +11 BAB, +5 MBAB=+16/+11/+6/+1
15th level fighter, 2nd tier Mythic: +15 BAB, +1 MBAB=+16/+11/+6/+1
19th level fighter, 2nd tier Mythic: +19 BAB, +1 MBAB=+20/+15/+10/+5
20th level fighter, 2nd tier Mythic: +20 BAB, +1 MBAB=+21/+16/+11/+6/+1
20th level fighter, 10th tier Mythic: +20 BAB, +5 MBAB=+25/+20/+15/+10/+5

Thoughts?

Ken


My second concern:

author said wrote:
Force of Will (Ex): At 7th tier, you can exert your will to cause events to unfold as you would like. As an immediate action, you can expend one use of mythic power to reroll any d20 roll you have made, or force any nonmythic creature to reroll any d20 roll. You can use this ability after the results are revealed, but the roller must take the results of the second roll, even if it is worse.

My concern here is that, by allowing this to occur -after- the first roll, you are taking out-of-character knowledge for making in-character decisions. It is almost a precognitive ability. If that is the intent, ok, but please state that in the description.

If, though, it is intended to allow the character to influence the luck/fate/destiny of another, I would rather see the mechanics reflect that (without a precognitive aspect).

This would then require the player to state the intent to do so BEFORE the die is rolled by the game master (or other character).

The result would then be a modification to the roll. Thus, rather than a reroll, it would apply either a -2/tier penalty or take +2/tier bonus (like True Strike). Or, it could be a flat -20/+20 mod. Or, if you really want to make this extraordinary, cause that action's die roll to be automatically treated as a natural 1 or a natural 20. The result being either extraordinary failure or extraordinary success.

To me, this is more like influencing fate and destiny by will, and less like changing the future.

Just my thoughts,
Ken


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Hello friends!

Trior Steelguard here, equiping you with all you need to face the dangers of Golorian or any world in which you may face peril! I've just finished exploring the borders of your wild lands and must say that it's clear that there are many young adventurers in need of my products.

To help you in your quests, I've stocked many shops in the border towns with my world famous* Standard Equipment Packs, or S.E.P.s for short. Whether you're a warrior, wizard, rogue or ranger, I think these bundles just right for you. I know you'll find the price reasonable, and the convenience extraordinary!!

May your God of War bless you and lead you to victory!!!

*famous in some worlds, not necessarily yours

Standard Equipment Packs
Pathfinders are often seeking to get equipped for their next big adventure, but it can take time to roam through local shops gathering all they need. The Standard Equipment Pack is the solution to this problem; a quick, cheap and easy way to buy equipment. Standard Equipment Packs are carried by many shops along the borders and are ready to go when the Pathfinder is. Buying in bulk means a small discount and you don’t have to waste time packing.

Standard Equipment Pack, Heavy
Cost 30 gp; Weight 72 lbs.
The Heavy Standard Equipment Pack comes with the following gear:
backpack (2 lbs.); bedroll (5 lbs.); bell; winter blanket (3 lbs.); 10 candles (1 lb.); map case (1/2 lb.), 5 pieces of chalk; fishhook and line; flint and steel; grappling hook (4 lbs.); hammer and pitons x10 (7 lbs.); iron pot (4 lbs), 10 days Rations (10 lbs.); silk rope (50 ft., 5 lbs.); 5 Sacks (2.5 lbs); sewing needle & thread; spade (8 lbs.); signal whistle; soap (1 lb.); 5 torches (5 lbs.); 3 waterskins (12 lbs. full); whetstone (1 lbs.).

Standard Equipment Pack, Light
Cost 25 gp; Weight 45 lbs.
The Light Standard Equipment Pack comes with the following gear:
backpack (2 lbs.); bell; winter blanket (3 lbs.); 10 candles (1 lb.); map case (1/2 lb.), 5 pieces of chalk; fishhook and line; flint and steel; iron pot (4 lbs.), 10 days Rations (10 lbs.); silk rope (50 ft., 5 lbs.); 5 sacks (2.5 lbs.); sewing needle & thread; signal whistle; soap (1 lb.); 5 torches (5 lbs.); 2 waterskins (8 lbs. full); whetstone (1 lbs.).

The Rider’s Standard Equipment Pack
Cost 45 gp; Weight 172 lbs. (saddlebags)/ 28 lbs. (backpack)
The Rider’s Standard Equipment Pack comes with the following gear:
Backpack (2 lbs) carrying:
bell; 10 candles (1 lb.); map case (1/2 lb.), 5 pieces of chalk; fishhook and line; flint and steel; hammer and 10 pitons (7 lbs.); iron pot (4 lbs.), 5 sacks (2.5 lbs.); sewing needle & thread; signal whistle; 5 torches (5 lbs.); 1 waterskin (4 lbs. full); whetstone (1 lbs.).
Riding Saddle (25 lbs.) and Saddle Bags (8 lbs.), carrying:
bedroll (5 lbs.); 2 winter blankets (6 lbs.); 10 days Feed (100 lbs.) ;
Iron pot (4 lbs.); 10 days rations (10 lbs); Rope, silk (50 ft., 5 lbs.);
spade (8 lbs.); soap (1 lb.); 2 waterskins (8 lbs. full).

Check back later as more products become available!!

Happyh hunting friends!!


I've noticed repeatedly comments in various threads by players and the game developers that buying magical items is common place.

Now, Pathfinder Society ASIDE (please), how many GMs out there really have players buying magical items like most of us buy appliances at the local store?

A simple Yes/No is good, but comments and advice are appreciated :)

Thanks!

Ken


As I've reviewed the existing archetypes and read many of the threads on the subject, a thought monster has slowly crept its plodding way across my withered mind...

How do we (or they, being Paizo) maintain game balance with Archetypes?

My #1 concern about Archetypes is that the same thing happens to them that happened to Kits and is happening to Prestige Classes.

That is, as more and more are developed, they become progressively more powerful. It seemed that those who approved them become less sensitive to game balance and more focused on diversity, and -frankly- coolness.

What more, there is the potential to start having archetypes for every little nuance of a difference in character styles.

In 2E if you looked at the kits from the fighter's handbook next to the kits in the paladin's handbook you saw huge changes in power level. The same occured from the thief to the bard. The elves handbook was even worse (though cool).

In 3E they got rid of kits, and decided to use prestige classes. At first this was good, but as more books came out you had more and more powerful prestige classes appear. Also, you had prestige classes for such minor character choices that they didn't make sense (ie chain fighter).

Eventually the games became unbalanced.

I don't think Paizo will let this happen. They are very astute and game balance is very important to them.

However, as other publishers produce books, each GM must weigh the power of those unofficial Archetypes and see if they will fit well into the game balance.

That said, as we develop our Archetypes, or as we vote on others', we must keep that point in mind as well.

Creating a "system" to balance Archetypes is difficult, but I can tell that Paizo put a lot of work into balancing the Core Classes. I hope that before any archetype is officially published by them, it will have the eye of scrutiny and be placed on the rusty balances of game design :).

Just my thoughts,
Ken


That's it right?


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I offer the following system. It is a house rule I created. It doesn't take into consideration Pathfinder's newest critical rules in the AVP. It was designed before that.

Critical Injuries

The standard rules for critical hits says that damage is multiplied, representing the striking of a vital organ or a crippling blow to a limb. In the following rule variance, a critical hit can also result in continued and debilitating effects.
When a critical threat is rolled, the player rolls for a critical hit as normal. However, if he successfully hits, not only does he deal increased damage, but the wounded must make a Fortitude save or suffer further Critical Injuries. Before the victim rolls their saving throw, the GM should decide where the hit landed. This is up to the GM, and should be decided based on the circumstances. In situations where certain parts of the opponent can't be reached, then the GM would not allow a critical hit there (for example, a halfling melee attacking a standing giant likely wouldn't have a chance of hitting his opponent in the head). If the GM wants to make a quick decision, always choose the Body. If there are more than one possible Critical Injuries listed, then the GM chooses the effect.
This fort save is made against DC 10+( ½ attacker’s base attack mod + attacker’s strength modifier).

DC 10 + 1/2 attacker's base attack mod + attacker's strength mod.

ALTERNATIVE: You may find this to be too easy to save against. If that is the case, I suggest a DC equal to the attack roll of the attacker. That is, whatever the total of the attack roll is the DC of the fortitude save.

As normal, a 1 always fails and a 20 always saves. Success means the character only takes the critical damage. A failure means the character takes both the critical damage and a Critical Injury. The following is the list of Critical Injuries:

Wounded: The wound begins to Bleed for 1 point of damage per round thereafter in addition to the normal damage the critical deals. Multiple wounds result in cumulative blood loss.

Vitally Wounded: A vital organ is struck, causing severe bleeding and pain. The character suffers the same effects as being wounded, but also suffers a –2 penalty to all checks/rolls that require physical exertion or concentration. This penalty, like being wounded, can be cumulative.

Dazed: This is an injury to the head, or any primary nervous center. The injured is Dazed until the wound is healed.

Maimed: This is an injury to a limb, such as a leg, foot, hand, arm, tentacle or tail. The limb is injured so badly that it is unable to be used. The exact effect depends on the nature of the limb:
Arm: Any action with that arm suffers a –4 to hit penalty until the injury is healed. Spell casting has a 20% chance of spell failure if using somatic components with a spell that requires both hands.
Hand: Any object held in that hand is dropped. Thereafter trying to hold something with that hand isn’t possible until the injury is healed. Spell casting has a 50% chance of spell failure if using somatic components with a spell that requires both hands.
Leg: If the injured was running with that leg, they trip and fall. Thereafter movement is reduced to one half a walk. If all of the injured’s legs are disabled, move is reduced to a 5 foot stagger, crawl or stumble each round.
Foot: If the injured was running with that foot they trip and fall. Thereafter movement is limited to walking only. If all of the injured’s feet are disabled, move is reduced to 5 feet each round.

Deprived: This is an injury to a sensory organ, such as an eye, ear or even mouth. The attack has seriously injured the organ and causes deprivation of the sense until the injury is healed. Effects are based on the organ that suffers the injury.
One Eye: Partially Blinded; 25% chance to miss; opponents gain a +2 bonus on attack rolls against the injured. Spot, search and other visual checks suffer a –4 penalty.
Both Eyes: Blinded
One Ear: Partially Deafened; -2 penalty to initiative checks, 10% chance of spell failure when casting spells with verbal components. Listen and other hearing checks suffer a –4 penalty.
Both Ears: Deafened
Mouth: Mute; the injured cannot vocalize words, but can make noise. Verbal components are impossible.

Severed: This is an injury to a tiny extremity, such as a finger, nose or toe. The attack has completely destroyed the extremity. If it was a slicing or piercing attack the extremity may have survived but is no longer attached. The injured suffers the effects of being wounded, and any action taken with the part of the body where that extremity was suffers a –2 penalty until the injury is healed. If it was a toe that was severed then base move is reduced by 5 feet. Reattaching a severed extremity successfully takes a Healing Check (DC 35), or a cure spell with a corresponding Healing Check (DC 20). If someone places the extremity in place and a Heal spell is cast on the injured person then no Healing Check is required to reattach it.

Magical Item effects and Criticals:
Some magical weapons grant benefits when making called shots.

Sharpness: Magical weapons with this property must be slashing weapons. Critical Injuries resultant from a Blade of Sharpness are much more severe, sometimes crippling. Limbs may be completely severed. When the wielder scores a critical, it results in an instant Critical Injury. If the fort save is failed then it results in a Crippling Injury.

Vorpal: Magical weapons with this property must be slashing weapons. This weapon functions in all ways like a Sharpness weapon, except that the character has no to hit penalty when making a called shot for the neck.

Crushing: Magical weapons with this property must be crushing weapons. Critical injuries resultant from this weapon are much more severe. A critical from a Weapon of Crushing can be permanently crippling. Limbs may be completely smashed. When the wielder scores a critical, it results in an instant Critical Injury. If the fort save is failed then it results in a Crippling Injury.

Crippling Injuries
Sometimes a critical injury can become a crippling injury. This can occur when using certain magical items (as detailed above), or when making called shots (as detailed below):

The following is the list of Crippling Injuries:

Mortally Wounded: A vital organ is destroyed, causing terrible bleeding and agonizing pain. The character suffers the effects of being wounded twice (2 points per round), but also suffers a –4 penalty to all checks/rolls that require physical exertion or concentration. This penalty, like being wounded, can be cumulative. Casting any spell requires a concentration check DC 25. What more, the wound is so severe that no normal healing or cure spell can remedy the wound. Even if the character is returned to maximum hit points, internal bleeding will continue at a rate of 1/hour. This internal bleeding can only be cured by means of a Healing Check at DC 45 or a Regenerate spell.

Crippled: This is a crippling injury to a limb, such as a leg, foot, hand, arm, tentacle or tail. The attack has completely destroyed the extremity. If it was a slicing or piercing attack it may have survived but is no longer attached. The injured suffers the effects of being wounded and has penalties for pain and shock. All actions are made at a –4 penalty, and a concentration check must be made to cast any spell at a DC of 25. Reattaching a severed extremity successfully takes a Healing Check (DC 35), or a cure spell with a corresponding Healing Check (DC 20). If someone places the extremity in place and a Heal spell is cast on the injured person then no Healing Check is required to reattach it.
Arm: The limb is gone. Two-handed weapons cannot be wielded. Any skill or action that requires two arms cannot be done. Spell casting has a 50% chance of spell failure if using somatic components with a spell that requires both hands.
Hand: The hand is gone. Any object that was held in that hand is dropped. Spell casting has a 30% chance of spell failure if using somatic components with a spell that requires both hands.
Leg: The limb is gone. The injured immediately falls prone. Thereafter movement is reduced to a 5-foot stagger, crawl or stumble each round; until the wound is healed. Thereafter movement is reduced by ½.
Foot: If the injured was moving with that foot they trip and fall. Thereafter movement is limited a 5-foot stagger, crawl or stumble each round. Base Movement is reduced by 10 feet.
Finger: The finger is gone. Any action taken with the part of the body where that extremity was suffers a –2 penalty until the injury is healed.
Toe: The toe is gone. Any action taken with the part of the body where that extremity was suffers a –2 penalty until the injury is healed. Base Movement is reduced by 5 feet.

Permanently Deprived: This is a crippling injury to a sensory organ, such as an eye, ear or even mouth. The attack has permanently injured the organ and causes deprivation of the sense until restored by some extraordinary means. Effects are based on the organ that suffers the crippling injury.
One Eye Partially Blinded; 25% chance to miss; opponents gain a +2 bonus on attack rolls against the injured. Spot, search and other visual checks suffer a –4 penalty.
Both Eyes: Blinded
One Ear: Partially Deafened; -2 penalty to initiative checks, 10% chance of spell failure when casting spells with verbal components. Listen and other hearing checks suffer a –4 penalty.
Both Ears: Deafened
Mouth: Mute; the injured cannot vocalize words, but can make noise. Verbal components are impossible.

Decapitated: The head, or such, is completely severed at the base or neck. Unless the target has some special benefit that allows it to live otherwise (such as two heads), the target is instantly slain.

Table 1-03 Sharpness/Crushing Critical Injuries
Location-------Critical Injury (saved)---Crippling Injury (failed)
Body-----------Wounded-------------------Vitally Wounded or Dazed
Center Torso---Vitally Wounded or Dazed--Mortally Wounded
Arm------------Maimed: Arm or Wounded----Severed: Arm & Wounded
Leg------------Maimed: Leg or Wounded----Severed: Leg & Wounded
Head-----------Dazed or Deprived:--------Permanently Deprived:
------------------Partially Blinded,--------Partially Blinded,
------------------Partially Deafened,-------Partially Deafened,
------------------or Mute-------------------or Mute
Hand-----------Maimed: Hand--------------Severed: Hand & Wounded
Foot-----------Maimed: Foot--------------Severed: Foot & Wounded
Eye------------Deprived: ----------------Permanently Deprived:
------------------Partially Blinded---------Partially Blinded
Ear------------Deprived:-----------------Permanently Deprived:
------------------Partially Deafened--------Partially Deafened
Mouth----------Deprived: Mute------------Permanently Deprived: Mute
Neck-----------Wounded or ---------------Decapitated or
---------------Deprived: Mute------------Permanently Deprived: Mute
Finger---------Severed: Finger-----------Severed: Finger
Toe------------Severed: Toe--------------Severed: Toe

Called Shots

Normally an attack is aimed at a target’s center of mass, and if it makes contact anywhere then you’re probably happy. Combat happens fast, in six seconds a lot can happen, and targeting a specific location on your opponent is very difficult. You’re moving, they’re moving, and things like swords, shields and armor are constantly getting in the way.
As a standard attack action an attacker may target a specific location on their opponent as they attack. There is an attack roll penalty depending on the proportional size of the body part being targeted. On a successful hit all the damage is inflicted to that location. However, there is no special benefit for all the damage being applied to a specific location unless a description of the opponent says there is (such as a Lernean Hydra’s necks).
If a called shot results in a critical, the Critical Injury is not at the whim of the GM, but rather decided by the location hit. Hence, if you target the arm and hit with a critical, then the Critical Injury would either be Maimed: Arm or Wounded. The attacker chooses which.

Armor and Called Shots: When determining the AC of an opponent when making a called shot, the DM has to decide if that part of the body is protected by armor. Magical deflection, dexterity, dodge, and circumstantial bonuses always apply; however, natural and armor bonuses (including the relative enhancement bonus) may not apply. For example, if you attack someone who is in full plate but not wearing a helmet, you can make a called shot for the head without the full plate armor bonus applying. However, the DM should also consider the size of the weapon when considering if the armor applies. Just because a helmet has a slot for the eyes doesn’t mean a called shot with a mace for the eye doesn’t take into consideration the helmet armor bonus. However, a rapier might be able to avoid that armor bonus. The DM may also decide to apply a flat –4 to hit penalty for anyone trying to attack through a small opening in armor. This is a good rule of thumb that helps avoid people taking advantage of the rule.

Size differences and Called Shots: An attacker can only make a called shot for what he can aim for. Therefore, in most cases, an attacker can only make a called shot against an opponent within two size ranges of himself. Thus, a Small character can make a called shot on a large creature, but nothing bigger. Vice Versa, a large character can make a Called Shot on a small creature but nothing smaller. The attacker should also only be allowed to make called shots against targets that could logically be reached. An ogre probably will lean down to attack a Halfling, so in that case the Halfling could make a called shot for the neck or head. However, if the Ogre has a ten foot spear in hand, he probably isn’t going to get his face too close to the Halfling wielding the Vorpal Short Sword. The GM must always take these things into consideration before allowing a called shot. In some circumstances the DM might allow a called shot against something much larger or smaller than the character. A Halfling could make a called shot for a giant’s toe. A Human could make a called shot for a Pixie’s wing. The DM should modify the to hit penalties appropriately. The Toe of a Giant should be a lot easier to hit for a Halfling, while the wing of a pixie should be almost impossible for a human to hit. The DM must use his/her best judgment in these cases.

Called Shots, and missing: In most cases if a character makes a called shot and misses, they will miss entirely. Most targets (hands, legs, arms, and head) have to be aimed for away from the central body. In those cases it is very unlikely that the swinging blow will miss the called shot but still land with significance on another part of the body. However, there are some circumstances where this could happen. For example, if the character aims at an eye, and just barely misses then he probably still hit the head. In those cases the GM may check to see if the attack would have hit the next logical location (taking into consideration the to hit penalty of a called shot on that location). If the miss would then become a hit, then the DM may allow it to be considered a successful hit on that new location. This is entirely up to the DM, though, and could unbalance things. Other issues come into question in these cases, such as size of the attacker, or weapon, or proximity of a hand to the body. Such complexities can slow down combat and may make this option not worth pursuing. Once again the GM must use her/her best judgment.

Called Shots and Sneak attacks: A called shot may be made with a sneak attack, but it is still a standard action. A sneak attack is an attempt to make a critical injury, but without a to hit penalty it is still chancy. Taking the time to make a called shot may make the attack more difficult, but success could be just what the attacker was seeking.

New Feats:

Adapt to Crippling Injury [General]
With hard work, and perhaps some prosthetics, you have overcome the difficulties of a crippling injury.
Prerequisite: None
Benefit: The penalties of your Crippling Injury are reduced.
Special: You may take this feat multiple times, once for each Crippling Injury.

Severed; Arm: The limb is gone, but you have learned to overcome the difficulties of the missing the limb. Any skill or action that normally requires two arms can be done with a –4 penalty. Spell casting that normally requires two hands for somatic components can be relearned without suffering a chance of spell failure.
Severed; Hand: The hand is gone, but you have learned to overcome the difficulties of the missing limb. Two-handed weapons can be wielded with a –4 to hit penalty (note that Monkey grip is better). Any skill or action that normally requires two hands can be done with a -4 penalty. Spell casting that normally requires two hands for somatic components can be relearned without suffering a chance of spell failure.
Severed; Leg: The limb is gone, but you have learned to overcome the difficulties of the missing limb. With the use of prosthetics or some sort of crutch, movement is only reduced to ¾ instead of ½. A full move can be made if a reflex save is made at DC 15 for every 5 feet moved. Failure means the character falls prone.
Severed; Foot: The foot is gone, but you have learned to overcome the difficulties of the missing limb. Base Movement is reduced by only 5 feet instead of 10 feet. With the use of a prosthetic, the character is returned to normal Base Movement.
Severed; Finger: The finger is gone, but you have learned to overcome the difficulties of the missing extremity. You no longer suffer any penalties.
Severed; Toe: The toe is gone, but you have learned to overcome the difficulties of the missing extremity. You no longer suffer any penalties.
Deprived; Partially Blind: You have been blinded in one eye, but you have learned to deal with the difficulties. You no longer have an automatic chance to miss, nor do your opponents get a bonus to hit you. However, you still suffer a –4 penalty to spot, search and other visual checks.
Deprived; Blinded: You have been blinded, but you have learned to overcome some of the difficulties. This feat does not replace Blind-Fight, but does eliminate some of the other (non-combat) penalties. You suffer only half the usual speed penalty (so ¾ instead of ½), which used in conjunction with Blind-Fight allows for full movement. Strength and Dexterity Skill checks that can be done by feel suffer no penalties all others suffer only a –2 penalty. The character may pick up a skill in a special means of writing and reading that allow reading by touch, such as Knowledge (Brail).
Deprived; Partially Deafened: You have been deafened in one ear, but you have learned to deal with the difficulties. You no longer have an initiative penalty or chance of spell failure when casting spells with verbal components. You still suffer the –4 penalty to listen and other hearing checks.
Deprived; Deafened: You have been deafened, but you have learned to overcome the difficulties. You only suffer a -2 initiative penalty. Spells may be relearned without verbal components, thus allowing no chance of spell failure. Such spells are increased in casting time, usually from 1 action to 1 round.
Deprived; Mute: Not Applicable. A character may pick up a skill to communicate by some other means, but it is impossible to recover from losing ones ability to vocalize. Spells may be relearned without verbal components, thus allowing no chance of spell failure. Such spells are increased in casting time, usually from 1 action to 1 round.
A fighter may select this feat as one of his fighter bonus feats.

Called Shot, Improved [General]
You are highly skilled at knowing where to attack an opponent and thus can make multiple called shots.
Prerequisite: Dex 12+, Combat Expertise, Base attack bonus +6 or higher
Benefit: You may make called shots as normal melee or ranged attack actions; thus allowing you to make multiple called shots, such as with the full-attack action.
Normal: Normally a called shot is a standard action, and making a called shot as part of a full-attack action is not possible.
Special: A fighter may select this feat as one of his fighter bonus feats.

Called Shot, Epic [Epic]
Note: Only applicable if you are using the 3E epic Level rules.
You are so adept at making called shots that your critical hits always cause Critical Injuries. Prerequisite: Dex 25+, Expertise, Called Shot, Improved Called Shot, Base attack bonus +20 or higher.
Benefit: Any critical you make with a called shot is automatically considered a Critical Injury. The injured does not get a saving throw to avoid the Critical Injury.
Special: A fighter may select this feat as one of his fighter bonus feats.


Hi folks,

A bit of advice, please, if you can.

Some items in the "Wondrous Items" category have lesser and greater versions within the single item description. Is this acceptable to do when submitting for RPG Superstar? That is, if I have an item that makes sense to have a lesser version and a greater version, would it be acceptable to post both variations in the single item description, or would this count as two items?

For example, let's say the lesser item has one less power than the greater item. Would that be able to be the same item?

ie:

Bag of Tricks
Bag of Holding
Crystal Ball
Strand of Prayer Beads

In my case. The lesser item is more practicle, cost and ability wise but is kind of boring. The greater version has only one extra ability, but this makes it much sexier. Both fit the rules, follow a single theme, and I don't think either would be auto-reject.

What do you think?

Thanks,
Ken