Laurefindel wrote:
don't get me wrong i applaud your math i just think its funny the amount of detail some people take to this game its like reading about how may melted condoms it took to make the first Aliens movie (*spoiler: more then you would think)
Laurefindel wrote:
i would just like to point out the last time some one care about details that small with math we change the way Japans map looked
GozrehTime wrote:
best pop culture grope sunk in here it took me reading "sexy wizard" to get the reference
rainzax wrote:
I would rather use level rather then BAB to make it more viable for 3/4classes instead of more useful for full BAB classes and still need to add a line about it not work with the power attack feat. kinda surprised none of our pazio-excel-math-wizards have figured out the effect of the feat
ok so i am getting from your notes(which i am thankful for) 1need the add a line about not staking with power attack
so my responses
2chainging it to Int13 to focus on "smart fighting" 3i am comfortable with it working 2 handed weapons it would not be getting the +50% because both handed are used
Honed Attack (Combat)
1.Would you use it
CRB
UE
best i could find
Elghinn Lightbringer wrote: True Blood hehe "ture blood" lol i was think about some thing that made all caster more powerful that would grow, by tonight my time i should have some thing *Edit i lied i have it now.
Song of Mercy (Su): A canticle knight of 6th level or higher can use her performance to grant mercy to a single ally within 30 feet that is able to see and hear her. The canticle knight selects one mercy from those listed in the paladin’s mercy ability. Whenever the canticle knight uses song of mercy, the target also receives the additional effects from all of the mercies possessed by the canticle knight. A mercy can remove a condition caused by a curse, disease, or poison without curing the affliction. Such conditions return after 1 hour unless the mercy actually removes the affliction that causes the condition. it's wording is a little muddy
Jorriko Krail wrote:
the MCA has per-chosen blood type(lol that works) and its every theurge-y and i have a not-so-secret motive for a really kick @$$ word caster
@Knight Errant
@Zealot
Mythic +10 Artifact Toaster wrote:
/off topic (what happened after i read this post)look at profile.... reads "Christos" thinks to self how does that sound .....chris-toos, chris-tus not that cant be it ...googling...... Χρήστος(O.o) toaster knows cthulhu.. no but really this cool it a cool name i am named after Texas hero and my brother after a Texas outlaw.
Orthos wrote:
these are both really good points maybe we can bump the number of furys and let them expend them to remove "obstacles" that are in the way i don't know i see something like the lawful lich letting his minion get in the way and the zealot slaps the minion 15' into a wallUnstoppable Charge: while using her Divine Fury she may spend a use of her Divine Fury to charge her target, she may make any number of turns in this charge as long as its the shortest way to her target any non-ally creatures in the way she can make a free overrun attempt adding her cha bonus to her CMB. This ability does not proko a attack of opportunity as she moves or when confirming an overrun attempt
ok this is every much in need of playtesting but i think its is at least playable and most likely overpowered i will see if can not be add to the MCA boards so look for it there for a later draft PM me if you end up playing one i would like to know how it turnd out Boold of the 8 scools: You were exposed to a hugely powerful sour of magic belong to one of the Schools of magic rather than a universal magic like the wish spell, As you were growing up and it left a powerful mark down to your every blood At first level you pick one school of magic besides universal once you pick this cannot be changed. Class Skill: Knowledge (any one). -Abjuration Bonus Spells: Shield (3rd), Resist Energy (5th), dispel magic (7th), Globe of Invulnerability, Lesser (9th), Dismissal (11th), Antimagic Field (13th), Spell Turning (15th), Protection from Spells (17th), Mage's Disjunction (19th).
Bonus Feats: Combat Casting, Spell Penetration , Improved Initiative, Iron Will, Scribe Scroll, Skill Focus (Knowledge [arcana]), Spell Focus(your chosen school), Still Spell. Bloodline Arcana: whenever you cast a spell of your chosen school your caster level counts as 2 levels higher for spell effects. Bloodline Powers: Magic comes naturally to you, but as you gain levels you must take care to prevent the power from overwhelming you.
Abjuration: your spell bond gives you a +3 defection bonus, this bonus increases by +1 at 6th level and every 3 levels after (max of +8 at 18th level). Conjuration: your spell bond gives you a +2 shield bonus for 1round this increases by +1 to AC and 1 round every 6 levels (max of +4 for 3 rounds at 15th level). Divination: you can force the person making the attack to reroll you must say you want this reroll before you know it passes you AC. They receive a -1 on this reroll at 6th level, every 3 levels after the penalty increases by -1(max of -5 at 18th level). Enchantment: anyone deals damage to you makes a will save vs a dc 15 pulse your CHA MOD or be dazed for 1 round this deration increases by 1 round at 6th level and every 3 levels after (max of 8 round at 18th level). Evocation: whenever anyone deals damage to you with a melee non-reach weapon you deal 1d6+1 force damage to them, this damage increases by +1 increase every 6 levels (max of 1d4+4 at 19th level). Illusion: your spell bond gives you a +10 mischance this mischance increases by 5% every 6 levels (max of 30% at 19th level). Necromancy: anyone deals damage to you makes a will save vs a dc 15 pulse your CHA MOD or have a -3 to their AC for 1 round this deration increases by 1 round at 6th level and every 3 levels after (max of 8 round at 18th level). Transmutation: your spell bond gives you Fast Healing 2 bonus for 1 round this Fast Healing increases by 1 and 1 round every 6 levels (max of Fast Healing 4 for 3 rounds at 15th level). Adept of the 8: At 3rd level, you become aware of the strength of your school and honing its power become easier for you. You can use this ability once per day at 3rd level and one additional time per day for every four sorcerer levels you possess beyond 3rd, up to five times per day at 19th level. Adept of Abjuration (ex): you can ready a swift action to counter a spell rather a stander action. Your use is not expended unless your target cast a spell and you fail the spellcraft check, succeed in the counter spell, or fail the counter spell Adept of Conjuration (ex): you can teleport 15’ as a move action you may only take yourself and a light load with you when using this ability. This is a standard action Adept of Divination (ex): you may grant an ally a reroll on any attack, skill, save roll but with an insight bonuses equal to your CHA MOD add to the roll Adept of Enchantment (ex): you may touch one target and grant them a +2 to any ability score of your choosing this last 1 round per level. You may not target your self Adept of Evocation (ex): you can make a blast of force that can attempt a bull rush, disarm, or trip combat maneuver using your sorcerer level pulse your CHA MOD instead of your CMB. You may use this at a range of 15’ and it uses your size when determining the effect Adept of Illusion (ex):may cast a spell as if it was stilled and silent without raising its level or casting time Adept of Necromancy (ex): You can summon a human skeletal champion with HD equal to your level for a number of turns equal to your level before it falls to dust. The skeletal champion shares your aliment and takes commands telepathically from you but will not act on its own. If you lose your telepathic bond by death knock out or such it falls to dust Adept of Transmutation (ex): you gain 30’ in a movement speed of our choice fly, swim, clime or extra land speed for one round New Arcana (Ex): At 9th level, you can add any two spell from your chosen school from the sorcerer/wizard spell list to your list of spells known. This spell must be of a level that you are capable of casting. You can also add one additional spell at 13th level and 17th level. School Power (Ex): At 15th level, The DC for any spells from your chosen you cast from that school increases by +2. This bonus stacks with the bonus granted by Spell Focus. Mastery of the school(Ex): At 20th level, your body surges with arcane power. You can add any metamagic feats that you know to your spells without increasing their casting time, although you must still expend higher-level spell slots, with the exception of abjuration spells which reduces the spell slot increase by one.
(a small non-angery counter argument)
Elghinn Lightbringer wrote:
i think that dose work nicely
nate lange wrote:
with the save you gave though it will be starvation for every one(the hungry you are the lower your wisdom).. so it might lead to self cannibalism or people hunting down every near death thing in hopes that as it died they can eat is corps but no one is hurting any thingi should note that my players would not dare use a wish with out a weeks worth of thought one it the writing out like a legal document, then crossing there figure in hopes i cant turn it on them.
N. Jolly wrote: Why does no one ever wish for world peace? Try that, see how your GM runs with it. because no good will come from that wish i would love to hear that come across my tableM.A.D. treaty anyone
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