Mind Flayer

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I have two rules questions/clarifications

1. Can the Summoner sorcerer variant get any class synergy from other classes or racial classes? Most entries for synergy from other classes specify bloodline powers/resistances, but the Summoner description states somewhat emphatically that the Summoner's Eidolon and other features is not a bloodline. Also, the Greater Aspect power calls out evolution points, but it looks like the Eidolon is now customized by CR +1 additions. Similarly, in the feats section, evolution points are still referenced.

2. Alchemy Skill: Does the crafting of alchemical items (acid flasks, thunderstones etc.) require magical skill on the part of the creator? The text states that the effect is handled as if a spell, right after referring to mundane liquids that require no magical talent to create. Also, how do higher damage effect acid flasks (and similar) interact with the rogue's grenadier talent? It appears that combining the two could result in some tremendous damage.


Kaouse wrote:
I like the decoupling of Vital Strike from weapon damage dice, actually. I don't like having to only ever use a Greatsword if I want to use Vital Strike.

For a normal vital strike by most characters, I agree with you. For a barbarian getting vital strike damage on every hit while raging, I just feel like there should be an incentive to use a big weapon rather than trying to maximize the number of attacks.


Leaving aside the issue of Barbarian's bonus damage being precision based, maybe a simple alternative would be for vital strike damage to do damage based on the die of the weapon inflicting it. For example, vital strike with a Greataxe would do additional d12's of damage instead of d6's. It indirectly gives a mechanical reason for barbarians to use iconic BIG two-handed weapons and retains the simplicity of using the vital strike mechanics. If that seems like too much, I suppose that the die progression of vital strike could be reduced to 1-->2-->3-->4, instead of 1-->2-->4-->6.

No matter what, a Barbarian using assassin stance is pretty lethal with a full attack.


About Barbarians in the new version getting automatic Vital Strike damage, it seems to me that this favors dual-wielding builds (for more attacks) over classical heavy two-handed builds. While I like the idea of the Barbarian getting a straight (and substantial) damage bonus from rage, bonus precision damage doesn't seem very thematic for barbarians.


I love the spell seeds. It brings a systematic coherence to spell design that was lacking - but I have two related questions:

1. When a caster chooses a spell seed as a spell known/prepared, can they choose the seed in place of a higher level spell? Or if they gain a higher level spell that uses the seed, can they construct other spells with metamagic feats and augmentations using that seed?

2. What happens to spells that have had their level changed (e.g. magic missile). Are they still received as bonus spells for classes that get them at the level indicated or do the bonus spell lists need to be reworked?


Question: Should Bards and Witches have Heal as a class skill? Since ranks in Heal as a class skill are now necessary to cast healing spells it would seem logical given that both classes have healing spells on their respective class spell lists.


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Why grow wheat when you can grow expensive spices?


Sounds like Green Ronin's Testament or Medieval settings.


Thanks for the reply. Although for question 2 it can be intelligence with the arcane bloodline.

For a straight up generalist Wizard, I'm still not sure how to count +0 metamagic feats for metamagic mastery, a whole use, 1/2 use, free?


The Kirthfinder ruleset is pure gold, but I have a couple of spell-related questions.

1. The arcane bloodline sorcerer 9th level ability grants synergy strong synergy for wizard to sorcerer spellcasting, and allows the sorcerer to prepare spells (up to his wizard level) in lieu of spells known?

How does this work exactly? Do the prepared spells
A) Function as swappable known spells, castable multiple times fueled by spells per day slots
or
B) Prepared in lieu of known spells, use spells per day slots, but are also expended once cast
or
C) None of the above

2. Does a synergized wizard/arcane sorcerer gain bonus spells prepared from high attribute?

3. How do the generalist wizard Metamagic Mastery and Sorcerer's rapid metamagic (or any spontaneous casting really) interact with +0 level metamagic feats? Are they useable at will?

Thanks, its a great system- the synergies are brilliant.


The "Kirthfinder" home rules (discussed on these forums) have simple, martial, and exotic proficiency levels for every weapon, including the bastard sword. In many cases, it is worth the feat for EWP for a specific weapon if you can fit it in.

I think those WP rules are far superior to the legacy proficiency rules.


What if the character casting raise dead doesn't worship a deity?


Shoes of lightning leaping can get you out of a grapple once per day.


And a big thanks from all of us to Kirth- working through his concussion.


The Egg of Coot wrote:
I think I captured every email submitted since page 36 or so of this thread.

Ahh! I was on page 35

Spoiler:
psisquared@msn.com


If the Ranger was really clever, he would have shot the bomb out of the antipaladin's hand.


Sounds like the monktopus...

http://paizo.com/threads/rzs2qhd8?The-most-powerful-Monk#12


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My sword drips igniting liquid ethane/propane... and ethane/propane accessories.


Only for DR. There is nothing said about overcoming regeneration.


Kirth, you're fantastic! There's a lot of great stuff here.

Could you send me the latest?

Spoiler:
psisquared@msn.com


Some useful tactics

1. Invisible Wall of Stone/Iron/wall of Force/Prismatic Wall right in the dragon's flight path.

2. Druid/Arial Bloodline Sorcerer- Control Winds at tornado strength.

3. Icy Prison/Tomb- Cold effect and Dragons have weak reflex saves.

And for a fun encounter:

Grapple and Pin the dragon with a tetori monk (major fire resistance is useful)

Or you could just go with a hasted + good hope archer paladin smiting rapid shot,many shot, deadly aim, oath against wyrms with a +5 holy dragonbane bow, with bracers of archery, as suggested above. The dragon might last into the second round.


Cheapy wrote:

It's slowly coming.

Still trying to come up with a focus for it. Probably something alone the lines of showcasing the versatility, rather than a straight up optimization guide.

Psisquared: Yes, he must take a weapon.

Quote:
At 5th level, an arcane duelist gains the arcane bond ability as a wizard, using a weapon as his bonded item. He may not choose a familiar or other type of bonded item. He may use the hand holding his bonded weapon for somatic components.

It does have the awesome ability of using the weapon for somatic components.

But if you want to cast spells in non-social situations, it's a bit weird to be swinging around your sword. IMO, that's the thing that brings it from a "almost always recommend" to a "well, it depends..."

So then a wizard who doesn't want a familiar must also have an arcane bonded item. He can't go through his whole career with nothing.


Must an arcane duelist bond with a chosen weapon? Or can he just choose not to take "advantage" of the class feature and not have to worry about concentration checks if he loses it?


The abyss looks like a shell around the outer planes. As one ventures further down/far, weirder things like qlippoth are encountered. What happens if someone gets to the "bottom" and emerges on the "other side"? Would they be outside the multiverse? Is the abyss an eggshell containing all the planes?

Abyssal exploration sounds like a great epic level plot hook.


7. Boss battle is a race to the top of a cliff. Character's must fight while climbing.

8. Battle takes place in the snow/ice. Boss is a creature with the cold subtype that never slips on ice or gets stuck in snow. The PC's might, though.

9. Battle takes place in a high wind dust storm. Boss is magically/racially unaffected.

10. Characters must find their way through a labyrinth. Parts or limbs of the boss attack from side tunnels and withdraw until PC's find their way to the boss in the main chamber.

11. Opposite of 7. Battle takes place during a fall or slide down a great distance.


1. A fight aboard a ship sailing on the water is always memorable. Especially if the PC's are aboard the ship and the boss is attacking from the water. Even better if the fighter insists on wearing full plate.

2. A fight at the bottom of a pit/depression with (magic?) boulders up top. Climbing up to the high ground lets the character or boss roll boulders down into the depression hitting any monster/PC that happens to be there. The boulders roll up the opposite side and come back down on the same spaces in the next round. Anyone standing in the way gets hit.

3. An area with superheated/poisonous/volcanic vents. If the PC's observe the area before the battle, they can make out a pattern in which spaces the venting occurs and in what order. If they or (less likely) the boss is standing in the wrong space at the wrong time- blammo!

4. Hang Tough from American Gladiators. Over a bottomless/spiked/lava filled floor instead of gym mats. Strength checks required to hold on. Beware of flying grapplers.

5. Boss is riding a very large/magical mount. Mount must be killed before characters can melee the boss. Ranged and magical attacks still work between boss and characters (boss may have cover).

6. Battlefield lighting varies between bright and pitch dark every couple of rounds. Some characters or boss may be able to see during dark rounds, others can't.

Combine some of the above.


estergum wrote:
Psisquared wrote:
Has anyone who has ever said that absolute power corrupts absolutely ever actually had any power? Or is it just the whining of the jealous 99%?

Well if they did end up with any power they would become corrupted wouldn't they.

And then start whining about the commoners.

Its my belief that power doesn't corrupt as much as it magnifies. Any preexisting flaw in a person's character, which would just be a quirk in a normal person, can have dire repercussions when a person is very powerful.

Think about the President of the United States (any of them) and how their (preexisting) personality traits affect their governance.


Rules paraphrase: You can't spend more than 8 hours crafting per day.

This must really suck for liches who don't sleep and have all this time on their hands.

Rules paraphrase: You can only craft one magic item at a time. If you start another item while one is in progress, all the time and money put toward the first item are lost.

This would make for a hilarious suggestion spell to cast on a crafting wizard. "You don't need a Staff of awesome awesomeness, you would prefer to make a dagger +5". If he fails his save, all the time and money he's put towards his staff are blown.


Has anyone who has ever said that absolute power corrupts absolutely ever actually had any power? Or is it just the whining of the jealous 99%?


Oops, lost the name. Repost for sake of completeness.

Force Manteau
Aura Moderate (no school); CL 9th
Slot Shoulders; Price 40,000 gp; Weight 1 lb.

This cloak can absorb and retain up to nine levels of force spells directed at the wearer as a Ring of Forcefangs. These stored spell levels are lost from the force manteau at a rate of one per hour. With a swift action, three stored spell levels can be used to empower any one effect of a single force spell cast by the wearer in a given round. This effect is increased by 50%, even if it is not represented as a variable. For example, mage armor could be empowered to grant a +6 armor bonus or a wall of force empowered to Hardness 45 or 30 hit points per caster level (but not both). A particular spell may be empowered only once by any means. If the Force Manteau gains the broken condition through any means, it no longer functions and loses stored spell levels at a rate of one per turn. If destroyed, a burst of force energy does 1d4 damage per charge in a 10’ radius. All affected by the burst can make A DC 17 reflex save for half damage, except for the one wearing the Force Manteau, who receives no saving throw.

Construction Requirements
Craft Wondrous Item, Empower Spell, Wall of Force; Cost 20,000 gp


Clarified the last sentence.

Aura Moderate (no school); CL 9th
Slot Shoulders; Price 40,000 gp; Weight 1 lb.

This cloak can absorb and retain up to nine levels of force spells directed at the wearer as a Ring of Forcefangs. These stored spell levels are lost from the force manteau at a rate of one per hour. With a swift action, three stored spell levels can be used to empower any one effect of a single force spell cast by the wearer in a given round. This effect is increased by 50%, even if it is not represented as a variable. For example, mage armor could be empowered to grant a +6 armor bonus or a wall of force empowered to Hardness 45 or 30 hit points per caster level (but not both). A particular spell may be empowered only once by any means. If the Force Manteau gains the broken condition through any means, it no longer functions and loses stored spell levels at a rate of one per turn. If destroyed, a burst of force energy does 1d4 damage per charge in a 10’ radius. All affected by the burst can make A DC 17 reflex save for half damage, except for the one wearing the Force Manteau, who receives no saving throw.

Construction Requirements
Craft Wondrous Item, Empower Spell, Wall of Force; Cost 20,000 gp

Pricing: As a greater Metamagic Empower Rod: 73,000 gp + plus 7,000 gp (most of the cost of the Ring of Forcefangs) x 50% (Force spells only, requires recharge, removes variable limitation, side effect if destroyed).


Okay, here's version 1.1.

Force Manteau
Aura Moderate (no school); CL 9th
Slot Shoulders; Price 40,000 gp; Weight 1 lb.

This cloak can absorb and retain up to nine levels of force spells directed at the wearer as a Ring of Forcefangs. These stored spell levels are lost from the force manteau at a rate of one per hour. With a swift action, three stored spell levels can be used to empower any one effect of a single force spell cast by the wearer in a given round. This effect is increased by 50%, even if it is not represented as a variable. For example, mage armor could be empowered to grant a +6 armor bonus or a wall of force empowered to Hardness 45 or 30 hit points per caster level (but not both). A particular spell may be empowered only once by any means. If the Force Manteau gains the broken condition through any means, it no longer functions and loses stored spell levels at a rate of one per turn. If destroyed, a burst of force energy does 1d4 damage per charge in a 10’ radius. All affected by the burst can make A DC 17 reflex save for half damage, except for the one wearing the Force Manteau, who automatically takes full damage.

Construction Requirements
Craft Wondrous Item, Empower Spell, Wall of Force; Cost 20,000 gp

Pricing: As a greater Metamagic Empower Rod: 73,000 gp + plus 7,000 gp (most of the cost of the Ring of Forcefangs) x 50% (Force spells only, requires recharge, removes variable limitation, side effect if destroyed).

I added the loss of charges over time, limited the empower to a single aspect of a modified spell, and made it go boom when destroyed. I also toyed with the idea of having it interfere with force spells in effect on the user when broken. I wasn't sure if that was inline with the power level nor could I come up with a good mechanism. If people like the idea, I'll put it in.


Sphen wrote:

The only thing I see that I would change is that any force spells absorbed by the cloak disappear the next day. This obviously frees up the cloak to absorb new spells to protect the wearer, but also stops them from hording force spells for the empower effect.

Also, what happens if the cloak is destroyed? Would it be different if it is destroyed while it has spells stored in it?

It might be a good idea to have the "charge" leach out over time, maybe one per hour. I also like the idea of having the cloak do something weird/dangerous if it is destroyed while containing charges.


Tacticslion wrote:
Psisquared wrote:

Too weak, powerful, cheap, or expensive? Should it exist at all? Should characters wear anything other than cloaks of resistance?

Force Manteau
Aura Moderate (no school); CL 9th
Slot Shoulders; Price 40,000 gp; Weight 1 lb.

This cloak can absorb and retain up to nine levels of force spells directed at the wearer as a Ring of Forcefangs. With a swift action, three stored spell levels can be used to empower any single force spell cast by the wearer in a given round. The spell’s efficacy is increased by 50%, even if its primary effect is not represented as a variable. For example, mage armor could be empowered to grant a +6 armor bonus or a wall of force empowered to Hardness 45 and 30 hit points per caster level. A particular spell may be empowered only once by any means.

Construction Requirements
Craft Wondrous Item, Empower Spell, Wall of Force; Cost 20,000 gp

Pricing: As a greater Metamagic Empower Rod: 73,000 gp + plus 7,000 gp (most of the cost of the Ring of Forcefangs) x 50% (Force spells only, requires recharge, removes variable limitation).

Based on basic game principles, I'd say the two bold parts make this extremely cheap, compared to what it does. While I, personally, would okay the item as you present it (price and all), it's likely considered extremely powerful.

I'd suggest making it times 1.5 instead of .5, for a total price of 120,000. While I, personally, couldn't see my way to spending that kind of gold, the ability to empower a non-variable effect, even if limited to force effects, is tremendously potent and most GMs will likely scoff at anything less than a net increase.

If you really don't want to increase the price, simply drop the multiplication factor (or rather, {force spells only and requires recharge} -> x50%; {removes variable limitation} -> x200%; net change to price = none).

There is always a balance fear when removing a limitation on an existing item or power. From a verisimilitude standpoint, I find the varaiable limitation on empower spell to be somewhat funny. I throw an empowered fireball and do +50% damage, but can't empower a finger of death spell. I would love to hear a wizard's theoretical explanation for why that is.

Is adding 50% to a shield or mage armor spell game breaking? I don't really think that. Offensive spells like magic missle can be empowered normally. It makes Wall of Force tougher, but anything that can hack through a Walls of Force is probably going to kill you anyway. If you can think of an application of this altered empower to a Force spell that is particularly unbalancing,then I may increase the price (or scrap the item all together). Specifically limiting the empower to a single effect of the cast spell may be in order.


Too weak, powerful, cheap, or expensive? Should it exist at all? Should characters wear anything other than cloaks of resistance?

Force Manteau
Aura Moderate (no school); CL 9th
Slot Shoulders; Price 40,000 gp; Weight 1 lb.

This cloak can absorb and retain up to nine levels of force spells directed at the wearer as a Ring of Forcefangs. With a swift action, three stored spell levels can be used to empower any single force spell cast by the wearer in a given round. The spell’s efficacy is increased by 50%, even if its primary effect is not represented as a variable. For example, mage armor could be empowered to grant a +6 armor bonus or a wall of force empowered to Hardness 45 and 30 hit points per caster level. A particular spell may be empowered only once by any means.

Construction Requirements
Craft Wondrous Item, Empower Spell, Wall of Force; Cost 20,000 gp

Pricing: As a greater Metamagic Empower Rod: 73,000 gp + plus 7,000 gp (most of the cost of the Ring of Forcefangs) x 50% (Force spells only, requires recharge, removes variable limitation).


Thread necro...

There can't be a spell of Greater Mage Armor. If there was, nobody would buy/make Bracers of Armor.


BBC all the way! The level of journalistic professionalism is a night and day comparison with American news.

And I'm saying that as an American.


Abraham spalding wrote:

Here you go.

Those were made using the piecemail rules in Ultimate Combat.

A great way to to take advantage of the UC rules :)

Having a nonabusive piecemeal system isn't my primary goal- although that would be nice. I just like the idea of the trusty old breastplate being used in heavier armor.

The primary goal is that there is a reason a character might use one armor over another in a given category. The rules as they are now, the only armor used is mostly Chain Shirt --> Breastplate --> Full Plate. I'm trying to mix it up a little.


Since everyone uses the certain go to armors, I thought I'd make a new variant armor listing. I'm sure others have done something similar, but here's mine:

Light Armor
Armor AC Bonus Max Dex Check Spell Failure Cost Special
Padded +1 +7 0 0% 5 gp Nonmetal
Leather +2 +6 0 5% 10 gp Nonmetal
Studded Leather +3 +5 -1 10% 25 gp -
Ringmail Cuirass +3 +5 -1 15% 40 gp DR 1/ Piercing
Scale or
Lamellar Cuirass +4 +4 -2 15% 60 gp -
Chain Mail
Cuirass +4 +4 -2 20% 100 gp DR 1/ Bludgeoning

Medium Armor
Armor AC Bonus Max Dex Check Spell Failure Cost Special
Hide +4 +5 -3 20% 15 gp Nonmetal
Ringmail Hauberk +4 +5 -3 20% 70 gp DR 2/ Piercing
Plated Jack/
Brigandine +5 +4 -3 20% 85 gp Mobile, Subtle
Scale or
Lamellar Hauberk +6 +3 -4 25% 95 gp -
Chain Hauberk +6 +3 -5 30% 175 gp DR 2/ Bludgeoning
Plate Cuirass +7 +2 -4 25% 250 gp DR 1/-

Heavy Armor
Armor AC Bonus Max Dex Check Spell Failure Cost Special
Brigandine or
Scale Splint +7 +3 -5 30% 200 gp -
Half Plate +8 +2 -6 35% 500 gp DR 2/-
Full Plate +9 +2 -6 40% 2500 gp DR 3/-
Heavy Plate +10 +1 -7 45% 3500 gp DR 4/-

A note on piecemeal armor: Lighter pieces can be used as the basis for heavier armors. Several cuirasses can be modified as the chest piece for a hauberk, and several medium armors can serve as the basis for a corresponding heavy armor. Masterwork and magical bonuses are determined by the chest component. The exception to this is Full Plate (and Heavy Plate), which must be constructed as a single suit sized for intended the wearer. Full suits of armor can piecemeal.

Special Qualities

DR/ X: This damage resistance stacks with any other natural or armor-based DR, including those derived from class features, as long as that DR is not bypassed by a special material or alignment type.

Mobile: A character in this armor can run or charge as if this armor is one category lighter.

Nonmetal: This armor can be worn by druids without penalty. Note that some special materials (such as horn or bone) can confer this property on otherwise metallic armor.

Subtle: The armor is not obvious, as it is hidden beneath a layer of cloth. A DC 20 perception check is required to visually notice that the character is wearing armor, although a tactile inspection reveals the armor immediately. Masterwork armors may require higher DC perception checks.

I'm thinking of adding a strength requirement and/or fortitude save for fighting in Full Plate and Heavy Plate, but I'm not sure what would work best.

If anyone has any feedback, I thank you in advance.


Alchemist with infusion discovery. You can use CLW Wands, have access to the "heal" extract, and your restoration extracts can be used as a standard action instead of taking 3 rounds to cast.

Plus you can contribute to buffing, combat, and skills.

Alchemists are awesome.


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If you are going to invent a way to cure lycanthropy, I would take a page from the old 2e Van Richten's guides. Basically, a special ritual involving remove curse can break it, but only if the nautural (not infected) lycanthrope that is the source of the infection (or chain of infection) is first killed. Maybe someone has the book on hand or remembers it better than I do. Curing lycanthropy in Ravenloft was not easy.


kyrt-ryder wrote:


I'm not entirely sure why it's letting me post in an archived thread (but grateful for the opportunity) but let me address a few things.

DrDew wrote:

Sorry for resurrecting a dead thread but I wanted to know if you were still doing this.

I was looking through the Libris Mortis and was considering converting the Undead Classes to PF but their progression doesn't make any sense to me when compared to the monster entry (5 levels to become a ghoul and another 3 to become a ghast? it's a 2HD CR1/CR2 creature) so I was wondering if you had gone any further with that.

The 3.5 progressions don't make any sense because 3.5's system as a whole doesn't make any sense. A lot of abilities are far over-priced relative to their actual value because the designers were afraid of the impact it might have on the game. (See: Spontaneous Spellcasting)

Now to address your concerns about Regeneration, Pathfinder Regen (which I'm not 100% sure I'm keeping) isn't really any better than fast healing.

Something exotic like Regen: Lightning would be, but almost anything can build a fire. (Remember that Pathfinder Regen is just fast healing that keeps working after you're dead, and stops working if the appropriate damage type is applied. Get hit with a fireball and you don't heal the next turn. Get touched with a torch after you're knocked out for 1 point of fire damage and you die)

That being said, yes it's a somewhat expensive ability (though not necessarily as expensive as you'd expect, given how I intend to ensure the heal skill is really worth investing in for healing.)

@ Psisquared - what I'm currently beginning serious work on (and TOZ may have been picking away at) is creating classes for creature types (Demon, Devil, Celestial, Animal Carnivore, Animal Herbivore, Dragon, etc etc) that go from level 1-20 for creating your own creature at a CR=HD=Level of your choosing.

@Ksorkrax - I'd love to see those, should you check this thread again and reply....

A 1-20 progression is fantastic as long as the creature in question can choose to level in another class at some point.


Abraham spalding wrote:
Psisquared wrote:
Abraham spalding wrote:
Psisquared wrote:

In a similar vein, can a sensei/monk of the healing hand resurrect everyone in 30 feet, and then use restoration to remove all their negative levels once he's recovered 2 ki points?

Cost: All ki points +2

I'm down with it -- he's got to wait a full day to do it and even so he's late game to get it done.

Sure as heck beats the monk of the healing hand capstone.

I found a use for the ki mat- he only has to meditate 2 hours.
Eh, the power is specific that you can't replenish Ki for 24 hours.

..Throws ki mat in trash can.


One could combine spellstrike with a 2h weapon if they have three or more hands. Like a two level alchemist dip.


Create pit and fireball isn't a combo I would use.

Create pit and sirocco- now there's a combo. Makes it hard to even fly out of the pit.


Abraham spalding wrote:
Psisquared wrote:

In a similar vein, can a sensei/monk of the healing hand resurrect everyone in 30 feet, and then use restoration to remove all their negative levels once he's recovered 2 ki points?

Cost: All ki points +2

I'm down with it -- he's got to wait a full day to do it and even so he's late game to get it done.

Sure as heck beats the monk of the healing hand capstone.

I found a use for the ki mat- he only has to meditate 2 hours.


In a similar vein, can a sensei/monk of the healing hand resurrect everyone in 30 feet, and then use restoration to remove all their negative levels once he's recovered 2 ki points?

Cost: All ki points +2


I like the idea of higher strength X-bows taking longer to reload if the user's strength is insufficient. It has a certain realism to it. The x-bow takes longer to crank or something. Should x-bows do as much damage as longbows?

Historically, I believe so. A X-bow, especially a heavy one, hit a lot harder than longbow- but a lot slower.

Of course, the game makes the longbow a martial weapon (and therefore better)and the x-bow a simple weapon (and therefore inferior), which is why I prefer something like Kirth's houserules for weapon proficiencies.


Helic wrote:

On a related note, I never understood why all creatures weren't just given class levels to begin with. You can game fiat that beasts/monsters might gain levels very slowly, or that most outsiders don't level at all, and list stat blocks for the 'commonest' of their type.

Yes, it's simpler to just list stat blocks, but then you run into the above problem. A Lillend is most of a 7th level Bard. Why not just make the average Lillend a 7th level Bard?

Because then you would have to add a monster class for monsters that use their innate abilities and not those of a defined class. A lillend happens to be very bard-y and a rakshasa very soecerer-y, but many monsters don't fit neatly into a class.


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