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So... I am driving my alchemical steam device. It moves forward five feet as an acceleration action, from a stop. That's great.
Next turn, since I only wanted to move forward five feet... it goes forward TWENTY FEET as I try to stop! AHHHHH! *crash*
Why do I have to be an expert to have even a 50% chance to dock my corvus?
I'm guessing this is not RAI?
My wife and I have been discussing the merits of a game without combat. She's a pacifist, RL, and has only just started to get enthusiastic about a Pathfinder character who deals whopping, steaming, make the GM cry levels of damage. (Thank the designers for a Halfling Titan-Mauler Barbarian... >.<)
Still, when we played SW:G the thing she wibbled on about for -days- was the ability to get in and play a dancer, or doctor, or engineer, and -never- have to swing a weapon. She wants to do much the same thing with PFO, and it sounds like she -just might- get the chance to do that, playing a cleric of Erastil.
Yes. She's going to stay at home in the kitchen and bake me a pie. ;p
Still, gender-roles and the only chauvinistic deity on Golarion aside, to make a character like that playable, you have to make crafting fun.
One of the very best ways to do that is to give characters the ability to really, really, really specialize. Give basic functionality to anyone and everyone, but make it a 10,000 hour trip to be the world's best platemail crafter. IE:
Long, story-driven example:
Jaundaluv Greymantle, the Half-Elven artisan, has set out to be the world's best Full-Plate designer. Our beloved protagonist begins in the neutral aligned nation to start with, betting on his platemail being a commodity all will want, and being basically unconcerned with anything that doesn't begin with comm- and end with -erce. Jaundaluv makes a few friends, a fighter-archetype and a paladin-of-Abadar-archetype, who hope to make use of the craftsman's skills later on.
Hoping for some usefulness in the realm of 'getting the materials I need to craft', Jaundaluv begins with the basic training of the Rogue, learning to sneak and hone his perception, and picking up the weapon skills required to use light weapons. A few hours later, he's already working on his crafting skills, learning basic light armors while Fighter and Paladin trek along beside him, having a merry old time foraging for food, running afoul of some goblins and hobgoblins, and prospecting for decent iron and/or copper. Sure enough, by the end of the day, Jaundaluv has gathered hides, copper, iron, and fiber/cloth necessary to try his first unlocked recipe: leather armor.
Following the clear, large-lettered onscreen instructions with glowing arrows and interesting sound-effects, he places the materials into the forge/bench/widget and creates six leather straps, twenty copper rivets, four iron buckles, a leather armor chest-piece, a leather armor skirt, leather pauldrons, and leather boots. He carries these over to the next widget in the public crafting space, and bangs out his first set of basic, +2 AC Leather Armor.
... A year passes...
After learning all basic recipes, Jaundaluv began specializing in heavy armor. He can master-craft heavy armor out of dragon-hide, mithral, even adamantine. He can stain and lacquer heavy armors in interesting designs and colors, and do chaising in gold and silver. He can theme armor with bats, wolves, crows, bulls, demons, angels, inevitables, fish, flames, ivy, or stags; though he never bothered to branch off and get the themes for butterflies, 'super heavy', 'skimpy', stars, or skulls. Moreover, he can get the most out of his armor well before it's enchanted, making more resilient, lighter armor than most smiths, IF he can get better metal. After seven thousand hours of work, the smith-mark of Jaundaluv Greymantle is known across the River Kingdoms as being the -very- best plate you can buy.
We know stealing and looting is going to be in the game, but what do you do when you want to catch your antagonist?
Well... that's downright -simple-. This is DnD, so, as always, 'A Wizard Did It'.
Create 'clues' in a robbed house or establishment, or -right in- the player inventory, and allow any number of skills/magic powerz to affect that clue. Legend Lore should reveal the thief, as should Commune, as should sufficient Gather Info/Diplomacy in a 'warm/cold' style of investigation.
EXAMPLE: You walk along and your bandoleer potion-slot goes suddenly empty, replaced with a little golden 'ticket' that needs investigation skills. You notice, and turn instantly around to discover that the thief has already disappeared into an alleyway. You give chase. You lose the suspected thief somewhere in the alleyways of the Empyreal City. You examine the ticket. The clue opens a little navigation/compass/wayfinder on your HUD that leads you to the place where you were robbed, and a parchment scroll with an outline of a head on it. Talking to ANY NPC in the area allows you to fill out the clue, bit by bit, until all the little edges and details of the wanted poster are filled in. You may then pay gold to a settlement to make reproductions of that poster and you may post them in approved locations. ANYONE who clicks on that poster gets a lore/check to see if they recognize the individual thief created on the poster. If they do, that thief is flagged as red/hostile/aggro to them for 5x INT hours. Attacking that thief is worth a reward from the city/bounty from the aggrieved party.
These same clues could be left behind if your house is robbed, but they last much longer.
Thoughts? Comments? Ideas?
The Stonelord Dwarven Racial Paladin Archetype gets an earth elemental companion instead of a holy bond weapon or horse. Cool!
Earth Elementals can use earthglide and tremor sense to determine where creatures are in relation to the ground. Cool!
Earthglide 'treats earth and stone like water'. Several points need to be clarified via rules jargon in order to specify EXACTLY what these terms mean in order to unbreak my game, please.
Does an earth elemental earth-gliding 'chest deep' allow attacks with improved cover out of the earth, as per attacks from land into water? Do Earth Elementals then suffer a -2 to hit and a half-damage penalty on their bludgeoning attacks?
Do water elementals suffer a -2 penalty to hit and half-damage penalty on their slam attacks while under water?
Do two earth elementals fighting underground treat each other as blind but aware of each other's spaces?
If a water elemental fights near a volcanic vent does it take fire damage from the boiling water?
Has anyone noticed how you never actually meet a Rum addict? Apparently because they're all -dead-.
Why is everyone on the Wyrmwood not dead already? After being reduced to a 1hp wreck by con damage from drinking the mandatory rum rations (1d3 con damage, unresistable, every night) the player fails a single check, takes his whipping, and is dead as a stone in a single strike of two lethal damage. That's one hit point, and -1 = -Con. Dead.
Looks like the inner sea is safe forever from piracy! All pirates die within two weeks of boarding a pirate ship and swilling their rum.
Same goes for anyone who tries Pesh even a single time, only a hundred times worse because you can't resist addiction.
Without magical aid, these drugs are lethal. How is anyone supposed to survive them?
Apparently one of the most decisive ways to ensure you're part of the starting 4500 is to have a solid guild ready to go by launch, according to the blog posting. May I suggest we begin making our guilds here and now...? I think one thing is fairly certain... the majority of us here will be interested in joining *RP* guilds!
OOC Structure: How is the guild run?
Name: Argent Legion (ArL)
This is so important, I had to make my own post for it. This is something I feel very strongly about, and has been far too overlooked in every game since StarWars: Galaxies.
MORE THAN JUST COMBAT! For crying out loud, please... please... please... Mini-games, even as transparent as a rail shooter mini-game, should be available to give us other interaction with the world. Look at puzzle-pirates and the way they handle crafting and ship building and... Let anyone click a button to make a sword. Let that sword take a full minute to be knocked out. And make sure there's a deep economy around that sword (iron and some generic 'flux' unless you want to get specific and leather strips/straps whatever) to make the player economy run. Then pound out the sword, which takes no input from the player at all... until he wants to make masterwork. Masterwork should be a mini-game all its own, and should be different for armor, weapons, and ANYTHING ELSE. Three different thematically themed games that are more than 'button one... button two... button one... button three... finish.' Bubble popping, logic puzzles, anything interesting with scalable challenge. Look how popular angry birds is! Want to make Cold Iron? Now you're looking at Difficulty #2. Mithril? Difficulty #4. Adamantine? Difficulty #10... which should be HARD. Give us bar games! Give us jousts and arena competitions! (With the appropriate buildings, of course) And give us bardic competitions! Make music playing and composition an ACTUAL THING. Make them stored client side, they don't have any game effects, and let the bards play them on demand and be able to trade them... These things would make this game INCREDIBLY long lived... they give people something more to do than grind. Any game I can play on an iPhone should be inspirational enough to get your attention here... This is a critically overlooked niche in MMOs that you shouldn't deny your fanbase.
I would love to hear people's opinions and suggestions for minigames, and really for anything other than combat that will engage you as a player and make the world more evocative and attention grabbing.
After an EPIC five hour fight scene, Kimandatsu, Omoyani, four ninjas, two trolls, and a partridge in a pear tree just incapped and captured my party samurai/two-handed fighter/style-monk and our cavalier/holy-shield paladin. The ranger and alchemist escaped, but there's a simple reason they had so much trouble with this highly epic encounter...
Kimandatsu does not live at C6. She lives at C16. My interactive map has C16 where C6 should be. I only realized this issue AFTER the fact.
Bad typo is bad.
Psionics, as written by Dreamscarred Press, are a limited 9-level Spell Point System. You rest, refresh your pool, and then manifest your powers until you run out of points for the day, just like a wizard running out of spells.
Since my Multi-Class idea has been soundly hammered into redundancy by Elghinn Lightbringer and his fantastic multi-class archetype thread I'm now taking stock of what else the community is interested in.
One of the things I'm hearing bandied about is the interest in a COMPLETELY alternate form of Psionics, such as perhaps a spell-like ability style of advancement focusing on the styles of Psionic Mastery. Limitless use powers with limited boosting during the day that would create a new hybrid-class perhaps?
What I want from you is what you would like to see in this kind of system. What kind of abilities are psionically iconic for you? How versatile does the system need to be? Does it need more than a single class, or is the sorcerer/witch/cleric/oracle bloodline/domain/mystery/revelation model enough to satisfy? Should psionics be broken into disciplines? Should it lay alongside as another form of purely mental magic, or should it be completely separate? Should it be a Vudran-style mental mystic to parallel the monk, or a wild-talent-like sorcerous eruption in any culture at any time?
No criticisms here. Throw your ideas against the wall and we'll see what sticks.
Character Name: Gochin Tajima - Samurai of the Jade Throne (Tien Human Two-Handed Fighter 1, No Daichi and Katana), and Tristan "Doesn't Have A Last Name" (Half-Elf Ranger 1)
Character Name: Full Party Wipe
Had Tsutamu stabilize them and drag them away from his precious treasure, but they came back the next day and almost wiped again. I had to give them the quest reward early, let them level, and then come back and get him at Level 2.
These characters really can't fight CR 2 and 3s at level one!
(20 point buy)
*What are the guidelines for animal companions?
*What do you pay for specific animal companion abilities like trip, natural armor, great strength, or rage?
*What is the most armored animal companion?
*What is the most damaging animal companion?
*What is the most tool-box/useful animal companion?
I'm helping my wife work up her Tyrantmaker campaign, and for the aberration laden continent down under, we're trying to come up with new and alien wildlife for people to take as animal companions and familiars. Beyond floating jellyfish, plant-frogs, and furry snakes, I want to know just what I can 'get away with' for the value of any given animal companion without upsetting the balance.
In so doing, that means finding the benchmarks and value levels for the animal companions as they exist, and I'd love to get some input.
Thus far I know NO ONE SHOULD EVER TAKE A THYLACINE. Apparently Tasmanian Tigers went extinct for a reason... they're crap animal companions. Apes, on the other hand, do a bang-up job with decent AC, and heavy damage as a large sized creature with three attacks and excellent strength. The Roc seems to lead the pack for AC, with a 17 base dex and 8 natural armor before any other considerations for animal companions are added at level 7. So what does this all mean? Other than Roc and Ape, what are the 'good choices', and is there any mechanical reason (outside of flavor!) that someone would want to pick a wolf or cat?
I'm having difficulty finding this anywhere on the forum.
I'm going to try a Qinggong Monk/Ninja/Fighter Hybrid, looking to get some high-fantasy kung-fu power of the demi-elemental Suli. My only hiccup thus far, other than the aggravation of NOT getting to pick abilities when you would normally get to pick the abilities with the Qinggong Archetype, is whether or not Slow Fall counts as only ONE instance, or as multiple instances?
If I give up slow fall for Barkskin, do I get slow fall 20' at level 6? Or is Barkskin worth Slow Fall for the remainder of my career?
Running the module as written, our party consisted of:
Reagan Bellemonte, of the famous Bellemonte family, a Dhampir Necromancer.
We had no difficulties starting at the first, and began to quickly breeze through encounters. Anything the Zen-Archer couldn't kill in one round, or the Necromancer couldn't control in one or two spells, we used diplomacy or bluff to bypass, or simply mopped up with an additional spell.
By the end of the campaign, we were level 14.
Lady Andaisan? Two rounds. One to shoot her to death, one to control her with Command Undead.
The WHOLE of Scarwall? Ten hours. We had to rest for a few hours to get some spells back. Shortly after Scarwall was when we created our own time-dilation demi-plane.
The final encounters? Waltzed through the castle, dealing over 150dmg per round from the Zen Archer, with the occaisonal Finger of Death or battle-field shaping Spiritwall (Spellcompendium) or full attack from the Commander or Legatus (our 12HD Bloody-Skeleton Glabrezu) to clean things up.
We found the maps, apprehended the Fake Queen, gave her and a head-band of opposite alignment to Sabina Merrin, and reinstalled Juju Zombie versions of Domina Arabasti, Eodred the Great, and Lord Arbast Arabasti as the new Triumvirate Rulers of Korvosa. Easily controlled undead minions, to be sure, but their amulets of charisma and 3/day CL5 Gentle Repose should keep them in good order as they make their decisions and continue to govern through ETERNITY. With a 25k donation from the wizard to the city to continue running until they could pay the loan back. That should buy the city out of debt for a while. (6bp according to Kingmaker. Better ditch some territory to lower those control DCs!)
With the maps, we simply scryed the Sunken Queen herself, teleported to the area, used a bound imp to scout inside the building after handily finding the illusory entrance with permanent detect magic and a spot check of 50+, and then scrying on the imp servitor, teleported from the entry-way to the chamber of blood where Ileosa was conducting her ritual.
In the instant we appeared, one arrow was fired and a wall of iron was dropped over the entryway. The arrow did no damage, of course, but that wasn't it's purpose.
Remember the temple of Ergathoa from the fight with Lady Andaisen? Did you know the bowl of blood in there is Ergathoa's blood? We punched a vial of Ergathoa's blood into the ritual. You really wanna suck the life-force out of her? Go ahead. We'll let you.
She dropped her clones. The next round, Ileosa was dead from a single full-attack action from the Monk and a Finger of Death from the Necromancer. The dogs and the cavalier mopped up the simulacra. Demons teleported in, but the room was bisected with a Spiritwall at the 6.5 foot mark, giving medium creatures room to stand, but not allowing the PIT FIEND we had managed to anger through use of the Harrow Deck of Many Things any room to continue attacking us.
Round 3, the room is bisected, the simulacra are almost dead, the demons are teleporting away in terror. Round 4, no more simulacra. Two rounds of waiting, and a chance to cast a buff and Dimenson Lock the when the pit-fiend and erinyes came back. Round 6, everything starts dying. The pit-fiend runs to the top of the room and can't escape after a second Spiritwall is cast, and gets his Wisdom cursed (-6 permanently, sucka.)
Even with the GMs decision thta the fight was going to be too easy and giving DR 10/Serethtiel to Ileosa, and full HP for both the Pit Fiend and Ileosa, they were all dead by round 10. The pit fiend got one full round attack and while the necromancer was grabbed... he just dismissed the spiritwall, giving the Zen Archer a clear line of fire to the Demon.
Level 14. Too easy.
For your critique, suggestions, and perusal. I present the God-King, a King-Maker focused prestige class, in ten levels. Inspiration taken from the War-Priest (Complete Divine) and the Battle Herald (PFAPG).
The God-King is the battle leader, founder of the community, central focus of faith, and the inspiring patron of all people within his purview.
Nobility comes easily to the God-King, and his people love him for it, as long as he maintains the
loyalty of the people with his own dedication.
Spells per Day: At every level except first, fifth, and tenth, the God-King gains caster level and spells per day as if he had also also gained a
Channel Energy (Su): The God-King’s class level stacks with levels in any other class that grants the channel energy ability.
Spirit of Nobility: The God-King gains the Nobility Domain as long as she is within 10 miles of the territory that she rules. If she is not a cleric, she follows all rules for a cleric with the Nobility Domain, including adding one additional spell to each spell-level she can cast, which must be cast from the Nobility Domain spell list. Levels in the God-King prestige class stack with the levels of any other class which grants a Domain for qualifying for domain
Inspiring Command (Ex): A God-King uses her keen tactical acumen and decisive judgement to lead others to victory, as well as her mastery of command to assist his unit in battle.
Battle Magic*: One ally gains a bonus on caster level checks and concentration checks equal to the God-King's command bonus. Alternatively, the Spellbreaker Army Tactic (p56 Kingmaker 5).
Voice of Authority (Ex): A God-King is skilled at shouting commands over the din of the battlefield and signalling allies when speech is impossible. She gains a +2 bonus on Diplomacy and Intimidate checks with creatures with which she shares a language. In addition, her allies gain a bonus equal to the God-King’s class level on Perception or Sense Motive checks to hear her commands or interpret her secret messages conveyed with Bluff.
Easy March (Ex): At 2nd level, allies within 60 feet of the God-King can hustle or force march during overland travel without ill effects for a number of hours per day equal to 1 hour times her inspiring command bonus. This feature only functions while within the bounds of the God-King's domain, but may also apply to any single army the God-King serves as leader of.
Allied Channelling (Su): Going beyond the effects of merely channelling energy, the God-King can apply his healing to the entire army that he leads, healing even grievous wounds. An army can be healed by a single use of Channel Energy, up to a maximum number of dice equal to the Army's Challenge Rating. In smaller scale, the God-King's channel energy affects only allies, or only undead enemies, chosen each time the ability is used. The feature is no longer limited by the cap dictated by Selective Channelling.
Spirit of Generosity: While governing, the people ruled by the laws of the territory of the God-King are inspired with generous spirit and confidence in their ruler. The initial unrest generated by withdrawing funds from the kingdom coffers is negated, though a failed loyalty check will still cost the city the standard unrest penalty. Further, the government of the city is an enlightened Autocratic Theocracy. This increases the Stability and Loyalty of the kingdom by +2 each, at the cost of -1 Economy. The magical focus of the God-King creates a surplus in farms and livestock blessed by the God-King. Once a month, if the God-King has access to the Plant or Animal Domain she may designate a single Farm Hex as 'Blessed', increasing it's production to 3 permanently. Each time a blessing is bestowed, make a stability check for each previously blessed Farm Hex, with failure ruining the farm.
Privilege of State (Su): It is said that rank hath its privileges, and this feature exemplifies that privilege. The God-King may add his Charisma Modifier to all saving throws as long as he is within the boundary of his nation.
Improved Leadership (Ex): A God-King with the Leadership feat adds her inspiring command bonus to her leadership score. In addition, the great confidence of the people in their ruler's ability to control the nation and retrieve it from the brink of utter disaster allows the unrest level to reach 13 before hexes must be shed, and rise to a total of 26 before the nation collapses.
Spirit of Exploration (Ex): The regent is not the only source of intelligence in the country. Information gathered from adventurers, merchants, and royal explorers leads to greatly accellerated exploration for the God-King. This inspiration informs the God-King of all resource and land-mark hexes within one space of his kingdom automatically, allows a God-King to treat all spaces as roads, doubling their movement speed on the exploration map, and possibly allowing exploration of more than one hex a day. Make a diplomacy (gather info) check at the beginning of any month in which the God-King participates in exploration, with a DC of 5. Each 5 by which the DC is exceeded allows one hex of exploration at this increased speed.
Ruling Spirit: The God-King gains the Community Domain as long as she is within 10 miles of the territory that she rules.
Purified Channelling (Su): No longer limited to the specifics of channelling energy, the God-King can now damage undead -while- healing her allies while defending her territory. While in the boundaries of her own nation she may spend two uses of Channel Energy and deals damage to all undead in the area and heals all allies for a like amount of damage. If used in an army, the damage and healing are halved, but apply to all armies in the hex.
Persistent Commands (Ex): At 10th level, a God-King may allow her inspiring commands to persist even if she is incapacitated and unable to maintain them. If the player chooses, the effects of the God-King's inspiring commands persist for a number of rounds equal to her Charisma bonus (these count toward her number of rounds per day limit). This ability does not apply if the God-King intentionally stops maintaining an inspiring command — only if she is dazed, held, stunned,
Level BAB Fort Ref Will Special Spells per Day
I'm not getting a lot of feedback on the homebrew forum, and I guess this is really more of a rules question... I have a set of custom spells, and I'd like them mass-edited for legality. So far the responses have been favorable, but I'm always leery of how abusive spellcasting can be when you start adding the custom element into the game, especially when it's a uses per day thing like a spell that can be stuffed into a wand.
A few of the PCs in our Crimson Throne game want to be vampires (using the benefits gained from friendship with The Whispering Way) and I was wondering what the changes were from 3.5?
1. Vampire PCs had a six level drop in 3.5, and in PFRPG its only a +2 CR? Can this be even sort of right? That seems extremely cheap. Particularly when, after four levels, one of those drops off... Are you SURE it's only a two level bump?
2. What about a Dhampyr who gets turned into a Vampire? Most of their racial abilities fall right off. Are they just getting less benefit for the privledge of being a vampire?
3. Has anyone ever had a vampire PC in their game as written in the PFBestiary? How did they balance?
I've developed some custom spells for my necromancer spellbook (viewable here: New Necromancy ) and was wondering how they stack up.
To further research, I need to know what people consider the benchmark arcane spells for each level? What is the baseline of power at Spell Level 3? Fireball? Hold Person? Fly?
I've added these spells to my necromancer spellbook in our Curse of the Crimson Throne campaign, and am wondering what the community thinks. Is there anything in here I need to fix to make them game legal, and is there anything I should fix or alter to make them more balanced?
Opinions and constructive criticism please!
Shadow of the Grave
Channelled Necrotic Infusion
Channelled Necrotic Siphon
Channeled Bone Dance
*If the target has been infected by a Channeled Necrotic Infusion the skeleton created has maximum hit points per hit die.
This is inspired by the discussion had here.
I see a lot of mention of the undead not supposing to be evil, but there are a few things you have to remember in a world like DnD, where the status of the soul are verifiable and CONCRETE.
1) Planar Absolutes have obvious and far reaching consequences when paired with the ability to detect those Absolutes. Even a redeemed Devil has the (Evil) subtype. There is no escaping these absolutes, and even the redeemed Devil still has the urge to do Evil, they simply choose not to.
2) Planar Influence, as in the first point, cannot be sidestepped by simple free will, and it can be argued that native outsiders DO NOT HAVE free will; They are forced to enact their archetypes unless something acts to alter them. It is in the Fire Elemental's nature to burn, and in the Earth Elemental's nature to dig. If the Fire Elemental burns down your village, it is not done with malice, but simply because that is what Fire Elementals do. If the Earth Elemental undermines your fortress, it is not done with some sadistic vengeful glee, but again, simply because that is what Earth Elementals do. When a Demon is let loose, they rape, torture, destroy, and sow havoc and heartbreak wherever they go, defiling all they touch, with an unholy glee, because that is what they do. It is their nature.
3) The Undead. The Undead are as much tied to the infinite entropy of the Negative Material Plane as the Elementals are to theirs. They are denizens, as much as the Djinn and Marid, created by the entropic storm which constantly hungers to destroy all that is created. That willfull, hatefull, sentient hunger infuses all negative energy constructs, driving them to destroy and kill living things. This is why they are Evil. In Pathfinder, the Negative Energy Plane -created- the Shadow Plane, trying to forge its own creation in the same way that the Positive Material Plane spawned the Prime Material. It seems to be very much... alive... after a fashion.
4) Undead Behavior: Unintelligent Undead have no motive force but the drive instilled by negative energy to destroy everything that lives. When uncontrolled, they stand still.. waiting... until some motive impels them. A rat that runs by impels them to stand, and move, and stalk, and hunt, looking for the rat until another living thing runs across the stalking undead. Then it changes focus. Whatever the most immediate living thing is, the zombie shambles toward with all due shamble, until it can tear into some tasty brainz. Unintelligent Undead with a controller must be specifically told to do -anything-. Their inherent impetus, that Negative Energy Instinct, if you will, is supressed. They stand quietly by while you carve chunks of rancid meat from their carcasses, or bolt metal restraints through their arm-bones. Uncontrolled Undead can be assumed to have a single, over-riding command.
"Kill the Living."
Please, think on this, and discuss. Turn or Rebuke my argument.
So I want to make a trap.
Or rather, I want a trap put in my 14th level party's stronghold. None of US have wasted points on craft trap, but we have an engineer on staff... an 8th Level Expert with maximum ranks in Craft Trap and a +1 modifier.
With standing check of 12, we expect this guy to be pretty dang good at his job. We want to put a pit trap with a hidden trigger bypass in front of the prison door, so anyone trying to spring the baddies has a nasty surprise in store for them. After determining that the camoflauged rotating floor pit trap is an automatic reset, it's going to cost 4500gp (CR3, 3x1000gp = 3000gp, x1.5 for automatic reset) to create. And with only a DC 20, that's not unrealistic, so he sets to work.
DC20, natural 20 on the roll = 400sp worth of work in the first week, and we're on our way.. but... wait... that's 40 gold...
Is it seriously going to take 113 WEEKS to build? SERIOUSLY!? TWO YEARS and nine weeks for a -CR3- trap?! For an 8th level character?!
Have people tackled the Master Specialist and Blood Magus prestige classes?
I think that as a straight conversion, Master Specialist should continue to increase the values of your Specialist Wizard Abilities, and then the standard skill/HD update.
What about Blood Magus? Should that class get a BaB/HD increase to 1/2 & D8?
At the bottom of page 41 it says:
Can anyone give me an example? I'm not sure I understand what this means?
Say I have a 4500gp wand. Do I get 4500gp for the wand, and are then required to immediately spend 1125gp on something from that merchant, or does it mean I am effectively getting only 75% of the items value, a 25% bonus for 1 CPA?
I'm playing a Necromancer in our Sunday Night game, and am looking forward a great deal to the day when I can make my own zombies and skeletons, -particularly- the fancy new Juju Zombies, Bloody Skeletons, Burning Skeletons, and Fast Zombies. Is there any way I can add these versatile and unwavering minions to my repertoire?
"Spellstrike (Su): At 2nd level, whenever a magus casts
How does the Magus make an Off-Hand attack by striking through the only weapon he can carry, with the cost of somatic components being 'one free hand'. How often does it come into play that you can use Spellstrike and Spell Combat at the same time?
Suggestion: Give the Magus Somatic Weaponry at first level. Either as a feature or as a resurrection of the 3.5 feat. Allow them to use a weapon to cast somatic component spells.
Currently, the top of my list is 'Elemental Spell' from the APG.
There have been others, and I'll add them as I find them, but what's the point of Elemental Spell, exactly?
As a sorcerer or bard it -might- be worthwhile, but otherwise you're looking at a one level penalty on a spell for no good reason. Dealing with only the 'big four' elements, and not even causing an acid spell to bypass spell resistance, it seems like a complete waste to me. Wouldn't this feat have been better served with a 0 level penalty? In ~95% of circumstances, lightning ball is identical to fireball.