If materials were also provided to make an appropriate wood bonding glue, and the non-magical technology existed in game to produce enough pressure, I would allow it to create fiberboard.
I'm also perfectly comfortable with the spell cutting rough diamonds into more valuable diamonds (with a Craft check). I just see the 'dust to solid diamond' as being beyond the pale.
Ultimately, this would be a GM call. I don't think the spell is written to be bulletproof. There are enough very good uses to the spell in regular situations that I don't see a need to expand it.
I know I wouldn't allow it as a GM. First, a diamond isn't a 'product', it's a raw material. Second, the intent of the spell is clearly to create items from the material that is used to craft them.
In the same fashion, I wouldn't allow the spell to turn sawdust into a tree (even a dead one), or powdered rock into a boulder (bricks would be OK, but not solid rock).
In a modern-day or futuristic setting I might be more flexible, if a non-magical way existed in the setting to aggregate diamond dust into a single jewel.
As a general rule, Council NPCs and other significant NPCs (PC Spouses, for instance), run at 1/2 the party's level. For the most part, their stats don't come into play much.
I did have a 'change of pace' game where the NPC Baroness decided to handle an issue herself while the PCs were off in Varnhold, and a bunch of the councilors went with her to protect her, so each of the players played one of the councilors for part of a session. (The Baroness, who was also run by one of the players, felt she had something to prove to the regular party, many of whom were not overjoyed with the Baron's choice of spouse).
Now that Armies are coming into play, Kesten's stats are more important, as he will be leading one of the armies.
Note that the OP never said he wanted to bash with the Shield, simply that he wanted the shield to deal damage *when it was struck*.
I think Tangaroa hit it on the head. Fire Shield is the enchantment you are looking for. There is a *lot* of GM judgment that would have to go into it, but here's my take:
Lvl 4 Spell x Caster Lvl 10 = 40 x 2000gp (Use Activated) = 80,000gp
That could be flavored as 'Fire Shield activates for 10 rounds the first time it is struck each day' or (my preference) 'When the shield is struck, Fire Shield activates for 1 round (maximum of 10 rounds each day).
I figure the advantage of the Fire Shield not being used up when it is not needed is counterbalanced by the fact that it would not provide energy protection on any round that it is not struck...personally, I'd just remove the energy protection entirely, as it really doesn't fit.
Technically, for the effect you want, the power should only activate if the attacker misses by the amount of AC the tower shield provides (or less)...but that seems like a lot of bookkeeping to me. If you decide to go that route, I'd significantly drop the price.
Edit: Ninja'd by the OP
Master of the Dark Triad wrote:
INT 6 or not, it still has the Docile 'Special Ability' unless specifically trained for Combat. Fortunately, a first level Horse Animal Companion starts with 7 tricks, and that's how many are needed for General Purpose combat training (with the additional Attack trick to attack anything). That takes care of the secondary attack issue, and the INT 6 pretty much removes the need for further tricks.
Also, as this is an Animal Companion, it gets its own Feats, and Improved Natural Attack (Hoof) is a good start there, followed by Improved Natural Attack (Bite). Note also that due to the Horse's high INT, you are not limited to Animal Companion Feats.
I wouldn't purchase a game without an *advancement* mechanic, but that's not really what you are asking. What you are asking seems to be "Would you buy a level-based game without XP rules?"
For me, that would be no. Even if I as a gm eventually throw it out, and use story-based leveling, I think it is important to have an idea of the expected progression that the system is designed for.
I'd also be leery of a system where the leveling mechanic is based on 'sessions'. How long is a game session? In college, it could be upwards of 12 hours at times, or as little as 3. For an awfully long time, 4 hours was the best I could fit into my schedule. Now, I game about once a month for 9-10 hours, but a piece of that time is taken up with socializing, dinner, etc....how do you place a 'session mechanic' on that? If you start counting hours, then you are in worse shape that dealing with XP.
I might *play* in such a system, assuming I was comfortable with the GM, but I wouldn't be likely to spend money on it.
This is the key statement to me:
This is not the same as:
Arcane Mark/Detect Invisibility does not defeat invisibility. The intent is that a caster can deliberately create an invisible mark that shows up under Detect Magic (much like a hand-stamp that shows up under black light).
Invisibility (2nd level) trumps Arcane Mark (0 Level).
You might be able to play semantic games if you start off with an invisible Mark, and then cast detect magic, but I wouldn't allow it.
It is not 'the same effect with differing results'
It is 'the same spell with differing effects'...that's perfectly valid to stack. (1 effect to Resist Fire, 1 to Resist Acid, etc)
If I get hit twice with Bestow Curse, once to give me -6 to an ability score, and once to give me -4 to hit, I'd expect to have to suffer both effects (and if I get hit with it again to give me -6 to a different ability score...I am a very unhappy camper indeed).
To be fair, that's going to be very difficult to pull off for an alien race that isn't a 'throwaway'. If the race is truly alien in thought processes, then it will be close to impossible to generate the connection viewers need to keep them interested.
Babylon 5's Vorlons were a pretty good example of non-human psychology, and that while important, their participation in episodes was quite rare.
I currently have Kern Therensgard (Transmuter Wizard with a martial outlook) in consideration for another Kingmaker PBP, but should know by tomorrow whether he is in that game.
If he is not part of that game, I'd like to submit him with the following stat range:
It's via a GUI, but parts of that GUI will put you into coding windows. So you'll build 90% of a class using checkboxes and dropdowns, but it's likely you'll have to delve into Herolab's programming language to complete things.
For the most part, you can swipe copies of code for what you need from other classes/items/feats, as long as it is a mechanic that already exists somewhere. Otherwise you may have to get a bit more down and dirty.
Be aware, however, that the learning curve is steep (though the people on the forums are very helpful in figuring out how to do something).
I've used both PCGen and Herolab. PCGen is an excellent program, but you need to be willing to understand that new sources may not get updated as quickly as you'd like. If you are fairly savvy, you can make new source files of your own and create custom data.
Hero Lab is much faster on getting support for new sources, but you are going to pay for it. And while you are less likely to *need* to create custom items, doing so is much more difficult, in my experience.
I've got the money, so I've essentially moved over to Herolab, but if you are looking to avoid cost, PCGen is the way to go.
(Haven't tried sCoreForge, so I can't really discuss it)
Some things to note about illusions:
So to use your initial scenario above:
Silent Image is much more powerful outside of combat, with some prep time. Hiding difficult terrain or traps from enemies, making a room 18' smalller in one dimension while your party hides behind the false wall, covering up doors, blocking the street with illusionary carts, or blocking an alley with illusionary boxes...these are all things that can be done if you have time to prepare (note that your Bard will be out of action until the illusion drops, but what s/he is doing is a support function.
Addmittedly, I generally use it for briefings...the 3d zoomable model of the city that can be used when planning assaults or other mission-style outings. (to be fair, that technically stretches the capacities of the spell, but I've seen no GM who has objected to it)
Note the following from Animal Growth & Enlarge Person:
"Multiple magical effects that increase size do not stack". (emphasis mine).
Synthesist as noted above is the only one of these options that pass that test, from what I can tell (as evolutions are not magical effects).
EDIT: The possession option is also valid, but I don't think it is what the OP was looking for.
Interesting, I like the concept.
My suggestions depend on how much work you want to put into the site. Some thoughts:
If you're feeling ambitious:
If you're feeling *really* ambitious, download PCGen and take a look at some of their very advanced and interactive html character sheet outputs. If your site can do something like that, you'll be a hero.
I agree, with one caveat. A summoner (particularly a synthesist) is not a difficult character to *run*, it is however extraordinarily difficult to *create*. Hand a pair of synthesist sheets (with/without eidolon) to any player at a convention, and they'll likely have no trouble. Ask them to build the synthesist and determine what should go on each of those sheets...that's a different story.
FWIW, the big disadvantage regarding sleep for a synthesist (or any summoner) is how long it takes to recover. Knock out and then heal a fighter, and he is ready to go next round at full capacity. Do the same for a summoner, and he is likely at reduced capacity for the rest of the fight, unless he wants to spend 10 rounds rebuilding.
When I was running a systhesist, I kept waiting for my GM to have an encounter while we were in camp and I wasn't on watch, a summoner's most vulnerable time. It never happened...
In that, we pretty much are the same; Varn and Drelev were both given founding charters immediately, but I needed a reason that neither leader had a much larger kingdom than the PCs by the time they really interacted.
In Varn's case, it was that he absolutely refused to make peace with the Nomen. He was played as a nice guy, very personable, but monumentally stubborn on that point (part of his charter was to 'deal with the Nomen threat', and he saw only one way to do that).
For Drelev, it was partly that he was in more dangerous territory, but mostly because he was a @sshat, spending most of his resources on his citadel, and leaving exploration and taming of the lands around him to hired mercenaries and adventurers.
I've never had a problem getting an unmarked Kingmaker map....
Click on the map, hit Ctrl-C, paste into paint. Every time I've done that, I get a map with most of the unacceptable bits removed, suitable for use in MapTool.
The only maps I didn't do that for were the overland maps, because river names and such still appeared on them. So I built a full Stolen Lands map in Campaign Cartographer, and then I export to MapTool as needed.
I don't necessarily think that a Synthesist Summoner is intrinsically more powerful that an optimized (insert class here), but I do think that a Synthesist Summoner is *much* easier to abuse, even accidentally.
I played a Synthesist Summoner from Levels 6-10 (replacement character), and while I made reasonably intelligent choices, I wasn't particularly trying to Min/Max. Nor was the rest of my party. However, throughout Level 7 I realized that I had more HP, Better AC, and did *far* more damage than the party fighters. At 8th Level, I intentionally changed my evolution choices and magic items to nerf myself, and had to be careful thereafter to not build too well...it was damaging the fun all around.
The rest of the party shouldn't have to optimize to keep up with a casually built Summoner.
(I've never played a non-Synthesist Summoner, so I have no real perspective as to how powerful it is in comparison).
IMC, Drelevshelm has been in bad shape since it started. In fact, Hannis Drelev has always been angry at the PCs since he feels they got the easy contract in a good area, while he was stuck trying to develop in a land surrounding by powerful enemies (Pitax, the Tiger Lords, multiple tribes of Boggards stopping trade).
He's spent most of his resources on his monster of a castle, and has generally remained small due to mismanagement and fear of growing too fast and attracting Pitax's attention...didn't help him much, since Pitax eventually placed his Barony under their 'Protection'.
In short, I felt it necessary to justify why Fort Drelev (and Varnhold too, for that matter) were positively tiny in comparison to the PCs realm, and a large Barony suddenly shrunk would have required far more rewrites that the assumption that it never got very large or prosperous in the first place.
Take a step back from it and think of it as a metagame abstraction. The *PC*s aren't necessarily choosing to build any particular building, the *Players* are.
When the players choose to add a Tavern to a city, it's not likely that the King is saying, "I have a thirst. By Royal Decree, I command a Tavern be erected." It's more likely that the players simply want the bonuses for a Tavern, or perhaps have decided that a Tavern is the next logical stage for the city.
For a Black Market, I agree that the ruling council isn't going to say "Build a Black Market". However, it is not unreasonable that such a thing is created organically. In my mind, a Black Market is not so much a sudden gathering of criminal forces, but instead a way to tap into the underground economy *that already exists* in any large city.
Perhaps it represents some of the criminal element starting to 'go legit', and investing their profits into ventures that designed to make them part of local society, while still maintaining illegal and quasi-legal businesses.
I'm in the "MapTool is easy" camp. Where it gets complex is if you decide you want to automate everything. Stay away from the temptation to use a campaign framework, and you'll find it an amazingly simple and powerful.
Once you are used to it, you'll likely start to play around with macros and various other campaign settings, but if you are planning to use pen and paper for tracking, and just need a map/token/die roller, MapTool is free and easy.
If someone was to allow this, it only makes sense to still require the fast bombs discovery for it to be usable in full-round attacking.
Per Conductive: "This weapon property can only be used once per round". So Fast Bombs or not, you can only have one conductive shot per round (all the rest would be normal shots)
Or unless you are trying to attack a foe at over 100', which is flat impossible with bombs (20' increment). Any time bombs are remotely feasible, that's the way to go, but sometimes they aren't.
As far as 'sensible', Conductive is what it is. If it works for one class's ranged Supernatural ability, then I see no reason to restrict it for the alchemist.
I'd not only allow this, I *do* allow this in my current game, based on the player logic involved. Creating and throwing the bomb is a single action. You can't 'pre-create' bombs in order to get around the need for the Fast Bombs discovery, nor can you hand off bombs to others by default, so I don't see creating/throwing them as separated actions.
Note that the biggest advantage of Conductive over the Explosive Missile discovery is that Conductive only applies to a *successful* attack.
As shooting a bow is not a touch attack, you're likely to use up fewer bombs with Conductive Weapon (note that the Alchemist in my game is mostly concerned about the very limited range of bombs).
LeVash turns to Calsenica, "I'm sorry, I don't mean to be such a weight. I...have some history, and the gathering here makes me uncomfortable."
He shrugs, "Still, while it's something I'll need to contend with, I think that will have to be in the future. So, what do you thin of the party? It seems we are in a house full of secrets and oddities."
There's just the RP side. My players listen when one of the Outer Council members says, "Olegrod is feeling a bit neglected, the town is stagnating", and they look to see what might be appropriate there.
(This is presuming they didn't notice themselves that a given town/city could use some attention)
Actually, I agree that BP does not represent all economic activity, only the portion that the rulers have the direct capability to influence. For that matter, I'd abstract it a level further.
Much of the 'BP Treasury' is IMO, not gold or valuables at all, but is instead political capital. The Duke does not (as a general rule) say, "Put a shop in the Northwest District of my capital", or "Build a Noble Villa and find someone to live in it." What he does is manipulate the tax laws, grant charters and perhaps redirect guard patrols so as to encourage a shopping district to spring up, or to lure one of the country gentry to build a manor in the city. In these cases, the BP 'spent' is his manipulation of the economy behind by his political power to make things happen.
Parks, Castles, Town Halls...these are likely direct spends from the treasury. But which is more likely, that the King emptied his treasury in order to build a Cathedral to Iomedae, or that he granted a land charter and called for a holiday festival during which volunteers can help with the construction of the Cathedral. Both the charter and the holiday have a short-term negative effect on the economy (hence BP spent), but little of it is 'writing a check'.
This is just how we've been playing it, and it's worked pretty well for us so far.
I look at the income from sales of magic items very differently. It's not a matter of the Kingdom simply swiping a percentage of sale price (either from building-generated or donated items), it's a measure of economic activity generated by the sale.
When a magic item hits the markets, it attracts potential buyers. Most of those buyers (all but one) don't end up buying the item, but they do stay in the city for a bit, spending money on lodgings and services, possibly buying other, smaller items, etc.
The actual buyer, if there is one, may well be a merchant or reseller, who is here to purchase the item, but is also buying and selling other trade goods, hiring guards, etc, etc. If you fail to sell the item, it simply did not have enough draw to affect your economy.
I think you get into trouble any time you try to directly relate BP to money. You can infuse your economy with cash, generating BP (i.e. economic activity), or you can skim off the top, getting money but damaging the economy, but it's never really 'adding' or 'taking' BP directly.