Merisiel, have you seen any of my hex dolls? My poppet S'Yesha and I were about to perform a dark ritual/tea party (don't judge me, any of you! *holds a pin to the poppet*) and I can't find them...
Also...umm...does Seltiyel ever go for guys? I mean, well... I've got a pink mohawk, and generally wear a drake skull for a cap so I guess I'm easy to spot... And we're both half-elves andIdon'tmeantoberacistbutIdunnoI justdon'tmeetguysthatwellwhenthewitchthingcomesoutandIcanbeshyandandI'mstil ltalkingwhenIshouldshutuprightOHGODICAN'TSTOPmeep.
PS...if Feiya has any belladonna, can you ask if I might borrow some?
The last time my DM banned a class, it was simply the Monk. And he banned it under the advice of another player that was the consistent DM before. Basically he stated that Monks were impossible to play because in order to constantly be capable of the feats of strength, willpower, and agility, the character would have no time for any interaction besides training. Because realistically speaking, the monk would need to work out constantly. I told him flat out that if he wants to inject realism into his game that harshly, he needs to check the rest of the party. The fighter can't keep the mead and mutton down for two seconds, nor is he sharpening his weapons. The wizard can't be bothered to study, experiment, or practice. The ranger doesn't teach his pets any tricks, and the magus is a jerk whose player he refused to smack down despite the absolute douchebaggery that was bringing the game down.
Let me put it this way. I don't particularly have an issue with DM fiat. I actually make good use of it. But the DM should be able to hold their decision up to scrutiny and do so on solid ground. If a player has an option to use a class as a template for their concept, the DM should at least hear it out before anything, and stop using class names as absolutes. Druids as wizards, wizards as witches, witches as priests, etc.
Oddly enough, this reminds me of the pair of characters that my friend and I rolled up. She had devised an Elven Oracle of the Life Mystery...and I was a Drow Necromancer. And surprisingly, we were the best of friends that balanced each others' personalities out. She was a somber, melancholy healer that despised people because they always needed to be saved. She did her job, she did it well, and cried her blind eyes out every day because the gods had cursed her to watch people suffer. Serious downer she was. Whereas my Drow was the happiest humanoid on two legs. Despite being the son of an escaped slave, and a practitioner of what is often considered a vile and odious magic, he's really someone you'd have a drink with if you could look past the appearance. His main goal in life was to be a friggin archaeologist, and his view was that if you asked nicely, the moldy corpses would tell you everything. His biggest concerns to date? He hasn't gotten laid in 20 years...the Oracle has too many feminine bits for his taste.
Sean K Reynolds wrote:
Can I marry you? That rant was the most glorious thing I've heard since Varsuuvius of the Order of the Stick started the various quips regarding magic and how it makes physics its B*#@h
So...inherent ability is defined by the randomized score, and training is represented by the extra 5 points. Assuming your character is an adult who, for all intents and purposes, has been doing what he loves all his life, his natural inclination is to work on the talents he already has, sometimes to the point where other abilities suffer. Inherent abilities are inclinations towards specific actions, sure, but if Joe the Wizard is naturally inclined to box, he probably either has a halfway decent strength score, or a decent DEX with the weapon finesse feat for his touch spells. Your natural abilities are already determined by the bonuses and penalties of the race, so there's really very little need to randomize it. And don't throw around the word munchkin like it means something, because all you're trying to do is incite negative feedback by calling anyone that uses the point buy system a munchkin. I make my players use point buy simply because I know several of them have dice that LOOOOOOOOVE to roll multiples of 6 and having characters with three 18's in stats is no fun for the rest of the party
I personally go Half-elf lifespan at best...neither Tieflings or Aasimars are particularly strong in the planetouched traits to warrant anything better. I mean, their existence is roughly described as being the freak chance that a dormant strain of fiendish or celestial heritage manifests itself far down the bloodline. Just enough to set them apart, not enough to make them too dissimilar
This is the stuff I love...the fluffy bits that make a character more than (insert class name) #5. From a Gravewalker built on the bones of Dr. Facilier, to a Gypsy witch who conjures fiendish ponies (yes...I actually helped with that one, and it was glorious) and plays all manner of pranks. The simple things that take the class from being a spell caster to being a Witch. What is your Witch's Craft?
I know, just repeating myself here, but I love hearing peoples' stories :)
P.S. With a halfway decent bluff check and nobody rolling sense motive over it, a witch with a book of scrolls that they can cast from easily passes as a wizard...who knew?
Mathwei ap Niall wrote:
Not exactly...the spell comes into effect just before your next round's action... Also, you cast a touch spell and you can hold the charge as long as you need and THEN stab the doll. This is also ANY touch spell. Healing, enchantment, transmutation, sky's the limit. The lack of a familiar can be crippling to some, but for others not so much. Less chance of your "walking spell book" getting dead. This is the the give and take of using an archetype...lose something, get something in its place
I'd say go with the Spellslinger completely personally. Saves time, energy, and gives you a bonus to spell attacks and save DC's. That and you lose out on the all the Deeds by just taking the one level of Gunslinger. You can easily decide which schools you don't need based on the theme you plan to work towards. Keep Illusion and Transmutation if you need stealth to be more assassin-like. Evocation and, to a lesser extent, Conjuration if you wanna blast.
It happens :P But that's the point to the witch...there are so many options. Just because it states that you make a pact with the unknown doesn't necessarily mean you're uninformed. My friend built a Hedge Witch who learned her craft from family, being an initiated witch into a coven and earning the gifts associated. This, as we described it, was kinda just "adding her name to the contract." And whenever she uses the healing hex, she uses a spicy smelling salve on the wound, but any sort of cuts will always scar. Me personally, I built the foil for this character using the Gravewalker. He never made a pact in the way I described earlier...he did however conjure a wicked spirit and bound it into a doll (spell poppet) to force it to teach him magic. It's gonna bite him in the low fortitude save later.
One thing that always bugs me about players is the lack of creativity, the short backgrounds, and the general nonpluss fluff.
"Oh, I made a pact with a Patron of the moon." DONE. Really? Give me specifics, give me names, give me something
"Under the moonlight, I beseeched the night for help. Long since had I been enslaved and now, this being my only night of freedom, I fear that such is my life... Under the moon I cried, wept, prayed for salvation from various gods, entities, and whatever else might listen...and I was answered. Under the falling shafts of moonlight descended a being of what I can only describe as Beauty and Light incarnate. Her(?) hand reached out to rest upon mine shoulder and her words, sonorous and wonderful, touched my very soul.
I looked up, and my patron had gone. But in my heart, I knew she had done me no wrong, and at my fingertips there danced a charge. And in my mind, a thought that was not mine rang out.
"With the morning sun, you will begin your tutelage. Rest well...my witch"
Seriously...is it that hard? And that's not even the tip of the iceberg!!!
So tell me forum, how did you form your pact? Were you in the right place at the right time? We're you initiated into a coven? Were you apprenticed, was your family cursed?
And a cookie if you can give me some interesting hex fluff too
Granted, any spell that required an attack roll could be affected by weapon focus in 3.5. But if you need a difference between random ranged touch spell A and random ray spell B, all rays act the same in terms of manifestation, but not all ranged touch spells act the same. Some chuck balls of something, some throw arrows of something. They're usually too dissimilar to allow for a standardized method of benefitting all of them at once, whereas a ray of any stripe is a ray that acts and moves like a ray. I dunno...I just dropped in to offer my two coppers. Continue bickering as necessary
Rays have been around since 3.5. Player's Handbook P.102 for the reference in the Weapon Focus Feat and P.311 for the Glossary entry
Dunno how this is so hard. Wizards and sorcerers use magic, an obscure, difficult to define energy source. The only difference between the two is that wizards can be described as having less magical energy overall, whereas sorcerers are brimming with it. However, a wizard learns to harness what magical resources he or she might possess through study and practice, alotting a precise fraction of their power, aura, mojo, whatever you call it, to each spell. Sorcerers use magic as a force of will, bypassing the diagrams and theorems altogether, but limiting their breadth of skill. But at the end of the day, when your resources are burned out, it's game over for either caster. Now...if you want to cast more spells as a wizard, try playing a primalist, a shadowcaster, or carry around the appropriate items (scrolls, wands, staves).
Witches rule btw. And my witch has a book of spells...currently down to 10 worthwile pages aka scrolls.