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Recent posts by
neceros:
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rando1000 wrote:
It's not arbitrary, but it's driven by the story. How many encounters happen in a day are determined by what the characters do. Some modules take place over the course of hours or a couple days, so ALL the encounters will happen quickly. Characters shouldn't be at their optimal level at the beginning of each encounter; otherwise there's little danger and no challenge. Just think how boring and formulaic the game would be if the players could go "Well, it's safe to go to sleep now without a guard. That was our fourth encounter!"
The DM needs to balance the sessions, within limits, around the amount of encounters for the day. Now, honestly everyone's not going to run their games as efficient and precisely as this, but it's the "goal" of the story to flow around combat -- after all, D&D is a combat-based game.
Further, it should be in the player's minds to separate themselves from the mechanics enough to not count the number of encounters in a day and even further not to 'tell' their characters that information.
All said, it's good to know what the game is balanced around so we DMs can build around it.
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3.5 Private Sanctuary released a podcast regarding rangers recently. After listening to it I've decided to play a ranger for the first time. I've always kind of ignored them in lieu of the more exotic classes, but now I've felt I need to rectify that.
I've always been up on the Swift Hunter information from Wizard's boards and found it interesting, but a lot of work. Well, now I want to try one, but I've run across a problem.
Pathfinder made Rangers really, really good. I'm now debating whether or not swift hunter is even necessary in power comparison. Let me get this straight, I'm purely looking at this from a mechanics point of view. I know the flavor I want for my character and have his back story in mind. I just want something that goes along with it.
Swift hunter states that if you have 4 Scout class levels then your ranger and Scout levels stack for various things, like Favored Enemy and Skirmish. I've never really liked Skirmish because it forces you to move at least 10 feet (or 20 with Improved Skirmish), and thus giving up your line of attacks from BAB and rapid shot, etc. The trade off was using Manyshot to get your many attacks even though you moved.
Now that Pathfinder has changed Manyshot, I'm not sure the best route.
Has anyone made a Swift Hunter or ranger archer and have any advice? I'm really interested.
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nexusphere wrote:
neceros wrote:
I can conceded to the monk argument. I'll take a closer look at it.
In the meantime I'd like some help with the wording on this ability.
As a suggestion, there are two classes in particular with excellent examples for how to handle a broad power 'theme' without dumping it all at first level.
Like a rogue talent or barbarian rage ability, give a TK power once every two levels, and split them all off. One for each feat, one for each usage. Then you can make more powerful ones with prerequisites, players get to design *their* TK user, and you address all the issues in my original post.
Your list already models that sort of power selection.
-Campbell
I could go along with that. What do you have in mind? I Was under the impression that the weight limit was good enough to be used at lower levels, and didn't need more limitation.
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I can conceded to the monk argument. I'll take a closer look at it.
In the meantime I'd like some help with the wording on this ability. I've altered the way telekinesis works thematically, and I want to make sure I'm not overlooking anything. Please take a read through and see if there's anything that I missed in regards for balance and nonsensical reading.
Quote:
Telekinesis (Su): You gain two invisible floating hands that act as if they were your own. They cannot be hurt or taken away in any manner short of an antimagic field, nor can they be seen by anything less than true seeing. For all intents and purposes these extra floating hands can do whatever you are able to do with your normal hands, within the weight limits set by your maximum force load. They always act on your initiative, just like your normal hands. If they enter an antimagic field they are suspended until you leave the effect, then resume as normal.
Your telekinetic hands must stay within 5 feet per class level of you at all times. If, for some reason, they are brought outside that range they disappear and immediately reappear in your square. Your hands have a movement rate equal to 10 feet per class level, with perfect maneuverability.
You are considered proficient with your extra hands, and are considered to have improved unarmed strike with them. You may use them in the following ways. Your save DC for attacking with them is 10 + ½ your base attack modifier + your intelligence modifier. If you are ever called to make an attack with them, use your class level + your intelligence modifier unless otherwise noted.
Sustained Force: Your hands move an object weighing no more than your maximum force load up to 30 feet per round. A creature can negate the effect on an object it possesses with a successful Will save. The weight can be moved vertically, horizontally, or in both directions. An object cannot be moved beyond your range. The effect ends if the object is forced beyond the range.
An object can be telekinetically manipulated as if with one hand normally. Alternatively, you may divide your maximum force load by half and use two hands to manipulate your world around you as if you had extra hands available to you. This action requires a move action to begin, and a swift action to continue each round.
Combat Maneuver: Alternatively, once per round, you can use telekinesis to perform a bull rush, disarm, grapple (including pin), or trip. Resolve these attempts as normal, except that they don't provoke attacks of opportunity, you use your class level in place of your Combat Maneuver Bonus, and you add your Intelligence modifier in place of your Strength or Dexterity modifier. No save is allowed against these attempts. This action requires a standard action.
Violent Thrust: Alternatively, the you can hurl one object or creature per level that are within range and all within 15 feet of each other toward any target within 10 feet per level of all the objects. You can hurl up to a total weight of your maximum force load. This action requires a standard action.
You must succeed on one attack roll to hit the target with the items, using your base attack bonus + your Intelligence modifier. Weapons cause standard damage (with your intelligence bonus; note that arrows or bolts deal damage as daggers of their size when used in this manner). Other objects cause damage ranging from 1 point per 25 pounds (for less dangerous objects) to 1d6 points of damage per 25 pounds (for hard, dense objects). Damage caused in this manner is capped at 10d6, no matter what is used. Objects and creatures that miss their target land in a square adjacent to the target.
Creatures that fall within the weight capacity of the effect can be hurled, but they are allowed Will saves to negate the effect, as are those whose held possessions are targeted by the spell.
If a creature is hurled against a solid surface, it takes damage equal to 1d6 per 10 feet thrown.
Mind Thrust (Su): You have also learn to use your telekinetic hands to cause damage, both by using them directly, and by holding weapons with them. You can strike with both versions of this ability at ranged, within your normal telekinetic limits described above.
These hands use the same rules as your telekinetic hands above. An unarmed telekinetic strike has its own damage table, as described above under ‘Mind Thrust’ which starts at 1d6 points of physical damage + intelligence modifier, plus an additional 1d6 as shown on the table. This damage caps out at 6d6 at level 15. Since this is physical damage, even though it’s from a magical source, damage reduction applies as normal. Each unarmed strike can count as piercing, slashing or bludgeoning, chosen when the attack is made.
Alternatively, you may use a weapon at range, within the normal limits of your telekinetic power listed above. You must be proficient with your weapon, just as if you were using them with normal hands. Use all normal rules when using weapons at range, except for the following. When using this ability use your intelligence bonus instead of strength or dexterity on attacks and damage. You can still be disarmed of your weapon, but may pick it up as normal with your extra hands as if you were physically picking it up.
At 7th level your mind thrust is considered magic for bypassing damage reduction.
At 11th level your mind thrust is considered aligned to your alignment, allowing you to bypass damage reduction of your alignment.
At 14th level your mind thrust can take on any property needed to bypass damage reduction of an enemy. Once per round you may choose a type of damage reduction to bypass (silver, cold iron or adamantine). This feature lasts until the beginning of your next round, and requires a swift action to apply.
Basically, I'm thinking instead of a weight limit, just give the extra hands it's own strength score based on either intelligence + level, or just plain level.
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DM_aka_Dudemeister wrote:
Still see Reflex as a favoured save, but nothing that seems to suggest Movers are particularly dodge worthy. Actually I'm seeing quite a few rogue dips - Acrobatics, Climb, Disable Device and Stealth?
Why are these important to the Mover? It seems to me if a mover needs to climb something he'd just stack nearby objects to reduce the DC. Or to Disable a Device he'd pull it apart telekinetically, these are skills that would all work better as Cross Class skills.
A more appropriate class list would probably look like this:
Appraise (Int), Bluff (Cha), Craft (Int), Fly (Dex), Intimidate (Cha), Lingusitics (Int), Perception (Wis), Profession (Wis), Sense Motive (Wis).
Thanks for the feedback. When I was designing this class I had in mind an expert who used telekinesis to help his skills. Thus, he doesn't have much martial training or armor training, he has way less skills then other experts and has some special aptitude to assist him.
Honestly I feel this class is underpowered, but that's a trade off from being so specialized. Honestly, the only thing that throws me off are the fighter bonus feats... I just don't want to go through and make up a new list.
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nexusphere wrote:
A flat +7 shield bonus is abuseable for what is not a melee class. (You will find some unhittable armor classes at higher levels).
I'm not aware of any precedent for 'encounter powers' which this class has
The addition of the ability to perform combat maneuvers at no risk is essentially handing the class five (or more) free feats.
The shield bonus is as much as a +5 heavy shield. Now, the only issue with this is availability, because +5 anything could potentially be rare depending on the campaign. However, it's really cheap. I don't think this breaks anything, considering a soulknife gives you a +9 weapon for free.
I encourage you to read the book of nine swords, one of books Wizards used to help design 4e (even if I don't like 4e.) It's one of my favorite books of all time.
And yes, that's the point: To give the class telekinesis. TK has some advantages.
Thanks for your comments.
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Kirth Gersen wrote:
Because they grossly magnify the character's economy of actions (one of the most important aspects of the game) at no cost. The AbjCh no longer has to prepare for combat; he just throws up quickened defensive spells on the spot, without needing to think ahead, and they last longer, too, so he has to think less about what order to apply them in. He can also quickened dispel his enemies' defenses, or the effects of their spells. An AbjCh who loads up on low-level abjuration spells is getting 6th - 8th level spells requiring an additional outlay of 2 feats, for the price of 1st - 3rd level spells and no feats spent.
That's one of the biggest issues of, and the biggest reason why no one plays, fighter mages. When combat is over in 5 rounds it seems silly to waste 1-2/5 of that time casting spells that won't really matter until the third round.
Combat's done by then.
Kirth Gersen wrote:
Those "special actions for really low level spells" are worth ten times more than all the other class abilities put together, if you have a halfway intelligent AbjCh and a player of at least rudimentary skill.
See above.
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Okay, firstly Abjurant Champion is fine the way it is since it provides no bonuses except for Full BAB and some special actions for really low level spells.
The main benefit? Shield gets some more AC. That's it, really.
Secondly, it's already pretty high caliber to get into the class even without adding more prereqs or losing CL. This class is definitely not for martial classes only, it's very much for any mage who wants to be on the front line more.
I don't think the class needs a fix at all, unless you fix it so that Mage Armor works with the class' special abilities. Designers couldn't even figure out that mage armor was a CONJURATION SPELL AND DIDN'T WORK WITH ABJURANT CHAMPION.
Ridiculous.
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