Elves have their own Military Mages that work for them, they got them by the ears and work for them. And on huge ships like the Armadas (Check out the setting. Its worth your time. There are even a few easy to access 3e conversions that are easy as pie to convert too PF) have many Wizards working on it at a time.
5th level ones are even likely to be flunkies.
And thing is: GM powers. Im a firm believer in GM powers. In that what I say smashes what the rules say.
And I say that "Nakadoroms Improved Shrink Item" was made possible by a discovery of a rare material component (expensive/prohibitive for everybody else. Cheap for the Elven Military as they have the lone location of the component). It allows a much improved version of the spell be available as a 4th level spell.
Im the GM. And I have the bloody say in the game. Not whats written on the paper.
What would be a reasonable way to make a 4th level version of Shrink Item spell?
Thing Is, im playing a SpellJammer Campaign (In case you never played it before: Do so. Probably the best high adventure campaign setting ever made) and I realized that with the spell, I could very reasonably Allow for an insane level of storage of ships inside another ship.
A 1 ton ship called the flitter, could be carried by the hundred thousands using the spell. But this had me thinking of other ways to use this spell:
It could be used to shrink all the parts needed to assemble a ship, and assemble it inside a smaller area, then released and then enlarged.
But anyway back to the question at hand:
How much would the level increase be for:
A Mass version of the spell?
Or is there any way to combine multiple castings (From multiple people) into a singular object?
Thanks guys. What I also asked him what I could do to come up with challenges.
We decided that his character concept will be "Solution" based. He can bypass most stuff, but not do that much damage himself.
Also, can't blind him. He has that other spell that makes him immune to blindness.
And yes I am planning to have a BBEG and they will start to catch on.
I especially like the idea of mobility guys.
I messed up as a GM and I should have put more thought into reviewing a players character.
In general, I KNOW how to deal with Arcane characters, but I have a MUCH bigger issue with Psionic ones.
Before you start spamming the same info about how Psionic's is balanced: I know. In terms of spells I consider them balanced. Because whilst a wizard has total more power, a Psions power is generally more powerful always. A Wizard is eventually forced to cast a 1st level spell. But a Psion can instead cast a second level spell with no augmentation. It does less damage (But the same as a 1st level spell), but is more effective. Thats balanced and OK.
My issue is with everything else. The Guy specialized in Psychoportation (I SHOULD have caught it, but didn't).
My issue with Psionics is MUCH more effective feats. Arcane feats are generally meh. Oh sure there are a few like Summoning augmentation. But most just give minor +1s or +2s, or maybe cast a spell at +1 caster level. Or require allot of feats or levels to get to the BEST ones.
Psionic feats are all about Bypassing any weaknesses or drawbacks the class has.
So Nomads step is an at will teleportation effect that can be used as much as he wants. And with a feat it now can essentially replace his movement with teleportation that will become more and more powerful with every level. And now with ANOTHER feat he can regain focus as a move action. And he can store an EXTRA Psionic focus in his familiar.
So now hes mister teleport.
Also with Share pain, Psycrystal spell sharing and vigor he can effectively DOUBLE the amount of HP he gets with every casting.
And before you go nuts YES there are plenty of arcane exploits. But I know how to deal with them beforehand, and Im knowledgeable with them.
Also he used a Ion stone and old age (As an Elan) to give himself an ability score boost in a game where I disallowed ability score boosting items. Again, its totes my fault. And I only noticed it late game, and its part of his character concept so doing anything about it would just be jerkish.
My issue is how do I challenge the guy without specifically targeting him to shut him down.
Oh sure I can create some crack squad of casters and Melee people all specializing in shutting him down and dealing massive damage, but I consider that just cheating.
How do I challenge him, without having to create challenges that are unrealistic (Whoops, I guess that Orc just HAPPENED to know that you like to teleport and just HAPPENED To carry around dimensional anchor Rods), and would destroy the rest of the group.
And I like creative places to fight, and creative approaches to attacking. Such ease in teleportation just bypasses all of them with incredible ease.
Its not too late, and Im probably going to ban any Large distance teleportation spells, but im just asking for help.
Everything else was great, but here are the disapointments:
The Dragon Druid.
My Reaction: Oh my god awseome!...Wait...Lizard?....Thats it?
Dragon is something you do not throw around willy nilly, if you give an option for dragons, saying "Lizard" is the degrading term dragons hate. How about Replacing Beast Shape 3 with Dragon Shape 1 with rechargable breath? Its just lame. It should be called "Reptile" Druid.
Undead Mastery (Or however its called):
Its decent but I wish there was a more powerfull version of the feat. Its usefull, but the title is too big.
That was my gambit! Now, I release my spell making me disgusted with my previous actions, giving me automatic 20 in the save department.
This is my opinion:
The Epic Players handbook? Pure Compressed GARBAGE.
At 20-25 there should not be much difference in the characters.
So Epic adventures would be much slower, with armies, battles, worshipers, and would take place on other planes.
How about this idea?
I like Prestige Classes, but 3-3.5e just overdid it. There where SO many of them that where merely variant classes and thied occupy 1/5th of each book.
When adding a prestigie class make it count.
And WE ray, if you dont want assasins, or hell knights just tell them No. Dont remove the option altogether.
Il just houserule that without demonic intervention the realm remains as it is.
In addition most of the Abyss is uninhabited because it in itself is very dangerous even to the demons that inhabit it. The lower you go the more corrupt it becomes until even the Q-berts cannot even stand it.
While the Nine hells are MADE to work with the Devils that it holds. While Perilous, at the very least it doesn't really effect the Devils living there.
The thought that the abyss IS expanding that its INFINITE in its size while nearly every other plane is finite makes me somewhat depressed.
Whats the point of fighting the abyss if its expanding and there is nothing I can do to stop it?
I like the idea of the worldwound-because it has the potential to be stopped.
I understand if there was a possibility of beating it BACK but the Infernal codex states that it can just be contained: So it will just claim ground until it consumes everything.
I knew it was infinite but I thought that it couldn't really exit through. Now I know that it already is.
Here is a rough spell:
Hyperchanneled air gives you the ability to push enemies with a very strong force (Your Bullrush +3/4/5 per caster level). If the enemy is pushed into a wall it takes 1d6 damage per every 3/4/5 unused bull rush points
Im still balancing out the glitches.
Plus a Metamagic Feat:
Move wall +2/+3 to level
When this metamagic feat is used with a wall spell you may move 1 square per caster level as long as it contingues to be 1 wall.
This gives you an attack, allowing you to crush enmies. (Il figure the stats behind it later)
And Be free to hyjack my thread anytime you want.
I also tried to make alternate Caps for Oracles. Here is a rough Idea:
You can choose to permanentify some one of your chosen abilities. Im still not finished though.
Hell thats why I need harworking people like you to do the work for me. Thank you =)
Look thats the thing I DONT want to just slap on a rock bomb, its too easy and boring.
all I wanted to do was inspire somebody.
Personaly I homebrewed that wall of Ice does peircing damage and made a new(Silly) spell: wall of Freezing water. People passing through that get stuck inside may suffocate.
And yeah your Spells are AWSEOME! (God bless thee Avatar for bieng a risky show and giving us realy cool ideas.
Thants for the link.
PS: The spells arent considered magic in terms of DR
First of all I would like to state that I love spellcasters and elemental spells. But the wind/Water/Rock spells suck or the lack therought of them.
Water: I noticed that water spells are mostly ice spells which I find disapointing, Ice shouldnt do "Ice damage" Unless its cold water or freezing blizzard. Icicles should do piercing, water can do slashing and Minimal Blundgeoning but you do a bull rush with the blundeoning damage with a +5 per 5 levels to check. Cold water can do cold.
Rock: Acid spells are fine but Rocks would be more awesome. Piercing and blundeoning damage to the win. Plus alot of defencive spells, some immobilization spells, even some sand spells would be cool.
Air: Ah air what can we do with you you poor element. You cannot cut, cannot hurt and mostly used for flight spells. But you can push. Gust of wind is a good begining but immagin that X 20. You slam everybody to a wall (Blundg damage) lift stuff in the air and drop them. In a way your natures psionic lifting power. Wirlwhinds, tornadoes and sometimes slashing damage and suffocation becuase of the lack of air.
Conclusion: Its not Hard Piazo, make some elemental spells. or I will have to do it for you.
Here, Made an update:
Armour: Can use all light
Skills: Bluff, Craft, Stealth, Linguistics’, Profession, spell craft, use magic device, Intimidate, knowledge arcane, knowledge religion. 2+Int modifier skill points.
Saves: As per sorcerer
Spells: As shown
BAB; as per sorcerer
Lv1: Charnel Touch, Spells, Negative energy Channeling (As per cleric)
Lv2: Craft wondrous Item
Lv3: Advanced Learning, +1 natural amour, DR2 Nonlethal damage/ Slashing or Bludgeoning.
Lv4: Resist 2 Electricity and cold.
Lv5: Advanced Learning, Fear aura
Lv6: DR2 Nonlethal damage/ Slashing or Bludgeoning.
Lv7: Advanced Learning, Summon Familiar
Lv8: Scabrous Touch 1/day
Lv9: Advanced Learning, +3 natural amour.
Lv10: Enervating Touch
Lv11: Advanced Learning,
Lv12: Scabrous Touch 3/day
Lv13: Advanced Learning,
Lv14: Resist 4 Electricity and cold.
Lv15: Advanced Learning,
Lv16: DR6 Nonlethal damage/ Slashing or Bludgeoning
Lv17: Advanced Learning,
Lv18: Enervating Touch
Lv19: Advanced Learning,
Lv20: Lich transformation(No +2 to ability scores)
Notes: I houseruled for charms to work on intelligent undead.
As a result the dread necromancer is a very defencive caster with armour bonuses and immunities higher than on the sorcerer but in the end is still quite balanced
I instead made templates for each one.
Plus made a new magic rod that can effects to zombies (Such as haste) but nothing else.
Plus it only lasts for minutes at a time. Giving you more creatures to kill after your finished
Okay ill elaborate on the armour: Full plate grants me +9 and +1 on dex. Im a fighter so eventualy It goes up to +14 total. I have a TOWER shield (which is awkward) and grants me +4 (18 total). then a +5 enchantment bonus (23) That I do not know wether or not stacks with its masterwork quality (24). Pit fiends have 38, thats 14 more yet im stacked up with everything but only end up with 24.
Koloktroni; Im fine with +2 , you said 1 the first time. Second Question. How do things like dragons get +100 to hp? How come mr pit fiends lv 20 defence is 38 yet my fighters is only 28 with highest possible armour? What is the max number of attacks i can get if I get all the rapidshot feats?
Im new, but I love the pathfinder system (but I never read 3.5e before) and I think its pure brilliance.