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at 5th level could an arcane duelist bard choose a bladed belt for his bond?
-pfs


there is a show called RWBY that replaces spell components with different colored dust. Each color a different element.

if you want to make them dangerous, add backfire probabilities to it.

When using (mana)dust make a spellcraft/perform/profession/craft(spell) check DC 15+spells CL(1-25) or DC 5+(5*CL)
failure the spell backfires deals 1d4 or 1d6 half sonic, half psionic cl=to spell's, with a radius of 5ft per 5 CL minimum. Fort. save attempted spell's DC or deafens(+20% spell failure chance), will save for half dmg.

this would allow it be dangerous to cast increasingly powered high level spells, using any of the mental stats, and can create Kamikaze casters/familiars.
5-50 gp a dose

Additional options options

1. using elemental dust as in RWBY as a spell(focus) components, mostly changes the dmg type of a spell as elemental metamagic feat
100gp a dose

2. 1 dose of meta concentrate type can be use as a Metaspell focus supplying the spell with psudo higher spell slot
high concintraded dose 500-1,000gp, 5,000gp, 10,000 gp each dose
spells of 7th higher lvl spells have increasing tolerance to metadust concintrates
*using Metadust still requires the feat
OR
dust can be consumed as above but using normal dust price doses. +1, 1 or 5 dose; +2, 25 doses; +3, 15 or 50 doses
100gp per dose

4. Dust can increase CL of a spell up to 5 CL(this is instead of highten, and intesified metamagic uses of meta dust)

...thx for the thought exersize.


though if you use enlarge person you'd want to have large arrows, to shoot, from your large, bow, because otherwise, the arrow will shrink back to med. dealing the same dmg. i.e.
large long bow, will shoot your enlaged med. arrow, just fine, but will still only deal 1d8 dmg, rather then 2d6.

Note: that the large arrow will be huge, so the first time one attemps this, you need to note that you have released the arrow from your grasp, and catch it again before you knock the arrow.
your GM may require a dex, or a swift action or you may be able to refer to it as a free action, as if you were changing grop with any other weapon.


sounds like you ought to just take blind fight :)
casting/breaking a pot of obscuring mist, or an ally caster a version of darkness. Of course a raging (enlarged?)barbarian providing you with rage. So everyone dies.


Can a character make a standing jump instead of 5ft step?
As part of a full-attack?

I didn't think of it as possible, but then realized jump is part of movement, which a 5ft step is, however i'm not sure if you'd be allowed the full distance of the standing jump or if the jump would be limited to only 5ft(which would be helpful while in difficult terrain)?

Naturally this would cause AoO from the jumper.


Then that's actually a good thing balance thing if you could avoid AoOs. but not quite what i was poposeing
so what options are there to increase movement durring a full attack?
5 foot step
dimension door
while mounted

what else?


it appears to be RAW that you have to choose a full attack action to use Whirlwind Attack with, it's not or wouldn't be combining actions.

The key word here is WHEN; whirlwind attack isn't an action by it self.

Choosing to use the spring attack's full attack action
qualifies me to use for Whrilwind Attaack.

the feat in quesiton
"WHEN you use the full-attack action, you can give up your regular attacks and instead make one melee attack at your highest base attack bonus against each opponent within reach. You must make a separate attack roll against each opponent."

The key word here is WHEN; whirlwind attack isn't an action by it self


i know this is a little bit a raise thead, but i wanted to ask a question that may resolve the OP
whirl wind states
When you use a full-attack action....

and spring attack says
As a full-round action, you can move up to your speed and...
----------------------

doesn't this mean that you can use the spring attack's full round action(moving up to your speed) and attack everyone whose with in reach?

now my quesion:
if i use a keen scimitar or katana, run through everyone, crit. say half of them. forgo the crits by using the butterfly sting, nad then dash through them using a flaming burst scythe? critiing for x4 dmg.

butterfly's sitng:
http://www.d20pfsrd.com/feats/general-feats/butterfly-s-sting-critical

in the description of Butterfly's sting it uses the word ally; do i count as my own ally?

would i even provoke an AoO from any those who were with in my reach because spring attack says i don't provoke form the target of my attack?

though the pre-requisites seems to give the idea that either you can't be hit anymore, or that you are REALLY going to need that +4 dodge bonus. when you whirlwind, via charge or spring attack.

what do you think the designers had in mind forgo the AoO's, and is that how you'd roll it?

any reason i can't do either of the above?

because i'm imagining something like this at 2:40
https://www.youtube.com/watch?v=pYW2GmHB5xs

and what other full round attack actions could be used to improved on this besides riding on a horse with horseshoes of zephyr or speed

isn't charge a full round action that would qualify for Whirlwind attack?

how about the feat where you can roll twice and take the higher result, is that a full round attack attion or just a strandered, or the one that does double damage.


see if you can find Paladin Code for Sarenrae somewhere and get it printed off. It may be on the pathfinder wiki or the srd.
failing that buy the 'Faith's of Purity' it's in there, and probably also in the Inner sea guide: Gods aswel.


cast obscuring mist, darkness, silent image(to create darkness)
instant viablility.
why i try to grab the darkness domain, when concept allows, or failing travel/trickery/growth/liberation.


All of the following does uses your GP and feats/traits doesn't involve multi-classing, though there is some advice for that as well(magical knack).
all my advice for half-elves and melee bards limited to PFS legal material, that i know of.

I tried not to repeat what others have already said

________________________________________________________________________
If you have a solid party, and you're all planing on not using ranched atks. Maybe convince everyone to take Blind-fight, and buy a wand of obscuring mist, and pick maybe pick up darkness or silent image as a 2nd lvl spell.
Most Ranged attacks from casters or archers become null, or not worth trying, and you get to reroll any attacks your allies would have missed from concealment created by obscuring mist.(Fireball and the like will still hurt though)

Silent images can excellent to make a fake darkness spell, though enemy's get a will save against it, but actual light sources/spells won't counter it but allies auto succeed?
awesome if you don't' mind combat lasting a bit longer, got to those %'s.
________________________________________________________________________
If you do multiclass even with a PrC, you may want to take magical knack as a trait(+2 caster lvl to selected class[bard]), so you don't miss out on caster levels.

As a Bard/skill monkey with high a possible high dex, you may want wish to make jumping/tumbling a viable combat option. at about 8th level be able to jump over allies or enemies, for positioning, or get in/out of combat.

with or with out high Acrobatics, maybe pick up dodge->spring attack/wand dancer, maybe even wind stance at 9th lvl.
Nothing says In yo face like a like pseudo ninja/mobility

Lacking mobility, you can take a tower shield in crease defense, and even gain full cover, though you won't be able to use a glaive unless it's small(one handed).
________________________________________________________________________
It was mentioned above but not expanded upon, having a high UMD, would allow you to use any spell you desire, mitagrating the lack of a full caster.
Adding a Mnemonic vestments for 5k, and you don't even use some of the scrolls.

Now if you'd like to build the items for your party, umd scrolls to effectively have the spells needed for which ever item you conjure up/enhance.
This will take up any or all your feats 1-11th if you want to make staves, all the items(1st scrolls, 3rd wondrous/pots, 5th weapons/armor or wand, 7th rings 9th rod, 11th staves
________________________________________________________________________
awesome mobility items:

eye patch of the pirate: 1/day touch of the sea or expeditious retreat
1k?
Cape of the manta ray: able to breath underwater, 60ft swim, manufactured atks plus a natural sting atk, when submerged in salt water
7.2k
Claws of the ice bear, 3/day or rounds spider climb with empty hands.
1.4k
boots of the cat/feather fall foots/
each 1k
other foot gear
feather step boots for 2k, and

Daredevil boots; bonus to tumble rolls, for you don't feel ninja enough, and just have to get to that other caster, to cause a concentration check preventing a spell/summoning.
________________________________________________________________________
of course since you're a half-elf if you end up taking the skill focus you might as well take am associated bloodline through eldritch heritage if good, depends on the skill focused.
________________________________________________________________________
I recommend having at least 1 or 2 scrolls of consecrate w/ and the expensive spell component(250 crushed to dust Silver Pieces). You'll have to UMD it.

It seems like a useless spell, but if you find an Alter of another Deity to cast it on while using vanish or other invisibility ability, you'll shut down the casting of that deity's followers. or make undead impossible to summon. If you gain a cleric, or for fun obtain your own alter to Shelyn and put it in an extra dimensional space.
I think Shelyn's Alter is comparably pretty cheap.

Bonus RP if you can find and use the Shelyn Paladin Code, optionally you can think you're a paladin or Shelyn, but only a bard. Though you might not be able to convince you're party.
OR
becomeing a paladin of Shelyn can be a goal for your character without actually intending take the levels.
or simply following the Code is what you're character believes to be the best way to become follower she can be.
________________________________________________________________________
weapons: feats
Glaive & Shield; tower/buckler
low dex:
spear that looks like or is a small sized glaive(without size/proficiency penalties) and tower shield(will need feat)
other weapons w/ tower shield are a Katana or simitar

high dex
ask GM about a mithreal Tower shield(these is specific magical mithreal tower shield, so there is precedence)

Always at least a buckler to at to AC when casting spells, plus you can add special armor qualities to it, like spell storing(extra spell of one you didn't use the previous day) and, energy resistance(use dragon hide), since you can't use glaive and casting in the dame round(unless you're a Arcane Duelist of 5th lvl)

combat feats
combat reflexes, if you're going regular glaive
or
combat expertise/butterfly sting iof using a 18-20 crit wpn. like Elven curve blade, or katana/simitar
butterfly sting is listed as a Shelyn feat, in Faiths of Purity, if you have access to her 2 faith traits specifically "Inner Beauty" I Highly recommend it for your Character.
________________________________________________________________________


It's often said with god anything is possible, but do we actually believe it? so long as we can comprehend why/how.
D&D(PF) has really open my mind to what is possible, and why we believe what do, and why we(member's of my faith) have the rules, and guidence we do.
I first realized this with how clerics spend 1 hours a day studying/pondering their holy texts(though twice is superior).
How following our Lawful, good, Word of Wisdom, etc codes gives us protection, as a Paladin.
That spells from bless-control(change) weather are viable options IRL, though follows of the faith have spells known like oracles, rather then the cleric's having all spell options available, because its based on faith, and knowledge.

Dating a Wiccan(witch) that happened to be of the same faith at the time; though she/we could do things it was only through faith(making them divine, at least Wiccan are as i see them) and requiring somatic components. While a lot of what my faith don't need the components, though sacred/blessed places are helpful.
Having/making sacred places, is only as costly as owning the place/object and it's housing, and ritual components such as blessed olive oil. Due to the contracts we make with God, and obeying our side of the contract we receive blessing, and allow us to perform blessing, healing, guidance, and certain PF spells, when in service of others, or to help us keep the contracts we've made.

I know a lot their is a lot around us that we only imagine to interact with, but many of the aspects are there just hidden.
I haven't seen arcane magic is any sense of it unless you count science.
In PF/D&D terms I'm still young(22) and it's a big world, with only paladin and NPC cleric/oracle levels.

I keep learning what is actually possible.
in the OP it said edify, the above qualifies for that that section not a religious postings(denomination is not specified either). Though i can see it being such and being deleted.


40?. manacle yourself from the enemy, can't.
(spring loaded) wrist sheath with wand, manacles^, potions, poison.
41.? torch+oil, two 10' touch attacks later, and their on fire.
42. wheel of cheese to roll to make enemies think their at the door, springing a trap early or, get ready for melee while still positioned to ambush or move up, or else where.
43. rare metal sling bullets/arrows/daggers, for rust monsters to focus eating them rather then the other parties. May need to convince GM that they'd go after having a delicacy, or so you can direct them out of your way.
44. mirror averting gaze attacks, and looking around corners


signature skill:sense motive
some magic items are intelligent, and other times you come across really weird things that intelligent, but can't speak for... reasons(undeveloped clone) created by magical means.
sense motive

intimidate: "Surrender or I will burn you to a scrips!"/"Bow'd down to my arcane might!" they surrender? GM laughs, or barbarians is Gods no, I strike the closest one, or even rogue i'm stealing their stuff since the surrender, what no with no distraction, they see to take one of their wallet's, the fight is on.

If this is for society, or a group that likes fights, go for Sense Motive of the two.

Maybe put 1 rank in appraise for the +3, it's randomly called, because no one else has it but rogue/ninja and wizards, and the occasional bard.However w/ int. as main stat, it makes the rank more viable that other classes.

Tip:
Get 3 ranks in acrobatics asap(3rd level) for the AC bonus during fighting defensively, and full defense.


skill focus, feats and the like


2 feats and a Trait?
would it be a good idea to give the feat/trait to the player in full or spread out for 4 level?
If so the players would need to choice at first level, and every 4 levels afterwards, what path he'd choose?


there is a couple solutions, and maybe you'd like to combine them.
keep skills attatched to int.
-change all 2+int->4+int except int. based classes(witch, magus, wizard, ect.)
-give everyone two extra skills that HAVE to be used in knowledge skills every level, and (if you wish) become classes skill if they were not before(at first level would they become class skills).
-give skills based on the mod of that skill+con free skills to be used anywhere
(this means a +4 dex gives you 4 ranks that can only be used in dex based skills Only. Since Con has no skills, they are not restricted)
this gives bonus ranks based on Con like you want, and everyone gains the same number of skills based on point buy allocation, and does very little to change the number of ranks rigen for dumping int.)

(dumping Int. is interesting because an int. of -2,-1,0 potentially gives the exact same number of ranks for 2+int classes anyway[unless you multiclass, and not an half-elf.])


okay, so the real answer here is to get really good at acrobatics, Handle Animal, and Ride to accomplish the insta flank+1 attack each from you and your mount.
Though if you provoke the AoO before getting off your mount you can do it, but only your horse could attack that round, but would be ready for the rest of the battle, against that target/line of units with only ride, and 1 rank in handle animal(if class skill)
I Approve


what if you quick dismount, as a free action, you still have all your actions left.
Also the Withdraw action is the same in all but name as a 5', and by using the standard action as move action.
using the action economy i don't see why not? Besides if you do end up flanking, like you proposed then the guy can shift, and get out of flanking(most likely), then you have to use a move action to get your horse to move, and you then take your 5'. which would mean that only your horse would be able to attack that round.
action economy:
5' -> move action mount (no standard)
dismount -> move or 5' instead of standard
quick dismount(free) -> 5' -> attack
however you can Not:
attack -> 5' -> mount
because to mount you need a viable move action left


I recommend you mention 5E in your title at least.


the class is basically a divine sorcerer, thus the blessing of the Gods or ancestors are upon them.


there is this:
has kind of what your looking for it only goes to +3 but each +1 opens modifications to the weapon, it also includes some runes for weapons; magical effects, with flavor.

https://docs.google.com/document/d/1w-weoYAaesyeZe06JUTPxUEygWJ1j4F49Ouj719 YBwE/edit

Most of the Doc. belongs to Vivek Shaker


there is actually, there's the one in the URG, and maybe the Unhollowed template found here
http://paizo.com/pathfinderRPG/prd/advancedRaceGuide/raceBuilder/racialQual ities.html#type-quality

Half-Undead (5 RP)
Half-undead races are strange or unholy fusions of the living and the undead. Players interested in playing a half-undead race might also consider the dhampir, the progeny of a vampire and a human. A half-undead race has the following features.

Half-undead have the darkvision 60 feet racial trait.
Half-undead gain a +2 racial bonus on saving throws against disease and mind-affecting effects.
Half-undead take no penalties from energy-draining effects, though they can still be killed if they accrue more negative levels than they have Hit Dice. After 24 hours, any negative levels they've gained are removed without any additional saving throws.
Half-undead creatures are harmed by positive energy and healed by negative energy. A half-undead creature with the fast healing special quality still benefits from that quality.

and here:
http://www.d20pfsrd.com/bestiary/monster-listings/templates/unhallowed-crea ture-cr-0

The unhallowed creature template includes the effects of the unhallow spell and its magic circle against good effect, and applies to all undead creatures in the area of effect of an unhallow spell.

Quick Rules: +2 deflection bonus to AC vs. good creatures; +2 resistance bonus on saving throws vs. good creatures; +4 profane bonus to DC to resist channeled negative energy.


hears a thread from a few years ago i found a while back and thought i'd post the url here
http://paizo.com/threads/rzs2letn&page=3?1001-Things-to-do-to-freak-out -and-confuse


if you did this in the traditional game i'd recommend having them be like general/squadron leader of a squad and command them, but they still have their character that can break off from the group to defend them or take out a turret, make a distraction, ect, while the bowmen can get into a good position or, lead a charge, determine who they attack, and their tactics(as long as their with the group or can communicate orders) otherwise the follow the previous command given.


so this is for world building then?


laws 2, 3 would be choice of player, but 1 would need up to the Gm.
for homebrew this could be done, if the player is willing. but as a GM you can only go so far, by making it difficult, and play it for laughs ect. for a few sessions, if the player is really against it then your give them a way out.

Lastly another thing about that has always been debated is how much does a PC knows vs the player. would zee know of the potion/item/spell/curse/... that would allow the change beyond the temporary alter self spell?(for the Roleplayer to deal with this their character(s) may need to restricted to not knowing the options. perhaps the character has to spend time in libraries talking to magical folk to learn how to do so easily.


sure, maybe it's possible, but that doesn't mean that it'll happen. there is 3 laws of gender bending. As a GM or a player I'm going to attempt to follow them.
http://tvtropes.org/pmwiki/pmwiki.php/Main/FirstLawOfGenderBending
http://tvtropes.org/pmwiki/pmwiki.php/Main/SecondLawOfGenderBending
http://tvtropes.org/pmwiki/pmwiki.php/Main/ThirdLawOfGenderBending


it probably meant to work exactly like a orb/stone of power 1, though i'm not sure what the rule for that is either.


don't bother with tracking it, hover i can see two ways, that you make like, and appease others here. Share your thoughts on this please.

A) Ask your players to role play restocking their sell component pouch.
B) assume the pouch has all components that required for all lvl 0, and lvl 1 spells.
C)if thy learned a higher level spell that has a component cost, AND arn't in city or place that the new component wouldn't be available, then they don't have it because they couldn't/didn't plan ahead enough to have that component(with few exceptions)
D) Any component above 1gp isn't in there


have bards make concentration check, while perform as if they we're maintaining a spell


18. America

what time period are you talking about?
are we talking after the tower of Babel?
between ~600 BC -> ~400AD?
or after 400 AD?

Spaniards destroyed majority of the records
so not much there but i can look into anything before 400 AD


it's good to note that during a full-round atk that normally if you were to kill the target on the first swing you may, choice to change targets(like normal) or take a move action instead. here's the url:
http://paizo.com/pathfinderRPG/prd/combat.html#full-attack-action
read the:
Deciding between an Attack or a Full Attack


yes

everyone will take their swift & move action. attack actions happens at end of movement(or decide to use their move if they can't make the atk so they move up to target.)

if you've attacked you can now move and make a swift action.
all who have a standered action left can use it. i.e. spell, standered, rest of full atk, spell, another movement, ready action,

end of round
does that help?

The down side to any method that causes stuff to happen at the same time is that it throws all but suprize rounds of Inititive out the window.
hmm possible solutions intitive is separated into two portions? sub round 1 the rogue goes, then boss, party group A, minions party group B
repeat for sub round B
Or should we through out inititive, hmm?

P.S. Shadowcat have you ever played a game where the only indication of turns is the boss & minios go, followed by the whole party.it's not too bad. i recommend both of you try this out:

players go, NPC's go.
if every PC goes at once what is the point of asking every player(low levels) what they do?
all you need to know is what they roll+bonuses to kit, and who did they hit is all you need to know(unless someone is casting a spell) most likly the caster will be patiant and wait to see fi they actually will need to cast the spell or not, other wise it's "Hold on let me cast Fireball/haste" or other area effect spell i.e. detect X


(divine)any of the spear of purity/chaos hammer/arrow of law/
and protection from alignment, communal

shatter

grace

(Arcane) levitate(for Overland Flight/Fly combo)
touch of idiocy(may want a reach wand/feat),

or pilfering hand(oh you have an awesome magic weapon lets give that to the fighter/from you, or a wand/scroll; I'll take that)

and protection from alignment, communal

shatter

stone call

disguise other for the party's non face chr.

alter self if you are the face


for Jonathan i'd suggest that an Aldori, dueling sword would work perfectly with jedi class, and perhaps they always spell-like/supernaturly ability a free or be add ot the list force power, to use the cleric spell: Sun Metal (may be of a different energy dmg) at will with the fluff changed to the description of a light saber.

as the aldori, dueling sword is finessalbe w/ pro. and has the same dmg, and crit. range A long sword

Alternatively, when a energy enchantment is gained to their weapon determines it's color. Ex: shock(yellow/gold); frost(blue/purple), fire(red/orange), acid(green/veridian)


in UC in the Eastern weapons and armor section there are quite a few.


my appolagize then outside of PFs. i'll leave it to the GM's of individual game s to debate over thank you.


is it possible to buy, or get a mithral tower shield(PFS) other then hoping to find a Force Tower" on a cronical sheet or is it the only way to get one. Tower shields as described are made of wood, however this has: "This +1 arrow deflection ghost-touch mithral tower shield glows..."
is this an exception to the notion that tower shields can't be made of metal or other special matalic materials?


there is now one in ultimate equipment


I think i'll use this on my PC as a random encounter, from another group of adventures or as a raiding party into the same catacombs.
very cool use for the spell.
thanks for explaining it usefulness.


2


it states the you direct it, though, so technically it could just as easily be direct to o a sneak tk, but as a GM i require a perception check to see the opportunity/react properly.
cold you cast this spell as a 3rd llevel spell using toppling spell to get free trip attempts on a target if it deals dmg?


i like this,but what about when your character inforces fumble rules, I started a game on the 10th, with 5 players, only one of them has play a tabletop game b4, our sorceress, rolled a 1 on her attack roll(ray of frost) and convinced two or three other players that she should hit our fighter(who played two 4e sessions a year ago) he was 10ft away from the target with a medium sized frog in between them. but it caused the fighter to be dropped by the frog, before he could act again, like i'm not sure how thy new about fumble.
i would have just let it be a miss, like normal, but they wanted the frost to get the fighter, like wtc. suggestions?
we're playing again tonight to finish a reverse we be goblins campaign, though their not goblins, but gathering fireworks from the crashed ship that was meant to deliver them to Magnimar, for the celebration in RoTRL potentialy.(the sailers on the boat did bring the other suplies, but left the fireworks, but the town does need them.)
so should i just let them roll with it fumbles for now on?


can how you put a value not a fallen target, standing next to you fighter, or a character wth reach

lets, look at
Toppling Spell (Metamagic)
Your spells with the force descriptor knock the affected creatures prone.
Benefit: The impact of your force spell is strong enough to knock the target prone. If the target takes damage, fails its saving throw, or is moved by your force spell, make a trip check against the target, using your caster level plus your casting ability score bonus (Wisdom for clerics, Intelligence for wizards, and so on). This does not provoke an attack of opportunity. If the check fails, the target cannot attempt to trip you or the force effect in response.
A toppling spell only affects spells with the force descriptor. A toppling spell uses up a spell slot one level higher than the spell's actual level.

so as a lvl 2 spell
auto dmg, so they, the wisard can make a trip attempt on 1-5 targets.
your fighter having a hard time hitting np, -4AC, and a pentalty to hit said fighter to boot, when someone stands next to him, free attack at full BAB, can't hurt, reach cleric, you knock them down, cleric runs in the middle of them. harms a makes an atk or two, waits for them to stand an extra attack on 4 or 5 targets with combat reflexes, while at -4(i do beleive is the ruling let me know if i'm right/wrong on the -4AC when standing up.).
If the cleric has spinting atk, he holds the rest of his movement until after they stand and then he gets out of there, probably without a scratch.
what is your value on giving allies extra attacks? for a 2nd lvl spell if we calculated the dmg out put of the fighters, or reach character's attack(s) then it might llok somthing like this 5d4+5; +4d8+20=4d6ffire/2d6+6+1d6fire(sorry didn't want to figure for averages for every roll and add them) of couse this is if you beat their cmd


in one of my earlier campaigns, my characters dropped an enemy and but wanted to ask he questions. so they because he was, i allow ed them to wake him up with water, but he still may have died, or pass out again if he took dmg(failing a con. check as he was below 0) they used virtue to keep him from falling unconcious, with the treat of not casting the spell next round and have him bleed to death/left for dead.
now as long has he doesn't think/call the bluff(if all good). and they were able to talk to him, and then left him to die, as he did almost drop the PCs.

thoughts on this usage of virtue?
btw is there a rule preventing waking someone up below 0 hp, for a round?


another way to look this is thinking fly, and the other gravity spells are conintuations of each other, by using spells, you get better at those spells, mage hand 5 lb; floting disk 100 lb/lvl; LEVITATE a 2nd lvl spell laterally, gaining more control at 5/6th lvl you can "fly" i.e. control your movement laterally, and horazontaly.

someone mentioned that when playing 3rd addition who ever cast fly, was in control, just like a casting of levitate, with horizontal control. it is a spell level higher. For easier/better game play the caster lost control of who ever it was cast on.

even if the rule mention was a house rule. i believe it's good logic to say, you learn more control of spells effects from increasing level. change the effects, and now it's a differet spell called "Fly".

theory: fly is an improved levitate spell.
much like how under "Words of power" boots spell's initial effects becoming a higher level spell

p.s. would you cause someone you has levitate cast upon them to fall from paralysis?. if not then why let them fall from fly, but not levitate? and even continue to rise/fall as desired by the caster
P.s.s. i can't image someone falling from a levitate spell.
edit: unless the caster falls unconscious, and even then would you fall?

how can you justify the falling from one but not the other?


I'm curious if this would allow a character below the con. score to be healed above, and no longer be dead(spirit willing?). as these are the only wounds you would die from.
thoughts?


lets change the cake recipe into how to end all connections to magic a person has, if it is read in the correct order and the blood of the target put upon the tree, or male the tree a rock.

or it could be a ward of some kind protecting the world from __________, a plane, or a being.

maybe it makes the planet invisible from on lookers, so aliens never invade?


vs not gaining anything at all?, and i had mentioned the bit about the player and DM discussing where the player wants his character to go/be eventually.

This idea did originally spawned for more multiclassery, and more versatility in character progression, and an idea from helping my now ex-gf play style, and worrying about being perfect for the other players. I wouldn't mind as a player because then i their is literally no other character, makes it feel more like a realistic fantasy book/story, gain x from doing y.

Have you ever argued/talked with a DM before and came to an agreement? I would hope that the DM/player would be more of a team about this.

Secondly this would probably only used by those that either don't like that "too many options" players, new to the game(?), and those who are nearly strictly RP.

If done right i see penitential, but not something for everyone, thus the optional part.

i'm guessing this is more from a writers POV.