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Even on a 1 it succeed the check since a 1 isn't an auto-fail on a skill check.


Apraham Lincoln wrote:

When you make an archetype, you take away when you give. You just basically went, "Hey i know, he's a poor archetype, ill just give everything to him for free...."

Well, you take away using any magic item EVER. That's something big.

But yeah, giving less loot to the party so as to not count the monk was the way I was thinking about it.


We all have seen the Vow of Poverty from UM, but it's not doing much for the monk who needs to equip himself with all sorts of item to be useful in a party.

So, I'd like comments on this take of VoP monk who won't wear anything for all it's life.

Warning: This is my first try at something like this.

Thanks

Archetype: Ascetic Monk

Weapon and Armor Proficiency: Ascetic Monk are not proficient with any weapon or armor. When wearing armor, using a shield, or carrying a medium of heave load, an ascetic monk loses his AC bonus, as well as his fast movement and flurry of blows abilities.

Ascetic Vows: At 1st level, the ascetic monk vows to never own more than what is required to eat and his rags. Even then, most ascetic monk never own anything, relying on finding food in the wilderness or working for farmers while being near a city. Only during cold seasons, the monk is allowed to own winter clothing to make himself warms and not die of cold. When an Ascetic Monk uses any item or someone else make use of an item on the Ascetic Monk, the Ascetic Monk loses the following abilities, Armored Soul, Layers of Soul, Ki pool, Flowing Soul, Soul over Body, Drape the Soul, Soul's Wisdom, Mighty Soul and Healing Soul until he can meditates on his actions for a whole 3 days. This ability replace Still Mind.

Armored Soul: At 3rd level and every 2 level thereafter, the Ascetic Monk gains +1 Armor Bonus to AC. Starting at level 5, the ascetic monk can exchange points of Armor Bonus for armor abilities but the monk must still have a +1 Armor Bonus on himself at all time. This bonus acts as Bracers of Armor.

Layers of Soul: At 3rd level and every 4 level thereafter, the Ascetic Monk gains +1 Resistance Bonus to all saves. This bonus acts as Cloak of Resistance.

Flowing Soul: At 4th level and every 4 level thereafter, the Ascetic Monk gains +1 Deflection Bonus to AC. This bonus acts as a Ring of Deflection.

Soul over Body: At 5th level and every 3 level thereafter, the Ascetic Monk gains +1 Enhancement Bonus to Attack and Damage Rolls. Starting at level 8, the Ascetic Monk can exchange Enhancement Bonus for Weapon abilities but the monk must still have a +1 Enhancement Bonus on himself at all time.

Drape the Soul: At 10th level, the Ascetic Monk is considered wearing a Monk's Robe at all time.

Soul's Wisdom: At level 12, 14 and 16, the Ascetic Monk gains an enhancement bonus to Wisdom of +2, +4 and finally +6. This bonus acts as a Headband of Inspired Wisdom.

Mighty Soul: At level 13, 15 and 17, the Ascetic Monk gains an enhancement bonus to all physical ability scores (Strength, Dexterity, COnstitution) of +2, +4 and finally +6. This bonus acts as a Belt of Physical Perfection.

Healing Soul: At level 18, the Ascetic Monk is considered wearing a Ring of Regeneration at all time.


I'm more inclined to say the second one myself, especially since it says "the spell generates additional effects" and not "the spell generates other effects". For it to be additional in it's effects, I think all curent and before effects should be in action.

And for fluff reasons, a storm goes from weak to really bad, not changing what it does every 6 seconds.


Can't you just do Weapon Adept(Improvised Weapons)?


I've been thinking a bit about what I posted here and I think this will be better. It is not a magic item, only a new spell that should do what you need.

I don't think it's too much for a cantrip, but I might be wrong.

New Spell
---Snowball---
Wizard/Sorcerer 0, Cleric/Oracle 0, Druid 0
School conjuration (creation) [water, cold]
Casting Time: 1 move action
Components: V
Range: personal
Effect: 1 snowball
Duration: Instantaneousat
Saving Throw none; Spell Resistance no

This spell was created by low level wizards to make fun of other wizards during their school recess. It creates a single snowball that lasts for 1 round or until it hits a classmate. The wizard must make a ranged attack to do 1d2-1 min.0 subdual damage to their target of choice. This spell do not allow an attack as it is casted, it only makes a snowball.


Sekret_One wrote:
Anauel wrote:


The wizard must make a ranged touch attack to do 1 subdual damage to their target of choice.

+1 for making a new spell. I mean, it even says specifically that a wizard can create new spells (which is awesome)

But I have to say, I'm pretty sure your armor would help against a snowball.

Yeah, I did think about that, but then again, it's a magical snowball XD. One thing is that I'd probably put a clause somewhere that Shield spell protect from it, just because the image is kind of nice. XD

And probably make it a swift cast that only makes 1 snowball.


Well, no idea if this could be any good but hey, it was fun to make so...

New Spell
---Snowball---
School conjuration (creation) [water, cold]
Casting Time: 1 standard action
Components: V
Range: personal
Effect: 1 snowball/level
Duration: 1 hour/level
Saving Throw none; Spell Resistance no

This spell was created by low level wizards to make fun of other wizards during their school recess. It creates a single snowball for each level they possess and each of those can last for 1 hour for each level they possess or until it hit a classmate. The wizard must make a ranged touch attack to do 1 subdual damage to their target of choice. This spell do not allow an attack as it is casted, it only makes a handfull of snowballs.

New item
---Gloves of Snowballs---
These gloves were first created by a high level wizards who wanted to defend agaisn't his students during their recess. The wearer of those gloves only needs to snap their fingers to have a single snowball appears in his hands. This is considered a free action.

Price: 1,000gp (500gp to make) - CL1 * SL0.5 * 2000 (Continuous)
Prerequisite: Craft Wondrous Item, Snowball Spell


LazarX wrote:

okay let me reiterate the level issue.

Compare this with comparable spells of the same level, say Tenser's Floating Disk and Unseen Servant. This spell is far more powerful than either of those two, so that by itself warrants raising it a level, most likely two.

My suggestions would be Sorcer/Wizard/Magus 3, Bard/Ranger 2,

I just don't see how it's more powerfull than those two spells.

Floating Disk is more powerfull if you ask me. You can now transport huge loads of stuff around.

As for Unseen Servant, again seems more powerfull than this spell as you effectively have an extra hand for all those task that normally couldn't be done alone. (Or that you just don't want to do for any reason...)


Heretek wrote:
Alexander Kilcoyne wrote:


At greater ranges, its still very good.
That is just pants-on-head retarded.

It's actually a side effect from the current gun rules.

Deadly Aim says that it does not work with Ranged Touch since it would be problematic with spells.

Using a gun is a ranged touch attack (whatever the rulelawyers says, that was ruled that way by the dev in question).

So yeah, both does not work together, BUT... the devs were made aware of it during this playtest so it might be repaired in the second round (if there is one).

So it being retarded is more of a weird case coming out of the playtest than intentional.


Overhand chop makes the attack at 2x Str bonus instead of 1.5x Str bonus on a single attack, so yeah, it can be used with every feat that can be done with only 1 attack.

In this case:

Str 20 (+5)
Falchion 2d4 + 10 (2x Str) + 3 (2 handers normally do 1.5x, so Power Attack uses this).

So total, 2d4 + 13


DrDew wrote:
Bertious wrote:


I would also condsider changing the prereqs for the class because at the moment a level 1 bard, level 1 witch level 3 commoner would qualify for it. Perhaps a requirement to be able to cast 2nd level arcane spells and the would be suitable.
That's not an abuse though. If someone wants to gimp themselves with 3 levels in an NPC class then that's their deal. lol

But then again, it would also qualify with lvl 1 Bard, lvl 1 Witch and lvl 3 Wizard. Which would make for one hell of a magical evil bard.


From what I can see from the Ogrekin template. (It is a template, so it adds to another race. So you would be an Orc/Ogrekin Fighter 3, with all the bonuses that the orc gives aswell as the ogrekin... And if I'm wrong, then disregard what I'm saying because I have no idea what your Ogrekin is...)

You get NO bonus hd, no BAB, etc.

So you would get total: 3 BAB (from Fighter), 4 Feats (2 Fighter, 2 normal). And 3 HD total from the Fighter.


If it can help, I have started Council of Thieves last week, my group is as such:

Tiefling Witch
Tiefling Rogue/Sorcerer
Tiefling Paladin
Tiefling Summoner

So far, the Witch and the Rogue are easily owning everything with Stealth (So far, Slumber and Evil Eye makes things easy to sneak kill)

The Paladin is by far the strongest combat wise, he isn't using anything from the APG.

And the Summoner, well... to put it simply, he isn't a factor in combat or outside combat. My guess is that the player built the character badly.

They are lvl 3 now and nothing has been real hard, maybe a bit easy due to slumber, but it's okay I think.

Anyway, while the APG may make players a bit stronger, it's not that bad so far.