Wizard

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Liz Theis wrote:
Check out my response to "Stone Dog" above. :)

I really hope to see Wrath of the Righteous in the first set. That would make life so much easier!


Sounds good, thanks for the quick response Steve.


Steve Greer wrote:
But that CR 6 typo is responsible for you getting TWO of those CR 9 (not CR 6) constructs at the begging of the adventure and their overall difficulty due to reach and damage reduction should have resulted in an EL 9.

I recently ran the first half of Gallery of Evil and my party walked through the first encounter without even the slightest hesitation. Mind you, I missed the part where it said "DR 10/—; Immune construct traits" in my rush prep the session. But as two CR 6 creatures vs. an APL 8 party, it seemed appropriate without that line.

BTW, I really like the adventure so far, it was a great side-trek from the Undermountain campaign I am currently running, and the social encounters / race condition in ballroom where a refreshing change. Everybody got involved in the action and RP that followed was hilarious, the whole group had a blast.

Highlights of the scene include:
- The rogue using the falling down drunk as a springboard to jump directly up on the stage and start grappling Belfor.
- The paladin leading one of the bouncers into an adjacent room with sly promises and a silver tongue (and no I didn’t ask her to make a bluff check, apparently I rolled a natural 1 on my sense motive ;)
- The warblade beating the snot out of the remaining three bouncers while trying to pick up a near by guest.
- Belfor pushing the Rogue off the stage into a group of onlookers in defense of his precious painting.
- And the wizard getting into a fist fight with the drunken Belfor prior to setting the painting (and adjacent curtains) ablaze.

Also I have a question. The Sorcerous Pigments have a price of 9900 but a cost to create of 36000. Which figure is correct? I presume its the first, but no harm in asking.


I also use profession (gambler) to deal with in game gambling. In ante based games similar to poker, I also allow synergy bonus from bluff and sense motive if a player is playing striaght, or sleight of hand and bluff if the player is cheating.

In any case, I use the rules fromt he Star Wars handbook for gambling, where each character decides how much they plan to wager over a "night of gambling", and depending on their profession (gambler) roll, they may or may not come out ahead.

Result Win/Loss
1-4 Lose everything
5-9 Keep 25% of stake
10-14 Keep 50% of stake
15-19 Break even
20-24 Win 150% of stake
25-29 Win 200% of stake
30-34 Win 300% of stake
35-39 Win 500% of stake
40+ Win 1000% of stake

Additionally, players who consistantly win good money, or are caught cheating tend to find themselves no longer welcome ...


Dextro Highland wrote:

Just a side note on the 30 XP short of a level bit.

Do any DMs out there just add an extra 30 XP to the character's total to avoid that?

Since I award ad-hoc experience for good role-playing and for events that make a session particularly enjoyable, occassionally if a player is very close to leveling and I feel that they deserve it, I will give them a little extra, otherwise no.

Since I only do XP once per night, fishing for anything extra doesnt get a player anywhere. As for Achilles situation, I think he did a great job handling it, sometimes even experienced players need a reminder that all that glitters isn't gold.


Greyson wrote:
The party has two too many clerics for me ...

I'll take one!

My group just started recently and is still in the Whispering Cairn. The line-up looks something like this.

Rathemyr - Male Halfling Rogue 2, who despite wandering about alone, seems to have Tymora watching over him. He’s pretty handy with a dagger to boot, and isn't afraid to use his skills to earn a little extra cash on the side.

Veldore Silvertongue - Male Half-elf Rogue 1 / Hexblade 1, a dealer at the emporium and a compulsive gambler. Carries a MW Pistol made by some local gnomes. Veldore often works with Rathemyr on any number of cons and scams.

Quills - Female Human Wizard 2, apprenticing with Allustan, and an accomplished tattoo artist, both mundane and magical. Allustan's favourite of his two current apprentices, Quills is way ahead of the curve in her training.

Tark Macerock - Male Dwarf Fighter 2, fights with a spiked chain and an attitude, and is surprisingly agile for a dwarf. Tark enjoys tripping his foes and putting the beats on them while they are down.

Finrod Isilra - Male Elven Ranger 1, who always seems to be late. Finrod is the strong silent type, preferring to let his dual elven lightblades speak for him. When not fighting, he tends to sit back and watch, silently taking it all in.


I would love to see a fan rewrite of Zyrxog as a Psion as well. Anyone up to the task?


I love Midnight Syndicate for dungeons and other creepy places.

Also many soundtracks work well in general
Lord of the Rings
Gladiator
Conan
13th Warrior
First Knight



So, Eldritch Secret allows a witchwarper to add a specific mystic or technomancer spell to their list of witchwarper spells known as per its rules:

Eldritch Secret wrote:
Select one spell from the mystic or technomancer spell list. It must be of a level no greater than 1 lower than the highest-level spell you can cast. Add this to your list of witchwarper spells known.

In addition, the Adaptive Casting feat allows a caster to choose spells from a class spell list that they can cast spells from, and gain some as spell-likes.

Adaptive Casting wrote:
Select three spells from class spell lists you can cast spells from. They must be at least 1 level lower than the highest spell level you can cast. Once per day, you can cast one of these spells as a spell-like ability. Each time you gain a caster level, you can change which three spells you have selected with this feat.

My question is, could this allow a witchwarper to learn mystic spells as spell-likes gained via Adaptive Casting? For example, if a witchwarper uses Eldritch Secret to learn Mind Thrust (the Mystic spell), can they then use Adaptive Casting to select other Mystic spells for use as spell-likes?

TLDR; Does Eldritch Secret allow a witchwarper to use Adaptive Casting to gain mystic spells as spell-likes?


This was probably addressed at some point in the past, but I was having trouble finding previous discussions about it.

Certain familiars require their masters to be of a specific alignment in order to obtain them. For example:

Lyrakien wrote:
A chaotic good 7th-level spellcaster can gain a lyrakien as a familiar if she has the Improved Familiar feat.

What if, later in the campaign, the spellcaster were to have a change in alignment? For example, the CG spellcaster decides that being a rabble-rouser is getting them into too much trouble and they start to become NG?

Would the spellcaster retain the familiar because they were CG at the time they gained it, or would something else happen?


p.134 describes alternate ability adjustments for Skittermanders. The text describing Bookish Skittermanders reads:

"Skittermanders generally receive little formal education; they do not rear their young, and the Veskarium has little motivation to provide a well-rounded education. Some bookish skittermanders experience formal tutoring and study away from the Veskarium, however, though this increased education often comes at the expense of developing their natural communication skills. A bookish skittermander’s ability score modifier is +2 Dexterity."

Unless these Skittermanders were reading paper books and had to learn to flip pages very quickly, it seems to me that the ability score adjustment should be +2 Intelligence, not +2 Dexterity.

Also, the phrase "at the expense of developing their natural communication skills" suggests there should be some kind of negative adjustment to an ability score somewhere. Any thoughts?


4 people marked this as FAQ candidate.

I just got Near Space (PDF version), and I've noticed something. On p.129, the section describing Ghoran alternate ability adjustments states:

"Ghorans have begun to see varying phenotypes among their kind. These alternate ghorans have the listed ability scores and size, rather than a ghoran’s normal +2 Charisma, –2 Intelligence, and +2 to Strength or Dexterity (for Medium oaklings and Small saplings, respectively)."

p.57 of Alien Archive 2 says that Oakling Ghorans get +2 Charisma and -2 Intelligence as stated above, but that they get +2 Constitution, not +2 Strength. Is there a discrepancy here, or was there a change made to Oakling Ghorans that I missed?