Ceoptra

Aurora of Obsidian's page

4 posts. Alias of D Johnson.


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Interestingly, I think that Saberhagen had the best "find the path" approach in the Books of Swords/Lost Swords series' in the way the Sword of Wisdom "Wayfinder" worked: It doesn't take into consideration the risk of the route at all.

Spoiler:

Who holds Wayfinder finds good roads
Its master's step is brisk.
The Sword of Wisdom lightens loads
But adds unto their risk.


I don't see the need for them to be immediate actions, since they are being used quite often by my local vic...group.

As far as bonus slots go, I've always tried to figure out why they didn't get them in the core rules. I've been house ruling that a caster gets bonus 0th level slots equal to their casting ability modifier for quite a while.

As an aside from that, I was under the understanding that swift and immediate actions were not part of the SRD itself.


Exclusive skills, in my opinion, should be avoided like the plague. If it is of paramount importance that an ability be locked into a single class, it should be a class feature, not a skill. The rogue already gains an example of this: Trapfinding.

That said, I do think that Disable Device and Open Locks should be a single intelligence based skill. I also think that Sleight of Hand should be its own skill, or bound together with Use Rope (pun intended.)

Then again, I'm also of the opinion that SoH should be a class skill of the rogue, bard and wizard.


After a read-through, prior to any playing, there were a few elements which caught my attention as possibly needing clarification or review:

Specialist Wizards - Clarification that the by-level abilities from specialty are not what is canceled by preparing a "prohibited" spell.

Specialist Wizards - Renaming "prohibited" schools to "restricted" or some other term. Prohibited would imply that you cannot use them at all.

20th Necromancer ability (Deathless) - Does the immunity to positive energy also give turning immunity? If not, does the necromancer have turning resistance?

Wizard - Arcane Bond: Item - At first glance, this seems to have more penalties than benefits, especially at low levels. Aside from a single "free" spell, and a discount on enchanting the item (an option which a low-level wizard would not have access to), the item presents a severe weakness: Lacking the item results in a DC 20+ spellcraft check to cast any spells. Compare with a familiar which grants constant bonuses, no penalty if the critter is not "at hand", as well as further bonuses if it is "at hand".

Cleric turning - Is the positive/negative damage from turning selective for beings other than the cleric? If not, this could pose problems for Neutral clerics of evil deities, or neutral clerics who opt for rebuking rather than turning, when they attempt to rebuke and end up harming their party.

Cleric turning - Listing the 30' radius burst in the class information would be a help, as well as it's present location in the combat chapter.