Barbarian

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When you think of psionics what sources do you think of?

For me it started with Escape to Witch Mountain. (ugh, showing my age)
Later, there were other movies; Scanners, Firestarter, and Dune.

Comic books offered many sources, notably the X-men.

More recently there have been movies returning to earlier sources, Race to Witch Mountain and the 3 X-men movies.


Well, maybe some. It would be pretty silly to have a fire elemental not immune to fire. Or a golem not immune to poison. When Sean Reynolds started working at Paizo, I thought this would be an issue strongly considered in Pathfinder RPG. I have yet to see it mentioned.

One of the first things that really impacted my opinion of 3rd edition was the saving throw for the cloak of poisonousness. Sure the DC is very high but there is a chance. Isn't that what everyone wants from DnD, to have a fighting chance. Isn't that what makes it fun. If you go into a fight and it is too easy or too deadly is it fun?

Well I have a bold suggestion, have touch (ranged or melee) spell grant a save but at -4. Some touch spells do allow saves some do not. Many of these spells come into question quite often: ray of enfeeblement, enervation, orb of (fire, cold, acid, etc). Otherwise, what reason is there to take feats such as iron will, and great fortitude. Why have a character with good saves?

If you have any other ideas for absolutes that should could be changed before the RPG is finished, please throw them out there.


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One page 25 of the Second Darkness Companion, Luthier's Rapier is listed at a price of 5,020 gp. It is a +1 holy rapier that 1/day can grant a +4 sacred bonus to charisma and +4 morale bonus on saving throws vs fear, each lasts for 10 min.

Why is this so inexpensive? Is it a typo? Is it because if you use its other power it becomes a +1 rapier?


bump


The first step to fixing high level play is to fix the disparity between good and poor saves. In Pathfinder 6 the pregenerated characters are 14th level. Each character has a poor save of +5. The two spellcaster's DC for their 7th level spells are 26 and 24 respectively.

In 2nd edition saving throws (DCs) were static they did not change so as you gained level you became better at resisting magic. At 5th level your hold person was more effective against like leveled enemies than finger of death at 13th level. Third edition has gone the other way, as noted above. In 2nd edition damage spells where the best choice because at least you did 1/2 damage and hp were not too high. In 3rd edition incapacitating/death spells became the best choice because a caster has such a greater chance that an enemy will fail their save. Pathfinder needs to find the happy medium. I have two suggestions.

1) Change poor saves to the same formula (+1/2 levels) rather than the current (+1/3 levels) method. This has poor save trailing good saves by +2 at each level. This should be easy to calculate and thus backwards compatible.

2) Add +2 to all poor saves, this give +2 at 1st level, +5 at 10th and +8 at 20th. Again since you are only adding +2 to each poor save they are not hard to rework.

Let me know if you like either suggestion or if you have one of your own.


With spells changing from save or die. What should happen to the vorpal weapon? I have two suggestions.

1) A vorpal weapon automatically acts as a coup de grace on a natural 20, granting a saving throw although a high one.

2) A vorpal weapon does x3 normal critical damage, on a natural 20. So a longsword would be x6 total. A greataxe x9. A scythe x12.

Since neither of these is quite as powerful as the weapon stands now, the cost could be lowered to at least +4.

Thoughts?


Even with limiting shapes for druids and polymorph, is being able to cast spells in a form that normally does not permit spell casting too powerful?

bandit 1 "oh my god, that brown bear just ripped Joe's head off"
bandit 2 "Don't look now but I think he's starting to cast a spell"
bandit 1 "What can we do?"
bandit 2 "If we hide for 6 hours or so it should wear off"

Now is the time to chime in so changes can get made, what are your thoughts?


This feat allow a transformed creature to alter their transformation enough to allow rough speech. The included a druid's wild shape or a polymorphed creature. This feat does not allow the necessary vocalization to cast spells.

This feat could be a prerequisite for natural spell. Thereby bridging what many feel is too good of a feat.


I noticed the ranger's animal companion is still 1/2 level= druid level. Is there any chance this can be changed to level-3= druid level? Here is why...

The character in Pathfinder RPG are a bit stronger. The enemies with level will be a bit stronger too. What about animal companions? Nope. Now I do understand that it could make for great roleplaying..

You killed Nightwing XIII, prepare to die!!

But I would imagine it would get old quickly.


Which should factor more into a classes benefits? For example, the paladin can lay on hands which heals level times chr bonus. The divine grace ability gives a save bonus equal to chr bonus, regardless of level. Should the benefits of class abilities be more dependent on level rather than ability score? Or at least have a limit based on level as the duelist does with its canny defense ability?

The new combat expertise and power attack are dependent on ability scores regardless of level.


Baramay wrote:

I have searched and found some ideas for saving throw changes and most of them are in regard to multiclassing. I have my own suggestion. I would like to state now if it has been mentioned earlier, I appologize. My computer has been down and I tried to do a quick search.

At first level each character receives +2 save in good and bad saves. Then if it is a good save he receives +1/2 per level rounded down (just like hp). A poor save gives +1/4 per level rounded down. This is slightly skewed to help the lower level individual in his bad save. Also multiclassing only adds to the equation (no more +2 at 1st again) It looks like this...

Level...Good save....Bad Save
1.......+2...........+2
2.......+3...........+2
3.......+3...........+3
4.......+4...........+3
5.......+4...........+3
6.......+5...........+3
7.......+5...........+4
8.......+6...........+4
9.......+6...........+4
10......+7...........+4
11......+7...........+5
12......+8...........+5
13......+8...........+5
14......+9...........+5
15......+9...........+6
16......+10..........+6
17......+10..........+6
18......+11..........+6
19......+11..........+7
20......+12..........+7

If the good save collumn looks familiar it is because it has not changed. The bad save now adds +2 but progresses by 1/4 rather than 1/3. This gives less of a descrepancy for the bad save and does not allow one to easily size up an opponent. Oh a giant, will save. Oh an animal, will save. Fighter, will save again.

For a multiclass character just multiply and add +2.

A 5th level cleric/4th level figher will have Good fortitude saves in both so at 9th level he has +6. Reflex save will use 9 levels of bad progression, +4. So will is the only one we need to use math on. 5 level good that is (5/2)+ 4 levels bad (4/4)=3.5+2 rounded down to +5.

There it is quick and easy, what do you think?

I was hoping to get some feedback on this idea. Any thoughts?


I am looking to create a ruined city for my players to explore. I am looking for sources to get some ideas from. What are the best sources you have seen. I am also looking for map programs I can buy to enhance the adventure.


I noticed in some of the last Dungeon issues there were items from the MIC (Magic Item Compendium). All of the new magic items I recall in Pathfinder have used the DMG method of calculating cost and do not have a level for when a character should have them. Were the Pathfinder issues started before the latter issues of Dungeon? Can we expect to see some MIC items in Pathfinder?


In our campaign, set in Ptolus. My high level character is starting a knighthood devoted to Gaen, the goddess of light.
The prestige class is called the Knight of Holy Radiance. Please tell me what you think; if it is too good, too weak, or how it could be tweaked to be better. I know many of the Paizo staff have played in Ptolus so I would especially like your opinion.

Level base att Fort Ref Will special Spell level
1st....+0.......+2..+0..+2....Holy Radiance, turn undead
2nd....+1.......+3..+0..+3.................................+1 existing spell caster class
3rd....+2.......+3..+1..+3....call upon inner light........+1 existing spell caster class
4th....+3.......+4..+1..+4.................................+1 existing spell caster class
5th....+3.......+4..+1..+4....Glory Domain
6th....+4.......+5..+2..+5....Spell Focus (good or light)..+1 existing spell caster class
7th....+5.......+5..+2..+5....Holy Radiance Mastery........+1 existing spell caster class
8th....+6.......+6..+2..+6.................................+1 existing spell caster class
9th....+6.......+6..+3..+6....Unstoppable Righteous
10th...+7.......+7..+3..+7.................................+1 existing spell caster class

At 1st, 5th and 9th level there is no increase in caster level.

Requirements:

Alignment: Lawful Good or Neutral Good
Base Attack: +3
Knowledge (religion): 7 ranks
Feat: Spell Focus (good or light)
Special: turn undead ability

Class Skills: concentration(con), craft(int), diplomacy(cha), heal(wis), intimidate(cha), Knowledge(arcana)(int), knowledge(history)(int), knowledge(planes)(int), ride(dex), sense motive(wis), spellcraft(int)

Skill Points at each level: 2+ int modifier

Weapons and armor: A knight of Holy Radiance gains no proficiency with weapons or armor

Turn Undead: A Knight of Holy Radiance adds his levels to any previous levels when turning undead. Ex. A 4th paladin/ 4th level Knight would turn undead as a 5th level cleric.

Holy Radiance: At 1st level all light and good spells that cause damage add +1 pt/die. If a spell does not normally cause damage it does 1 pt of divine damage/spell level. Ex. Daylight is a 3rd level spell. Those within its radius who are evil take 3 pts of damage each round they remain. A neutral creature would take 1/2 3 pts of damage (rounded down) or 1 pt of damage/round. Good aligned creatures take no damage.

Call Upon Inner Light: While most spell casters are vulnerable when their splls are expended, this is not so for a Knight of Holy Radiance. He may spontaeously cast any good or light spell he is normally able to cast at a cost of 1 pt of constitution damage/spell
level. Ex A cleric wishing to call a holy smite spell would take 4 pts of constitution damage.

Glory Domain: The Knight gains access to the Glory Domain. If a Knight normally does not have domain spells he may prepare Glory spells in his spell slots. The knight gains the +2 turn check and +1d6 damage of the Glory domain.

Holy Radiance Mastery: The Knight now casts good and light spells at a caster level equal to his previous spell caster level+ knight level. Ex An 8th level cleric/7th level knight of Holy Radiance normally casts spells at 13th level, but good and light spells would be cast at 15th level. (Good and Light spells would also do +1 pt of damage/spell level from the Holy Radiance ability.

Unstoppable Righteousness: If a knight is affected by a spell that restricts him from acting, the following round his inner light will well up inside of him to counter the spell, constitution damage is applied normally. A knight need not be able to act for this to occur. Ex. If a knight is turned to stone the following round he would take 6 pts of constitution damage and no longer be stone. This counts as the knight's action for the round. A knight may spress this ability as a free action if capable of thought. Ex. A knight subject to a hold person spellmay choose not to counter and try to free himself normally. This decision must be made before any dice are rolled. If he chooses not to counter and fails to be be freed, he may counter the following round on his turn.


I am working on my homebrewed world and I am going to have planetary alignments affect magic.

Two objects are traveling in a perfect circular orbit, at the same speed, one is inside the other traveling on a loop that is 1/4 the total distance of the other. If the total time to complete one circuit of the outer loop is 364 days, and the inner loop is 91 days, then how often will they be within five degrees of each other? (I know this is not exactly how our planets are.)

What if there was a path 12 times longer than the 364 days? How long would they be within five degrees?

Please show me the math involved in answering these questions.

Thanks for your help in advance.


One thing I liked a great deal when third edition came on the scene was that there seemed to be a saving throw for everything now. Always a chance to roll that elusive 20. Sure the cloak of poisonousness has a DC 28 Fort save, but it has a save.

Tequila's thread about the wounding weapon started me thinking, there have been a trend in spells or abilities to decrease abilities/caster level. From the PHB, there is the ray of enfeeblement, enervation, mind fog (has a save but can be quite crippling) and I am sure I have missed a few. The wounding weapon feature is found in the DMG. Where else have no save ability damage been creeping in? Bo9S?

These work very well when taking down the BBEG but when this is used against the PCs by the BBEG's minions does it become too good? Or make spending feats on great fortitude, lightning reflexes, and iron will; less appealing?


Cost not being a factor which special material would you prefer? Mithral grants a +2 to maximum dexterity, -3 armor check and -10 arcane failure. Medium mithral armor is counted as light and heavy is counted as medium. Adamantium provides DR 1/- for light, 2/- for medium, and 3/- for heavy. Generally our players prefer mithral, although we normally play with a high point buy variant. I would like to ask if everyone could question their gaming table to get a good concensus from the DnD community. After thinking of the adventure paths and how often stat blocks have power attack factored in I am believing the +2 AC would benefit more than reduction of damage.


What advantages does psions have over mages? What disadvantages doe psions have compared to mages? Please compare and contrast when submitting your answers. Please do not answer with psionics sucks or psionics is cool. These are opinions which you are entitled to but I would like to compare the facts. If I may start things off...

psionics has an advantage- a psion can use as many of his highest level powers as often as his PP will allow. Thus a 9th level psion with 72 PP could manifest a power cost 1 PP up to 72 times a day or a power costing 9 PP up to 8 times a day.

psionics has a disadvantage- because mages have the flexibility to change their spells and sorcerers have access to more spells than a psion does to their powers.


I am musing with the idea of introducing psionics into my campaign. I am one of the people who find psionics in its basic form to be too superior to magic. (This entails having free silent and still ability and being able to use any number of highest level abilities as long as you have the PP) For those who agree with me I would like to know what you think about charging twice the Power points or PSP for using any ability outside of ones discipline? This will only work for psions and wilders I have not as of yet decided on psychic warriors. I would just like some feedback. Thanks in advance.


Often combat can take hours of game time. What do you use to to reduce the time? This could be required of the players- spell cards, DM- screens, or visuals-battlemat, etc.


To be clear on my question, do you substitute other classes? Are multiclassed characters just added since there are not many? For example, in Dungeon 85 Lord of the Scarlet Tide by James Jacobs there is a character named Bladestorm. She is a Clr6/Rgr6. I know this is not too recent but my campaign is headed to Narwell. What about a Wiz4/Exp10?

As a side not, I know that often submissions are not included 100%. Allan Grohe has extra material, from his Artifacts of Oerth, on his website. Gary Holian has/will present additional Irongate material on Canonfire. I am looking for Narwell material from anyone, specifically do you still have old notes, James?


Since the is not one DnD book, that I know of, detailing these terms I am under the impression that they are slang and therefore subject each person's interpretation. The term broken is defined as "not functioning properly". I have read broken described as not functioning properly for everyone and by that description I would say that it is difficult to achieve.

It would be hard to against the fact that WotC would like every character the same opportunity to help the group and shine. Often classes, spells, and feats are altered in errata or future products. So there is definitely a case of classes and feats being unbalanced.

1) So what is your definition of broken and unbalanced?

2) What would you place in the catagory of unbalanced? (I suppose this is a focused rant, but since this is opinion please do not dispute other's thoughts)

3) List why you would place any in this catagory? (Saern I look forward to hearing from you) :-)


I hear James Jacobs had a CoC campaign going. When I ran mine it fizzled out because the players too accustom to DnD did not like the going insane part or the high mortality rate. I was wondering how other campaigns deal with these issues?

Thanks


Often I see threads of the dumbest thing players or DMs for that matter have ever done. Always the optimist I would like to hear some of the most clever uses of magic items, spells, a player's belt for all I know. (A fork in the case of Rudd, Greyhawk reference)

Recently my DM told me that my newly introduced player could have a 25,000 gp magic item to be on par with the rest of the group, but the item would have to be exactly 25,000 gp. Looking in the DMG the first thought was to have a cloak of resistance +5. Then I wrote down all of the items fitting the bill and the ring of x-ray vision jumped out. My character is a mage so I was thinking of all great uses of cover one could have to protect a spellcaster. So now I can stand behind total cover(provide it is not overly thick) and cast empowered magic missile or whatever. It has already come in handy checking for traps. The DM thought the choice was judicious and well thought out. The other players love/hate when my character closes one eye and raise my right hand in a fist. I don't mind the groans the ring of clairvoyance (sight beyond sight)would have prompted too many Lion-o jokes.


Have your players ever put a bounty of a BBEG after he escaped? I would imagine it would be quite theraputic. Instead of waiting for him to seek revenge for destroying his minions and taking his treasure, you put a bounty out there with your spoils and have him hounded by other adventuring groups, then you sweep in for the kill. Why be on edge of when he might attack you, keep him running for his life.


I have introduced the idea that all magic even permanent magic breaks down over time. As a child of 1st and 2nd edition Greyhawk I have read many stories detailing the breakdown of magic prisons and the like? I have not quantified how quickly the breakdown occurs but I think it is obvious that it depends on the level it is cast at. Has anyone ever experimented with this idea?


In a new campaign there is a players who is a bit of a power gamer who has chosen a warblade. He often states "that class is too weak" etc. On the surface the warblade looks superior to the fighter, but with all classes there should be strengths and weaknesses. What are the weaknesses of the warblade?


In your campaign how do you handle the redemption of creatures and NPCs? I have seen many places where it is in vogue to have outsiders have different alignments; the fallen angel or the non-evil demon or devil. But these races are the best of the good and worst of the bad or so they should be. So what chance to redeem, do you base it off of how much good or evil one radiates? Would an evil priest be much more difficult than an evil fighter? Is it alright to kill someone just because he or she radiates evil?


Do you use epic spells in your epic campaign or only advanced spell level (10th,11th, etc.)? Do you allow players to craft spells from the epic seeds or only allow existing spells? I know not everyone enjoys epic play but some people on these boards have mentioned epic play.


For those who have played in an epic level campaign, I have a few questions. I have not been a DM in an epic level campaign but now find myself with two PCs at epic level. One is in a FR campaign and the other is in a Wilderlands campaign. Both campaigns are high magic from what I know. Here are my questions.

1) How can a player increase his spellcraft checks? Besides maxing the skill, taking the skill focus feat, magical aptitude feat and epic skill focus feat.

2) I do not care very much for the mitigating factors in the ELH. There are too many ways to mitigate the spellcraft DC without too much trouble. One example is using a slay seed(25) reduce casting time from 1 min to 1 round (+18) increase spell DC by 20 (+40) MITIGATE backlash 20d6 (-20) burn 2,000 xp (-20). Total DC 43. This is easy to achieve with a 25th level caster provide he takes epic skill focus. The spell affects any character up to 80HD. The Fort DC is 40+ability modifier. Assuming starting at a modest 16 int. It would be a 22 int by 24th level, with a headband of intellect +6 (standard by 20th level) the total modifier is +9 for a total save DC of 49. Placing this DC against the highest NPC Fort saves (p310 ELH) +28 for a 30th level paladin. Every 30th level NPC needs a 20 to save. The burned xp is an easy wash against the xp gained. The average damage (70)is easily absorbed by having a +6 amulet of health which will grant +75 hp at 25th level.
Now for my question: what limitations have you placed on mitigating factors? At this point I would only allow existing epic spells from Wotc sources.

3) Where can I find epic spells outside of the ELH? A friend has some FR books. But I saw a spell in Champions of Ruin (Aumvor's Soulshatter that has an incorrect DC, it is listed as DC51 but should be DC 32) I am hoping this is just a typo.

4) Help me create an epic spell that my 26th level cleric could caster with help from 3 or 4 friends who have access to 8th and 9th level spells. He has 214hp and by 27th level will have a spellcraft of +48. My enemy would be the Green Emperor of Vertistan. He is around 40th level( I don't know what) and also rumored to be a 0 level diety. My idea is to channel an avatar of his diety much the way of channeling a celestial paragon (p.122 BoED) I am imagining this could kill him or drain a level as with the paragon spells. I also welcome other spell ideas.


We are playing in a campaign that revolves around each character being the king of a small island country. So far we have used 3 sources: 2nd edition Birthright, Fields of Blood and Dungeoncraft from Dragon #293 by Ray Winninger. So far they have been helpful but the differ very much concerning tax collection. What other sources would you recommend taking a look at?


I have not DMed for a while and while playing I continue to find information that would be helpful for the DM to have onhand as a PC list. Favored enemies for rangers, skills that are reactive such as spot, listen, and diplomacy. This is just to name a few. I though we could comprise a large list that everyone could benefit from.


In Dungeon 89- "Headless" by James Jacobs there was large use of the simulacrum spell. This was done in 3.0, and the spell has changed slightly in 3.5.

The spell creates a duplicate of the target with 1/2 HD or levels and corresponding abilities the target would have at that level. That leads me to a few questions.

1) Would ability scores would be the same without the additional points gained every 4th level? Ex. If a 16th level character had a simulacrum it would be 8th level and have two points less to its abilities (the two that were increased at 12th and 16th.)

2) Would a frost giant (14 HD)/ 6th level barbarian have attacks, hp, saves, etc as a 7 HD giant and 3rd level barbarian?

3) What about a dragon? Would a mature adult brass dragon with 22HD have the abilities of an 11 HD dragon or 10 HD in this case since I would expect to round down? Or would only the HD related numbers be decreased?

4) In the spell it states that a simulacrum can be healed by using 100 gp per hp and access to a fully equipped magical lab. Would a simulacrum be able to heal itself if it has healing available through spell casting? Would the repair damage spells heal damage?


Can a character who has whirlwind attack use improved disarm or improved trip when making his attacks? I have a duelist who is planning on using this attack mode and I would like to be sure before suprising it on the DM.


I have always been into the ancient myths and legends that have been handed down throughout history. My favorite hero is Odyussus. Some of the guys I play with don't have the literature background and favor comics and movies. So the comic guy expects to be given tremendous gifts and the other Matrix fan disires everyone to think he is special without doing anything. I am wondering if today's media has people having unrealistic expectations of DnD. The good guys don't always win. Being brass and cocky does not always get everyone to love you. What are some opinions out there?


This is close to what happened in our campaign recently. How would you handle the xp distribution?

The party was in a city not doing too much when they heard people saying the city was being attacked. The city's protectors went to defeat the foe. The players were suppose to see that the city had powerful people to call upon, maybe try to get to know them or one day join them. The city's people were all 15+ level the threat was CR 20+. The PCs are level 10 or less. The PCs ran outside to fight, using spells from a distance and missile weapons. One guy even ran next to a 20th level fighter to aid another. He was not really threatened. The enemy knew the 20th level guy had a vorpal blade having seen it in action (he had to take out the guy with 4 attacks first.) The 20th level guy fell and the PC retreated. The spell caster could not penetrate the SR. Another of the city's protectors picks up the sword and beheads the enemy. The players feel entitled to at least some of the xp if "only" 10,000 xp.

If a mindflayer is swooping over the village to terrorize its people and an 1st level guard with a bow somehow strike him with a 20 causing damage, the dragon wipes out a few buildings, the mindflayer blasts all of the guards on the wall with a mindblast and the visiting mage kills the mindflayer with a disintegrate spell. Would you give the guard and xp? What if all the guards were 1st level PCs?


A character in our campaign became a natural lycanthrope through a ritual similar to those mentioned in Savage Species. Over time he met a woman who he likes very much and asked her to get engaged. She wanted to know what could happen to her or any children from his being a lycanthrope. He went to a retired character of mine to find the answers. Here are my questions.

1) Will his lycanthropy be passed to his children?
1a) Will the children have to learn to shapechange much as an afflicted lycanthrope would?
2) Will the mother have a chance of contracting lycanthropy?
3) Will she be in greater danger during her pregnancy?
4) What tendency toward evil would the children have with the template being an aggressive carnivore? What about the mother if she contracts the curse?


We play DnD a few times a week and have for several years. Slowly the other players have been driving me crazy with their actions. I definitely think there is a problem with characters listening to each other. The one player's character repeats me about once every session or two. I called him on it once and he denied I ever said anything and accused me of ripping off his idea. (We have a group of three players) both other players agree with whatever the latest "trusted" NPC tells us. Then if another "trusted" NPC conflicts the story it falls into a mass of confusion.

Backstory- The Dm uses many NPCs, he is good at playing them and bringing them to life. He uses NPCs to have information enter the group. Sometimes the NPC who should have information are not helpful-(when the DM wants us to learn something on our own) or the NPC should have no idea but the DM does not want the story to go off track. Also if the PCs are headed in a direction the DM does not want us to go, every NPC will disagree with our decisions, instead of prodding we get the sledhammer approach. So NPCs are very important. I feel that I am the only player who understands that NPC could have reasons for differing viewpoints; they could have had a dispute in the past, they could have been told something negative about a person, they could just be having a bad day. NPCs are like people in real life, or should be if you are doing a good job.

To give you an example- We enter a city and meet a nice guy he is helping us out because we know someone he is related to. He has quite a few fey friends and has a personality similar to theirs, he does not feel the law should be followed if it is not fair and just. So he tells us the there is a group of mercenaries he wishes to take out. We have been getting attacked by mercenaries and this group could be one of them. He tells us they are a bunch of rednecks. This gets character B's blood flowing. "Rednecks lets take them down." So word gets around and one of their members confronts us. He speaks well enough and tells us we are misinformed about their group, although many of them are failed farmers most are retired guards who don't have great skills in farming. Character B is dumbfounded. How can our friend have lied to us? So he jumps in the friend's face about lying. The friend gets upset at the lack of trust and tells us the bottom line is some of the mercenaries klled his friend's mother. The others are protecting him from persecution. I realize that he does not like these guys and his impression is quite negative. Character B is told your (all of us)help is no longer wanted. I have been trying to convince character A and character B the whole time that we should not be getting involved because our sponsor in the city told us to avoid conflicts until the mercenary attacks were taken care of. The mission is done by other characters and is a huge success. Character B holds a grudge against my character for not letting him do the mission. I understand that often the DM is giving us information and it helps when we agree to advance his plot hooks, at the same time he wants us the think in character and honor our commitments. I feel as though I have Mr. Repeat on one shoulder and a split personality over the other.

One thing our DM does that I disagree with is keep NPCs out of character disputes. I think this is so players do not feel as though they are being browbeat (I am the most experience player, in fact I brought the DM into DnD). I feel it would help correct problems. If you are talking to someone and someone repeat what you just mentioned 5 minutes ago someone besides myself may take notice. Again the DM is not trying to hurt anyone's feelings or make anyone look stupid but when it comes time for important missions we are often overlooked because it would be an embarassment. I know this from private conversations but the other characters seem convinced otherwise, we get lesser missions. My frustration comes from our group never being taken seriously. Now has anyone had any situations similar to any of this? I do know of someone writing about a group that started hating the Harpers because they felt misinformed. I feel like the Harper. lol Please only write about your own tales. Don't try to psychoanalyze the situation. Either I have not given enough information or it has been gone over in my mind too often.


I have the idea of creating a feat which extends spell duration. I can up with this while listening to one player whine about how horrible 3.5 is because they nerfed the mage with decreased spell duration. Amazingly he did not jump for joy when it became so much harder for spells to be interupted between 2nd and 3rd edition. lol Here it is give me your feedback. Thanks.

PROLONGED SPELL - metamagic feat

prerequisites: extend spell

The spell will have its duration increased to the next duration slot. Thus a spell could go from rounds to minutes, minutes to 10 minutes, 10 minutes to hours, hours to one day.

The spell slot costs

one move--- +3
two moves-- +5
three moves-+6

Example a 2nd level spell say bull strength with a duration in rounds would need to be cast as a 5th level spell to operate in minutes/level. A 7th to operate in 10 minutes/level and an 8th to operate in hrs/level.

If it sounds as thought I am replacing the persistent feat. I am. Many campaigns do not run to 13th level which is what one would need to cast a 1st level persistent spell. Also spells such as invisibility could be used for spying missions and the like. I looked at the cost comparable to the cost of magic items being created according to their duration. That helped me get an idea for the spell slot increases.


If a character casts enervation twice would the negative levels be 2d4? Can you direct me to official sources for the answers. Thanks.


How do your players react to you providing information and then later in the adventure they find it to be false or a half truth?


Would you classify selfish behavior as being more chaotic or more evil? In 1st and 2nd edition I seem to recall chaotic individuals being opposed to charm spells, since they override the choice of will. In 3rd edition I have not seen this, is this some hey we want to give players options to do whatever they choose?


Is there a list of what spell were changed in the spell compendium as opposed to just being reprinted? Is there a list of where the spells have come from? I think both of these would be helpful in updating characters. A good book by the way.


I am trying to find upkeep costs for castles, businesses and private homes. I have set annual property taxes at 5% of the total value. I would imagine that upkeep would also be a % of total value. In the 1st edition DMG it states 1%/month. That seems high to me. In The Stronghold Builders Handbook (3rd edition) it has 1-2% annually. I could not find this in the 3.5 DMG. I could have just been unable to find it. Give me some sources that may help me(I don't have every book) or give my your thoughts with reasoning why.


My DM uses npcs to provide information, and guide the PCs. This usually works out very well. It gives him the ability to foreshadow situations that may be too dangerous. Also his roleplaying abilities of his npcs has given rise to some very memorable characters. Here is the problem... PCs now trust and listen to the npcs instead of working with the other PCs. PCs are less likely to take any initiative unless approved by a NPC. How can I help to fix this?


Does anyone assign injuries if a character is wounded close to death?
I had a NPC IMC who ran into a burning building and held a flaming beam with his shoulder until the family was able to get to safety. The entire roof caved in and he was pinned under the beam and barely survived. When the PCs met him he had terrible scarring on his neck and shoulder. His carrying capacity was reduced by 4. Also whenever he would take 8+ hps worth of damage I would roll a DC 10 fort save or he would experience the effects of a symbol of pain(-4 attack,skill checks and ability checks.) This character was created a short time after 911. The other NPC felt nothing but love and admiration towards this hero. Over time his influence on the party continued to increase as they pushed themselves to act with the same bravery and nobility.


In second edition many PCs and NPCs used potions of longevity to extend their lives. There is even a group in the city of Greyhawk that specifically works to create these much sought after items. I have not seen them convented for 3.x. What magic is available to prolong one's life?