I added a few little things to happen in the first session that will subtely foreshadow the rest of the campaign. This is more to pat myself on the back for being so clever as I wholeheartedly expect my players not to notice or care. Hecka spoilers abound. During the swallowtail festival: There will be a "test your strength" game called Ogre Smash. The bell to ring will be encased in a papier mache ogre head. Win or lose, the PC will receive a comment like "Those ogres don't stand a chance!" Or "Sure hope you never have to go up against a real one!" Instead of a set lunchtime there will be a food tent. A wizard will be putting temporary arcane marks on everyone who enters to ensure everyone only gets one plate apiece. Perceptive PCs will notice, before finding the food tent, that the majority of people in town are marked with a mysterious rune. During local heroes: on the boarhunt with Aldern they will come across a dead boar in a dark section of the woods being devoured by an undead creature. Aldern will be horrified "Filthy undead!" The creature will give off a distinctive odor of rotting flesh and gravesoil. Madame Mvashti will give a PC a free reading. As she gets into it she will fall into a trance and recite this poem: You will learn from a monk, a madman and a mother
She will then return to normal and speak the last line And within the week you'll find a sweet, young lover! At some point when speaking to Brodert Quint he will wistfully make a comment about the old light "If only those stones could talk, what secrets they would tell!"
Milo v3 wrote:
This. More kami. So many more kami. 3,100 more kami. The next three bestiaries should be kami exclusive. And dinosaurs. OMG MAKE A KAMI WITH A DINOSAUR WARD! Excuse me I need to go breath into a paper bag for a bit...
Yep, another one of these.
Here's the rules:
When I design a region I usually use this format: Name
But feel free to make yours however you like.
11. Unexpected combination of terrains
21. Primitive tribes
31. Dinosaurs!
41. Wide open spaces
51. Powerful evil imprisoned
61. Earth-related magical anomaly
71. Incredibly large tree/tower/pit/etc.
81. Headquarters of a powerful organization
90. A new twist on a well-established trope/cliche
I am a big fan of the onmyoji (I like kami. Did I mention?) though their shikigami is something very different from the advanced familiar candidate found in bestiary 3 that the wardkeeper gains. Discussing weapon ward alternatives: I like the idea of a sort of combination of the two options I mentioned earlier. The ward will grant enhancements to any weapon weilded by whoever has the ward but the specific enhancement is decided by the materiel the ward is made from. This keeps to the support theme and adds a little more customizatin to the wards that i think will be fun. More materials may further complicate the issue of explaining the ward's physical aspects but using the table I've devised and some of Ciaran's suggestions for simplified wording it should work out.
Can you point me to the classes that do that? So a couple options for weapon ward.
2. Weapon ward remains similar to how it is but grants more powerful advantages than just being able to enhance it without feats. Level based? Different enhancements based on the wards materiel? I worry about this, and your suggestion of more material options because, while I like the idea of making an ability line for each and giving the wardkeeper the choice, the wardkeeper eventually has 4 wards and each can be made of a different materiel, so keeping track of all the enhancements adds another layer of bookkeeping to a class that is already somewhat complex.perhaps weapon ward abilities only apply to the original ward? The first option seems the simplest and keeps well with the supporting theme. The second option looks really cool though, and cries out to my home brewer blood! Any suggestions to what you would prefer/think would work better or maybe other options im not considering? Also I will definitely be making a separate thingy for information on a wards physical structure. It will especially be needed if I use your suggestion for various materiels.
Kami are in bestiary 3. Reflavoring for more genericness would probably be easy, but I like kami. I dont know how the first paragraph can be made any more clear. "When the ward is in the wardkeeper's possession it weighs this much. If it is in anyone else's possession it instead weighs this much." Putting it in a sidebar is a good idea. I wanted to make a table but can't on the forum. The entire point of the class is buffing his allies with ward bonuses. If the ward is stolen he can "suppress or activate all bonuses a ward grants as a free action from any distance. This ability suppresses or activates every bonus a ward grants and cannot be used to only suppress or activate individual bonuses" Having to track down a thief to get his ward back (not difficult with the wardkeepers empathic link to his wards and trivial once he has merge weith split wards) sounds like a nice plot hook to me. "Until the Wardkeeper reaches 7th level the shikigami within the ward will only emerge to aid the wardkeeper if its ward is in direct danger and will fight to the death to protect its ward." So if the ward is being specifically targeted with sunder attempts or about to fall into a volcano or something the shikigami will emerge and do everything it can to save the ward. That's it. No mechanical change or anything, just a shikigami trying to save its ward.
Thank you, this is exactly the kind of advice I was looking for. What are your thoughts on prepared casters for new players? I understand spontaneous would be less bookkeeping but is the hassle of choosing daily spells enough for me to encourage my players to go sorcerer over wizard? I would imagine it's not much of an issue at first level due to the limited number of spells and by the time the list grows long we'll have been playing awhile.
I'm going to be GMing a group of brand new players through Rise of The Runelords, starting this summer. Two have played a bit of 4th edition, the other two have never played a tabletop RPG but are just silly excited about it. I am a relatively inexperienced GM. I have the Core Rulebook and Advanced players guide. I've told my players we'll be 'soft' limiting character creation to those sources.(Soft limit as I've shown them the srd and told them if they feel like looking around and see something they really want it wouldn't be an automatic no. Just wanted to avoid option paralysis) Considering that they are new players and I am a new gm, what advice do you have in regards to character options that I might dissuade them from going for to avoid too much complexity? What would be useful options to encourage new players to use? I am speaking mechanically: I already have a good idea how to encourage fluffiness. In addition, I'd be interested in knowing what sort of ban list and/or House rules you usually use for character creation in your games. Right now the only two things I am definitely saying no to are gunslingers (I don't like guns in my fantasy) and goblins (for story reasons) I am also considering granting an extra skill point to be placed in any profession at first level, to encourage and assist with back story creation.
Control Gauntlet
Gauntlet Golem
Transformative (Ex)
Compartment(Ex)
Expel(Su)
Inject (Su)
Control Gem Dependant (Ex)
The gauntlet golem is made from dozens of tiny, interlocking iron plates that cost 600 gp and must be made by a skilled craftsman. These plates must then be crafted into a masterwork gauntlet. In addition, crafting a gauntlet golem requires a ruby worth 300 gp that will be attuned to the golem as it’s control gem.
Satchel Golem
Transformative (Ex)
Extradimensional Space (Ex)
Extradimensional Swallow (Ex)
Straps, Ropes and Clasps (Ex)
The satchel golem is made from high quality animal hide specially treated with magical oils that cost 1000 gp. These hides must then be crafted into a masterwork backpack. In addition, crafting a satchel golem requires a sapphire worth 500 gp that will be attuned to the golem as it’s control gem.
No crunch, just concept. Sharing because it popped into my head and I though "That sounds great! I have to share it!" So this oracle, we'll call him Steve. Steve is deaf, blind and mute. The deafness is his curse, the other two are from (torture/going mad from the revelation/birth defect/a terrible accident/pick one). Obviously, Steve is not cut out to be an adventurer. However, lucky for Steve, he has a little bit of arcane eldritch heritage in him. Even luckier, he happens to be of the alignment and level to attract a spirit oni familiar! Most lucky of all, mask symbiosis is a thing! The revelation doesn't really matter and I guess you could go deaf/clouded vision dual curse if you wanted. There is no mechanical benefit whatsoever to this character. It's just an interesting, mayyyyybe fun concept. (unless you convince your GM to give you goodies for the self-imposed disabilities) tl;dr A deaf, blind, mute oracle who wears a furious little red oni as a mask and shares all it's senses when doing so.
24. The PCs find a strange, alien looking but harmless creature. They have to hide it from the local xenophobic authorities and gather materials enough for it to create some sort of device to phone home. 25. The PCs are on a fishing vessel crossing a large lake that is attacked by a megalodon. If they want to take it out adn return the body to the local village for a reward, they're going to need a bigger boat. 26. The PCs go on a tour of a menagerie of dangerous beasts that have been extinct for millennia put together by a powerful wizard. A corrupt apprentice deactivates the magical safeguards and the PCs have to get out of the compound without getting eaten. 27. A local girl was pulled into the ethereal plane by the angry spirits of a shoanti burial ground the village was built over. The PCs have to rescue her. 28. A group of young PCs find a treasure map and have to avoid incompetent goons, get past ancient traps and befriend an imprisoned bugbear to find the pirate treasure and save their town from an unscrupulous lord. OK, those are adventures rather than encounters. Still cool, creative and (coughcough) original though!
20. The PCs have to fight a scary looking red-faced humanoid. Turns out it's a deaf, blind and dumb guy using a spirit oni for his senses. 21. A dead kraken washes up on shore. When the PCs go to investigate, a bunch of sahuagin with decanter of endless water breathing apparatuses burst out of it and attack! 22. The PCs discover a good friend of theirs was replaced by a perfect simulacrum. The simulacrum wholly believes it to be the person but is subconsciously under the control of it's unknown, possibly evil creator. Cue moral quandary!
Sure looks like a great trick that would be viable rarely and only work for a single encounter. Alternatively: First round summon your eidolon, spend a few rounds buffing then run in and smash face just as easily. Granted, your way would make me feel a lot cooler for dong it. Not being targeted separately has nothing to do with anything. The stalker is invisible. It is not being targeted with an invisibility spell, it is invisible naturally. The eidolon, by RAW is visible. It does not gain the stalker's invisibility. If the summoner is targeted with an invisibility spell, the eidolon is also targeted. If the summoner is already invisible there is nothing in the rules stating the eidolon becomes invisible when summoned. If the stalker could turn off, then reactivate it's invisibility after the eidolon is summoned that would work, but that's not how natural invisibility works. If you don't want them to use it just use Lazar's reasoning to limit the spell. I wouldn't because I see nothing OP or exploitative about it, but that's just me.
1 round doing nothing while your pal summons a tiger, 1 round casting possession, 1 round summoning eidolon. That's 3 rounds of combat where you could just be killing guys. 3 rounds is a long time just to set up. The eidolon won't be invisible because "The synthesist wears the eidolon like translucent, living armor. " (from the SRD) Translucent armor, not invisible armor. He may be harder to see but translucent=/=invisible. So you get extra abilities... that's kind of the whole point of the spell isn't it? Sure you can make your body invisible. You can also expend more resources to make the rest of your party invisible, or to get the heck out of dodge when they come looking for you. If you think it's too much don't allow it. I think if your players come up with a tactic like that (and are willing to waste the rounds and resources to pull it off) I'd 'award' them by letting them actually use it.
Well that's a clever idea... I don't think he'd be totally invisible as the stalker. (eidolon forms a translucent shell, so mostly visible) As for the tiger, no matter the body it's surrounding, the eidolon is still limited to the number of natural attacks it can make for it's level. It can choose to use it's own or the tigers but not both at once. If you play a kitsune with a bite attack the eidolon doesn't get an extra attack either. Intelligent enemies, after fighting off a random tiger that disappeared when defeated, could put 2+2 together and realize there's a summoner nearby. With the distance limit on the possession that would make pulling it off more than once very risky. Alternatively, if you're attempting this in the middle of a battle, tossing an axe or two at the helpless summoner would be mighty tempting. EDIT: sneaky ninja
15. A beautiful girl begs the PCs to help her injured fiance, trapped in the woods. If they follow her, the changeling leads them right into the clutches of a hag coven! 16. The PCs are pelted by slingstones from angry halflings. Unfortunately, one of the stones happens to be an earth elemental gem. 17. The PCs are lost in the woods and come across a dryad playing hide and seek with a bunch of leshy. She'll show them the way out, but first they have to play.
scrmwrtr42 wrote:
Oh my gosh I almost missed that. This! This is very important information!
I present the Kami Druid 2.0 Kami Druid Diminished Spellcasting: A kami druid gains one fewer spell of each level than normal. If this reduces the number to 0, she may cast spells of that level only if her Wisdom allows bonus spells of that level. Ward Sight: A kami druid can inherently tell if a something is a Kami’s ward by looking at it. A kami druid can determine the direction of all wards within ten miles by concentrating for one minute. Ward: At first level, a kami druid chooses a location as his ward. His ward can be no larger than 1000 square feet. The size of the ward increases by 500 square feet every time you gain a druid level. The ward cannot be in any civilized area like a city. The ward gains, or expands across areas that already have, certain features as it grows, as described in the sections on Kami friends and Kami allies. A kami druid gains a +1 ward bonus on all d20 rolls as long as he is within a distance to the edge of his ward equal to one mile per his druid level. If the kami druid is within his ward, this bonus increases to +2. A kami druid has an empathetic connection with his ward and knows it’s condition at all times. If a kami druid’s ward is heavily damaged he does not gain the benefit of his ward bonus and takes a -1 penalty on all d20 rolls until the damage is repaired. Merge with Ward: As a standard action, a kami druid can merge his body and mind with his ward. When merged, the kami can observe the surrounding region with his senses as if he were using his own body. He has no control over its ward, nor can he communicate or otherwise take any action other than to emerge from his ward as a standard action. A kami druid must be within his ward to merge with or emerge from it. The kami druid may emerge at any point within his ward. This is a supernatural ability. Call Kami: At first level a kami druid can petition a local Kami to come to his aid once per week. This requires a ritual that takes one hour to complete. For the Kami to hear the druid he must be within a number of miles of their ward equal to the Kami’s hit dice. For the Kami to come to his aid he must be convinced. This requires a diplomacy check. The DC depends on the type of aid the kami druid is asking for. The kami druid gets a +4 bonus to this check if he is within his ward when he calls the Kami. How and for how long the Kami offers it’s aid is up to the GM. A Kami may request a favor in return for offering it’s aid. A Kami will not travel far from it’s ward unless it feels the cause is urgent enough to demand it or the kami druid is extremely persuasive. This ability replaces wild empathy. Kami Friends: A kami druid shares his ward with other Kami and as the druid’s ward grows in size more powerful Kami are attracted to it. A Kami who shares a kami druid’s ward considers the kami druid as part of it’s ward as well. A kami druid’s Kami friends either stay within his ward or travel with the kami druid. No more than one Kami friend can travel with the druid at a time as Kami’s need their space and there simply isn’t enough room for the druid to ‘house’ more than one Kami. Because the kami druid only makes up a small portion of their wards, Kami friends do not benefit from their fast healing unless they are within the kami druid’s ward. All of the druid’s Kami friends have the wizard familiar’s Share Spells ability and the Teleport to Ward ability, except they cannot choose to teleport back to their previous location. Because the kami druid is part of their ward, Kami friends can use this ability to teleport to the druid. If a Kami friend dies a new Kami of the same type will be attracted to the kami druid’s ward and become a Kami friend in 1 week. If a second Kami friend dies before a replacement for the first is attracted, the kami druid’s ward is considered heavily damaged until all dead Kami friends are replaced. At 1st level, a kami druid’s ward contains some small, man-made structure like a milestone, waymarker, tiny garden statue, or other relatively mundane work of art crafted by humanoid hands. This structure attracts a Shikigami Kami friend. At 3rd level the Shikigami Kami friend gains the wizard familiar’s Deliver Touch Spells ability. At 13th level it gains the wizard familiar’s Scry on Familiar ability, treating itself as the kami druid’s familiar. At 4th level a kami druid’s ward contains an arrangement of miniature shrubberies and trees. This attracts a Fukujin Kami friend.At 15th level the bonus provided by the Fukujin Kami friend’s Aura of Luck ability increases to +4. At 7th level, a kami druid’s ward attracts a Kodama Kami friend who makes it’s home in one of the ward’s larger trees. The tree the Kodama Kami friend calls home grows as the kami druid grows level and the Kodama Kami friend grows along with it. The Kodama Kami friend uses the same advancement as a druid’s animal companion with the following changes: Starting Statistics: Size small; Speed 30 ft. AC +1 natural armor; Immune bleed, mind-affecting effects, petrification, polymorph;Attack2 claws (1d3) Ability Scores Str 10, Dex 13, Con 12, Int 11, Wis 14, Cha 17; Special Attacks Distracting Gaze: Staggered for 1d4 rounds, 30 feet, Will DC 16 negates. This is a mind-affecting effect that requires the kodama to be visible to those it wishes to affect. The save DC is Charisma-based.;Languages Common, speak with plants, telepathy 100ft; Special Qualities merge with ward, ward (kami druid’s ward, kami druid); Fast healing 3; spell-like abilities (CL 6th), At will--speak with plants, 3/day -- charm animal.
HD
Skills
Feats
The Kodama Kami does not gain bonus tricks.
The kami druid’s effective druid level for his Kodama Kami friend is equal to his druid level-3. At 10th level the kami druid’s ward intersects a well-travelled pathway or road. This attracts a Dosojin kami friend. It’s manipulate path ability affects any road the kami druid is travelling on as long as it is travelling with the kami druid. This ability replaces nature bond. Kami Allies: As the kami druid’s ward grows it attracts more Kami than just his Kami friends. These Kami choose wards that are within the boundaries of the kami druid’s ward and always start as friendly towards the druid. At 8th level and every three levels thereafter, a Kodama Kami claims a tree within your ward as it’s ward. At 10th level a Dosojin Kami, the mated pair to your Dosojin Kami friend, claims the section of well-travelled pathway or road within your ward as it’s ward. If your Dosojin Kami friend dies it’s mate will leave but the new Dosojin Kami friend that is attracted a week later will bring it’s own mate. At 13th level your ward contains a gate, doorway, spiritual archway (torii) or other religious place that a Zuishin Kami claims as it’s ward. At 16th level your ward contains either a small body of water or a beautiful cherry tree. A Suijin Kami claims the small body of water as it’s ward or a Toshigama Kami claims the cherry tree as it’s ward. Teleport to Ward: At 9th level a kami druid can teleport to his ward. This requires a ritual that takes one hour and can only be performed once per day. The kami druid can bring along objects as long as their weight doesn't exceed his maximum load. After a kami druid teleports to his ward he may choose to teleport back to the exact location he left so long as he does so within a number of hours equal to his druid level-8. He must be within his ward to teleport back. This ability replaces venom immunity. . . . So the kami druid has a bunch of options for companions. He can swap them out but it takes an hour and can only be done once per day.
OK, so change the ward to being a location of at least 1000 sqft. Every level it increases by 500sqft. The ward bonus while within your ward is +2, while near your ward is +1. also, Kami Friends: A kami druid shares his ward with other Kami and as the druid’s ward grows in size more powerful Kami are attracted to it. A Kami who shares a kami druid’s ward considers the kami druid as part of it’s ward as well. A kami druid’s Kami friends either stay within his ward or travel with the kami druid. No more than one Kami friend can travel with the druid at a time as Kami’s need their space and there simply isn’t enough room for the druid to ‘house’ more than one Kami. So long as a Kami friend is within 50 feet of the kami druid, the kami druid gains a +1 ward bonus on all d20 rolls. All of the druid’s Kami friends have the Teleport to Ward ability, except they cannot choose to teleport back to their previous location. Because the kami druid is part of their ward, Kami friends can use this ability to teleport to the druid. At 1st level, a kami druid’s ward contains some small, man-made structure like a milestone, waymarker, tiny garden statue, or other relatively mundane work of art crafted by humanoid hands. This structure attracts a Shikigami Kami friend. At 6th level, a kami druid’s ward attracts a Kodama Kami friend who makes it’s home in one of the ward’s larger trees. At 10th level a kami druid’s ward contains an arrangement of miniature shrubs and trees, either naturally occuring or sculpted. This attracts a Fukujin Kami friend. At 13th level a kami druid’s ward has a shrine or other religious location within it. This attracts a Zuuishin Kami friend. At 16th level the kami druid’s ward intersects a well-travelled pathway or road. This attracts a pair of Dosojin kami friends. Their manipulate path ability affects any road the kami druid is travelling on as long as one of them is travelling with the kami druid. At 18th level your ward contains either a small body of water or a beautiful cherry. These become wards to either a Suijin Kami or a Toshigama Kami, respectively. The Suijin and Toshigama Kami are allies of the kami druid but are not Kami friends and will not travel with the kami druid. . I'm still mulling over the summon nature's ally thing. I just really like the call kami ability. Super cool roleplay opportunity. (ok, yeah, you could just resolve it with a roll if you're boring I guess)
Hmm... maybe the familiar shares your ward, so as long as he's suchandsuch close to you you get your ward bonus, and if you're close to your ward it increases a little bit? When you become more powerful, your ward attracts more kami, allowing you to switch out you shikigami for a kodama. Send the 'gami home to watch the ward while the 'dama comes adventuring and they have a variation of the teleport to ward ability to make it happen quickly. One or two more different kami at higher levels. Have to change the ward requirment to be just a location to allow room for all the kami though. Hmm... could add an interesting 'design your own ward!' element. And maybe as your renown grows some folks build a shrine on your ward that attracts a Zuuishin. Something like that.
Yeah, I had that NPC thought too. Originally there was a lot more focus on the ward before I realized people wouldn't be adventuring within a 10 mile square. As it is now, the ward adds a nice bonus when you're near it that's not so good that you'd never want to leave. The drawback could be used as a nice built-in plothook for a sidequest and, unless your GM is evil and has your tree explode as you're fighting some vampires, it shouldn't screw you over badly just because you happen to be travelling. Of course, this probably won't work for every campaign. Good for a 'start fighting local goblins, move out from there' sort of thing I think, since once you're high enough level to be spanning the globe and hopping to other planes you've got your nifty teleport home trick. And as you suggested, something like Kingmaker would work well also. I was worried the shikigami would be a little weak. I was considering making it a companion (like the diabolist's imp companion) but then I'd just be adding a bunch of stuff to the druid without any drawbacks. The kodama idea is interesting. Have to think of a way to make it fit with the fluff though. ("Hey buddy you were great but I got this shiny new Kami see...") I hesitate to let them straight up summon Kami since that's just really not how Kami work. The call kami ability is, again, probably only good for a certain kind of campaign. I'm trying to think of a compromise (keep kamis attached to their wards but still able to summon somehow) but I'm coming up with nothing. EDIT: definitely missed that chaotic Kami. Ok, so no extra alignment restrcitions!
Kami Druid Alignment: In addition to the regular druid alignment restrictions, a kami druid cannot be chaotic. Ward Sight: A kami druid can inherently tell if a something is a Kami’s ward by looking at it. Ward: At first level, a kami druid chooses a location, landmark or object as his ward. His ward must be at least as twice the size of the druid and at most 1000 square feet. The ward must be stationary and cannot be moved. A kami druid gains a +1 ward bonus on all d20 rolls as long as he is within a distance to his ward equal to one mile per druid level. A kami druid has an empathetic connection with his ward and knows it’s condition at all times. If a kami’s ward is heavily damaged he does not gain the benefit of his ward bonus and takes a -1 penalty on all d20 rolls until the damage is repaired. If a kami druid’s ward is destroyed completely the kami druid gains one permanent level that cannot be removed until the kami druid has connected with a new ward. Once the kami druid has a new ward, the negative level is removed. The kami druid can connect with a new ward after a week through a 24 hour ritual. Merge with Ward: As a standard action, a kami druid can merge his body and mind with his ward. When merged, the kami can observe the surrounding region with his senses as if he were using his own body. It has no control over its ward, nor can it communicate or otherwise take any action other than to emerge from its ward as a standard action. A kami druid must be adjacent to his ward to merge with or emerge from it. If his ward is an object, the kami druid can emerge mounted on it provided the kami druid’s body is at least one size category smaller than it. If his ward is a location, the kami druid may emerge at any point within that location. This is a supernatural ability. If the kami druid’s ward is destroyed while the kami druid is merged with it, the kam druid dies. Call Kami: At first level a kami druid can petition a local Kami to come to his aid once per week. This requires a ritual that takes one hour to complete. For the Kami to hear him he must be within a number of miles of their ward equal to the Kami’s hit dice. For the Kami to come to his aid he must be convinced. This requires a diplomacy check. The DC depends on the type of aid the kami druid is asking for. The kami druid gets a +4 bonus to this check if he is adjacent to or within his ward when he calls the Kami. How and for how long the Kami offers it’s aid is up to the GM. A Kami will not travel far from his ward. This ability replaces wild empathy. Kami Familiar: At 1st level the kami druid gains a shikigami familiar. This functions like the wizard’s arcane bond class feature and the Improved Familiar feat, using the kami druid’s level in place of the wizard’s level. This ability replaces replaces nature bond. Teleport to Ward: At 9th level a kami druid can teleport to his ward. This requires a ritual that takes one hour and can only be performed once per day. The kami druid can bring along objects as long as their weight doesn't exceed his maximum load. After a kami druid teleports to his ward he may choose to teleport back to the exact location he left so long as he does so within a number of hours equal to his druid level-8. He must be adjacent to or within his ward to teleport back. This ability replaces venom immunity. I love the idea of the kami and decided it would be kinda-sorta neat to play as one. Ward doesn't replace anything and call kami and teleport to ward are more powerful than venom immunity and wild empathy but I'm hoping it balances out by downgrading the AC to a familiar. Are the abilities that replace nature bond enough to keep the kami druid near the level of the regular druid? Are they too much? A little underpowered is fine in my opinion, so long as it's not horribly unplayeable. Your thoughts? My goal is to build an archetype that is quirky and fun to roleplay.
13. Caltrop Swarm These caltrops are actually a swarm of fine sized contructs that move around the battlefield, positioning themselves in squares between their owner and his assailant. They take up two five-foot squares. They act like normal caltrops except a creature moving at half speed cannot avoid them (as they just roll under his foot).
MagusJanus wrote:
... That is a wonderful christmas present. Thank you.
I do. (In a pbp at least, when you're never rushed)
I just enjoy the huge amount of useful mundane gear there is available. Even without magic, the stuff a PC can pull off is pretty impressive. Only real limit is carrying capacity, but a heavy horse only costs 200 gold.
Reynard_the_fox wrote:
I apologize for resurrecting such a long-dead thread bur this made me laugh so hard I actually shot milk out my nose. And farted.
haha yes, I was looking at a build recently that had something like "Quick draw+TWF+claw attacks, Conductive AoMF, 3Xconductive scimitar. Hit with the claws, energy drain. Quick draw two scimitar, hit with both, 2Xenergy drain. Drop one scimitar, retrieve the third that was stored in a glove of storing and hit, energy drain. 4 levels drained in one round."
Thank you. I'm building a Synthesist Summoner (Eidolon re-flavored as power from Abaddon) who'll be going soul eater. Now I have to decide whether multiple energy drains/turn is worth going TWF and not using the impressive natural attacks. Hm... can Eidolon's wear magic items? If I got a second head evolution... (joking. Wouldn't fit the flavor anyway)
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