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Hello all,

Just need a little advice. I have a player that is wanting to craft a candle that stays lit as long as his character is alive and that will extinguish if he dies. I decided that the candle should require the spells continual flame and status as its two prerequisite spells, as well as some of the blood of the person the candle is tied to. I set up the limitation that if the character dies on another plane the candle will not work. I set the CL at 5th level for craft wondrous item.

I was thinking of setting the price at 1,000 gp. Does that sound about right?

Thanks,

David


I found this spell online and kinda like the flavor of it but it seems weak to me. Any thoughts on balancing it?

Glacial Cold
School conjuration [cold, elemental - ice]
Level druid 2, ranger 2, sorcerer/wizard 2
Casting Time 1 standard action
Components V, S
Range medium (100 ft. + 10 ft./level)
Effect 20-ft. radius spread
Duration 1 round/level
Saving Throw Fortitude half
Spell Resistance no
You create a zone of icy cold within the spell's area, creatures that end their turn in the area of effect take 1d6 points of cold damage

Thanks,

David


Does anyone have the stats for a heavy warhammer? I know there is a weapon called the earthbreaker but I was looking for something else. Any ideas?

Thanks

David


Hello everyone,

I have a player that wants a set of gauntlets that will let him apply the axiomatic ability to a weapon a total of ten rounds a day, how much would that cost and what would the level be?? I am bad at trying to figure this stuff out so any help would be appreciated.

Thanks,

David Smith


Recently my gaming group has been discussing the various methods for determining Hit Points. We have talked about the random rolls with no rerolls, random rolls with minimum of the average, just the minimum every level, and maximum hit points every level.

My question is, has anyone else done the maximum hit points for every level, and how has it changed (if any) your games?

One of my players (who is also a DM) hates the idea (of course he would prefer everything be random, right down to selection of class and race).

As I expected, most of the players like the idea, as long as I can balance out encounters with it.

Any thoughts,

Thanks

David C Smith


I am starting the new AP Way of the Wicked and I have a player that is wanting to play a wizard necromancer. He was having trouble selecting spells and had one left over so I told him I would work up a new 1st level necromancer spell for him (just to give him a little bit of flavor and uniqueness). Well I have drawn a blank so I thought I would see if anyone had any ideas for a new 1st level wizard necromancy spell?? Any help would be great.

Thanks,

David C Smith


I am working on a Styxian sorcerer bloodline for my campaign (the PC's have encountered a portal that leads them to the river). Here is what I have so far, not much but it is a start.

Styxian Bloodline

The black sickness known as the River Styx flows through your veins, powering your magical sorcery. Whether from a curse or a long ago ancestor, this bloodline pulls you toward evil, although your fate is your own.

Class Skill: Knowledge (planes)

Bonus Spells: acid splash (1st), curse water (3rd), fester (5th), water breathing (7th), poison (9th), absorb toxicity (11th), flesh to ooze (13th), plague storm (15th), unholy aura (17th), suffocation, mass (19th)

Bonus Feats: Elemental Spell (Acid), Elemental Spell (Cold), Great Fortitude, Improved Great Fortitude, Sickening Spell, Skill Focus (Knowledge [planes]), Tenebrous Spell, Toughness

Bloodline Arcana:

Bloodline Powers:


One of my players, a monk, sent me this question. I am not sure how to respond. How does this work??

"as i understand and can be altered by ruling can trip as part of a flurry if i fail i can free action drop weapon to not to be triped if so weapon cords let me recover weapon as swift if i do i get 2ed flurry trip atk if limited to one free action then i may be triped after that if not then drop weapon recover next round. or is that wrong"


Hello everyone,

I have been looking through various sourcebooks to find an answer to the following question:

What penalties does a character incur when loosing a hand?
Are the penalties worse if it is the character's main hand as opposed to his off-hand?

Any information would be greatly appreciated.

Thanks,

David


For the last ten or so game sessions, a few of my players of been munchkining and min/maxing badly. They know that that is a pet peeve of mine but they are doing it anyway. I have tried to explain that if they keep doing that, it makes it hard to design encounters to be challenging without having to do the same thing myself.

Any advice???

Thanks,

David


There are domains for Law, Good, Evil and Chaos, why not a Neutral Domain also?


Does the following sound okay for a new spell? How does it relate to other spells of the same level? Did I miss any similar spells that are better/worse that this spell would affect?

Thank you for any input.

David

Regal Blessing
School: abjuration
Level: bard 1, paladin 1
Casting Time: 1 standard action
Components: V, S
Range: touch
Target: creature touched
Duration: 1 minute or until discharged
Saving Throw: Will negates (harmless)
Spell Resistance: yes (harmless)
You imbue the subject with magical energy that protects it from harm, granting a resistance bonus on saves equal to your charisma modifier.


I am wanting to add racial bloodlines for non-sorcerers in my homebrew/store campaign and need a little help from the community with ideas. The first bloodline I want to work on is an Angelic bloodline, but here are my issues.

1) Need another name besides bloodline to seperate it from sorcerers.
2) I liked the idea of racial paragons so gonna kinda use them to template.
3) Thought about using a class based (prestige like) setup using about five levels.
4) Not opposed to the idea of using a purely racial based ability (like half-angelic) but think that might be to powerful.

In my campaign worlds, Angels are Lawful Good Outsiders from the plane of Heaven.

So what should the class/race have.
1) Must be lawful good.
2) Hit Dice d8
3) Skills 2 + int
4) Any simply or martial weapons
5) Light or medium armor
6) Full BAB (I know)
7) Good saves
8) Angelic Blood
9) Low light vision
10) Darkvision 60'
11) Tongues
12) Resistance to acid and cold
13) Good protections abilities
14) Maybe some minor spell likes

Any thoughts?


I am working on several new spells for a fire/earth barrow in my game. Do the following four cantrips sound usable, worded correctly, etc?

Thanks

Comprehend Ignan
School divination [language]
Level alchemist 1, bard 0, cleric 0, druid 0, inquisitor 0, ranger 1, sorcerer/wizard 0, witch 0
Casting Time 1 standard action
Components V, S
Range personal
Target you
Duration 1 min./level
Saving Throw none
Spell Resistance no
Except as noted above and only allowing for the understanding of Ignan, this spell functions like comprehend languages.

Comprehend Terran
School divination [language]
Level alchemist 1, bard 0, cleric 0, druid 0, inquisitor 0, ranger 1, sorcerer/wizard 0, witch 0
Casting Time 1 standard action
Components V, S
Range personal
Target you
Duration 1 min./level
Saving Throw none
Spell Resistance no
Except as noted above and only allowing for the understanding of Terran, this spell functions like comprehend languages.

Hurl Fire
School conjuration [elemental – fire]
Level druid 0, sorcerer/wizard 0
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Effect one missile of flame
Duration instantaneous
Saving Throw none
Spell Resistance no
You fire an orb of flame at the target. You must succeed on a ranged touch attack to hit your target. The orb deals 1d3 points of fire damage. This fire disappears after 1 round.

Hurl Stone
School conjuration [elemental – earth]
Level druid 0, sorcerer/wizard 0
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Effect one missile of stone
Duration instantaneous
Saving Throw none
Spell Resistance no
You fire an orb of stone at the target. You must succeed on a ranged touch attack to hit your target. The orb deals 1d3 points of bludgeoning damage. This stone disappears after 1 round.


My players will be adventuring in an ancient dwarven crypt known as the Barrow of Kru Udark. This crypt is the burial tomb of a master dwarven miner. I am needing ideas for earth and fire related items, spells, and creatures to populate the barrow. I am currently working on a spellbook know as the Libram of Stone and Flame. Any ideas will be greatly appreciated.

Thanks,

David


I am looking for ideas for doing social castes (royalty, landed gentry and serfs) similar to heratiges. These would be three racial choses for humans in my emprean setting. Any input would be appreciated.

Thanks
David


I am currently running a campaign where the party consists of an alchemist and a wizards PC. The alchemist keeps insisting that he can copy any of the wizards spells into his formulae book because of the following quote form page 28 of the APG "An alchemist can study a wizard's spellbook to learn any formula that is equivalent to a spell the spellbook contains."
I have tried to explain to the player that the spell must still appear on his alchemist formulae list in order to copy and use it, but he insists that I am incorrect. Allowing the alchemist to use any wizard spell would make the alchemist extremely powerful.
Am I correct in my assumption that only spells on his formulae list may be copied?

Thanks,

David C Smith
The Hobby Locker


Hello all,

Just a revamped 1e cantrip. Any thoughts?

Firefinger
School evocation [elemental – fire]
Level druid 0, sorcerer 0, wizard 0
Casting Time 1 standard action
Components V, S
Range point blank (15 ft.)
Effect 1-6 rays
Duration instantaneous
Saving Throw none
Spell Resistance yes
This spell creates 1-6 rays of flame that spring from your finger and strike up to 6 creatures within range. Each ray must strike a separate creature and unused rays are wasted. You must succeed on a ranged touch attack with each ray to deal damage to a target. Each ray deals 1 point of fire damage.

Thanks,

David


I am adding several new races to a campaign world I am working on for my hobby shop. Here is a suggestion (compiled from several sources) for a Half-Dryads racial traits.

Half-Dryad Racial Traits
+2 Dexterity, +2 Charisma, -2 Constitution: Half-dryads are agile and their attitude makes them naturally agreeable, but their form is frail.
Medium: Half-dryads are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Half-dryads have a base speed of 30 feet.
Low-Light Vision: Half-dryads can see twice as far as humans in conditions of dim light. See Chapter 7.
Dryad Immunities: Half-dryads are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
Keen Senses: Half-dryads receive a +2 racial bonus on Perception skill checks.
Woodland Stride: Half-dryads may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect half-dryads.
Woodcraft: Half-dryads receive a +2 racial bonus to Craft checks involving wood.
Weapon Familiarity: Half-dryads treat any weapon with the word “dryad” in its name as a martial weapon.
Languages: Half-dryads begin play speaking Common and Dryad. Half-dryads with high Intelligence scores can choose from the following: Celestial, Draconic, Elven, Goblin, Orc and Sylvan.

This is only the racial traits, I do not have the descriptions finished yet for the race.

Any feedback would be appreciated,

Thanks

David Smith
The Hobby Locker LLC