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To keep it backwards compatibale......i'm going to try and replace trapsense with fast healing.....of the same plus.....

also this ability of fast healing is only going to work while in a rage.....for free most likly....not costing any points


I have always like the way they have counterspelled in novels and stuff. Which i know this is not a good example to pull from for building game mechanics.

But The idea of making more dispel magics ....called counterspells 1 to 9 is a great idea ....so effectly counterspell 3 is the old dispel magic.....Casting time a standard acion.

they need to have more abjuration spells...spellshields that casters can put up and used as a move, swift, or free action, something balancing, to help protect the caster from incoming spells. So the spellcaster can spend a round putting up some defenses and not just have to stand there and wait...each round to counter spell.
and if you put a good during on such spells then they could be useful between short time between fights.


I have being following this thread and find that is hits a really cool way to have a balance all level pet for all of the classes that have one in game....which is better if the ranger keeps his pet wolf from 1st to 20th level....

But for all the magical beasts...an stuff poeple want added to this system....why not make the improved familair feat....into the now "Improved Animal companion" and just that Players take things that are not one the list, but use the monsters/beasts CR....

Yes I said CR....its the closest things to an overall level you can get....adding in its HD, and all special abilitys....


Here is a build from memory...for a 18 level character using the original Arcane Archer....the Pathfinder versions where not out at that time. his levels or 9th level fighter,1st level Sorcerer, and 9th level Arcane Archer.

Strength 26(+8), Dex 30(+10).....this is from two....+5 wishes to each stat and magic items that increase the stat also. I gold cost for items I increase by 50% and I also make everyone pay there own xp cost for making an item....even the cost for the wish scrolls in xp he paid.
he has the following feats: weapon focus, greater weapon focus, weapon specialization, greater weapon specialization, improved critical. just those are +2/+4
Archer related feats: point blank shot, Far shot, Precise shot, Rapid shot…..

He has a feat he pick up from one of the complete books….adventure or fighter .. not sure….need to find it …but it pick his crit multiplier up by one. But for this math I am not going to use it.

Weapons: composite Longbow (strength max +8)….which you can get made to easy no magical enchantments needed, the original cost for the composite longbow was only 900gp…. Page 119
The bow also had the following enchantments: Icy Arrow (1d6 extra), and Holy (2d6 Extra) and distance (double range), and speed (extra attack at max BAB)

BAB = 17 + 2 +5(arcane archer magical arrows) +10 dex = a total of +34 to each attack.
Damage:

1d8 19-20/x2 : 1d8 +4 +5 +8 = 1d8 +17 damage range is 18 to 25 plus 1d6 a 2d6 ..make the range 21 to 36

18 x 1 attack = 18 plus 3-18 = 21 to 36
min damage on just one attack hitting no crits = 21 to 36

25 x 1 attack = 25 plus 3-18 = 28 to 43
max damage on just one attack hitting no crits = 21 to 36

(18 x 5 attacks)x2 crit = 180 plus 3-18 = 183 to 216
min damage on all five attacks hitting with crits = 183 to 216.

25 x 5 attacks)x2 crit = 250 plus 3-18 = 253 to 268
max damage on all five attacks hitting with crits = 253 to 268.

His damage range falls around 200 to 250 most of time which is easily close to one-third the hp for a great red wyrm.


Ok.....starting a thread to try and figure out how to work with a problem one DM is having......comparted to another DM that might not think that area is a problem is useless unless you talk about the problem.

Never mind....i'll figure it out..myself.


I know alot of people think different ways but what i'm looking for is a way to reduce the damage that crits do a little, mostly about 30% of the current D&D 3.5 system......because our group is more fighter based then mage....the only mage is kind of funny ....an invoker that is not really even close to the nuke type. He prefers the flash more then the damage out put..

this is were the archer comes in and dealing more damage then the monster around their level CR has hit points, giving the CR's above and below,

What i wonted with starting this thread is like alot of things I have seen in the Pathfinder RPG they give you like xp advancment slow, mid, an fast. And i was hopeing to work out with you a more moderate Crit System....that i can use to control the damage, without making all the monsters Elite......which after a while i'll getting tired of. and Taking more time out of plaing the campaign for the players.

And in hopes that it would be introduced Into the Pathfinder Game to helps other DM's and Player like use out here.


Pulling this from the 3.5 player hand book...sense the Pathfinder book is a bit mixed with alot of the little things......Flat-footed means you don't get your dex bonus to AC for that first round you are counted as flat-footed and you can not make attacks of opportunity during that round.


I looked at the few places in the PDF that listed it with the find option. I did find repeat like names......feats that i guess or what these are just name changes that were not removed.

exact targeting = Pinpoint Targeting

careful targeting = Precise Shot


If i remember right look in the back of the 3.5 monster manuel it has it in there....but basicly it just mean that you add the turn resistance to that undeads hit dice when you figure out effects the turn resistance has on that undead.......at least in D&D 3.5 that what it ment.

Example: X undead monster has 6 hit dice and a turn resistance of +4...so for the effects of turning on him he counts as a 10 hit dice monster.


I don't remember the name of the feat but i have read it a few times demanding the player to show me it. because his archer is x4 crit damage. I wont to say it is in one of the complete books...going to look it up next game and drop a the name and full detail of the feat here.

But that is what i'm saying even much higher level monsters die to fast for the players....and if I increase the monster to high so it can live a few rounds....it ends up killing party members with one hit attacks of some kind.

I see no easy way to fix this....... As a DM for over 15 years I really don't like the Crit system that 3rd added to the D&D RPG.

Another Idea that I had and worked the numbers own.....is to change what you multipy with the crit number each weapon has.
So that you only multipy the base weapon damage with either str bonus or magic bonus to damage......all other bonus to damage now falling into the group of sneak attacks, etc that is not multipied.

This reduces the damage for melee crit build characters of 15th level to around 180 max damage per round on average - depending on weapon type and stuff of course.


no offense taken

I'm not really worried about the warrior types doing damage. I my self play rogue mixed characters and like being able to help out the party in taking out the monsters and not just be the trap finder/door opener.

But it is the amount of damage that in the crit system as it is now, with all the feat and ability chooses that you can get that i would like to see some work on. Maybe a max damage per character level for all classes in a given round.

I have put up a party of four 17th level characters: Invoker, Arcane Archer, Cleric, Paladin. Up against a monster like: Great Wyrm Red Dragon CR 26(which means that a party of four 26 level characters should have an average time killing) HP-660 on average AC 41.

This monster might live to see the start of the second round at least it, but it wont be able to do anything in that second round. the archer goes first most times doing around 250 to 300 points of damage on average with low hit rolls being around 44-47. ok monster at half hp now. next is the paladin - most of the time the others wait for him to get in close to use spells so they wont pick something that hits him also. He does around 75 to 100 points of damage at this level if all attacks hits. Monster has around 200 left. wizard an cleric both go together sense they held their actions an each do around 75 eash. Sometimes they pull out a good combo that can kill the monster at the end of the round. Monsters at 100hp average right now. Most of the time the monster attacks before the castes get there chance.

OK, start of second round archer attacks average damage 250 again....monster dead.

And if he gets alot of crit hits he does around 400 plus damage in one round of attacks so the monster can sometimes die in round one.


An easy was to make prestage classes work for both spellcasters and nonspell casters is to just change the +1 per arcane/divine caster level in the listing to +1 level to an existing class.

So getting the prestage class with a rogue your sneak attack and other level based abilitys continue to grow an if you chose a spell caster, of any kind now not just limited to the old listing of arcane or divine etc.,....your spells per day also continue to increase.

the only problem you might run into doing this is the abilities in the prestage class might not be geared to a particurlar class type: caster, rogue, cleric, fighter..etc.

If so just add new ability chooses so that the different ones have a pick that makes more sense for their class types.


At low level the crit systems work fine letting you deal 2 or 3 times more damage then normal on your rare good hits.....but the higher level you get the more out of control the system is. with adding better magic weapons, feats to improve your crit range and also feat the step up your crit multipler one step, example x2 to x3. Weapon mastery feat that increases the dice damage of your weapon by step....1d8 to 1d10. and farbid if they use the monkey grip feat to use a larger weapon with weapon master....damage is just stuped then.

I have a player in my campaign that use about half of all the things i have found to add to this problem ...and the damage he does at levels around 15 to 20 is around 160 to 320 damage per round bepending on how many crit hits he gets.

god this is more damage then five great wyrm breath weapons.


Taking an idea from earlier....how about just take prestage classes and unbuild them to more like a prestage path for the character.....a lot of group abilitys....instead of a classes and the like. This would increase the over all character develop for players to full build almost anytype of charcter they can think of.

Prestage Powers groups
Arcane Archer
Assissin
Archmage
shadowdancer
etc...


they have two differnet forgotten realms prestage class that you gain the ability improved metamagic....which lower all metamagic level adjustments by 1 to no less then 1......and in the epic level hand book you can get this as an epic feat also.....and there is also a feat called.....extra quicken spell.....which lets you cast two swift spells per round.

you can easly see the problem if you drop the level adjustment to just 2 and your players start after these feats.....get like 3 extra quicken spells...which it says you can get more then once....and just one improved metamagic feat or ability and with just a adjustmet of only +2 for quicken a high level caster could use up all his spells for the days in like 6 rounds.

hahahhahahahah.........the power............


Yes,
the Quicken spell feat has a lot of potential for spells casters.

For example if a high level wizard would caster delayed blast fireball……then cast a quicken wall of force….9th modified. The target would be trapped. And I would not even let them get a save for half damage. All abilities like evasion and improved evasion would also not work sense there would be no where to escape too, inside the bubble of force sense all of the inside would be filled with the fireball.


Here is the arcane archer if anyone did not really read it am i'm working on alot more to come.

Following Prestage Class of my modifications:
Go to Arcane Archer.


Mr. James Jacob,

I down right love the Pathfinder RPG.....it seems to me that it has finally got the fixs 3.5 really needed. I am now using the Beta release with my campaign, and the feed back I'll be giving hopfully will help the development of a great game I love for nearly 20 years of playing, in countly editions it seems, hahaha.

I have some ideas about alot of different things about the game....and I wish that it helps in the growth of this game.....and at no time I wont anyone to get the wrong idea - with me posting my verions of a class, prestage class, feat or spell is in no way the finsih verion that Pathfinder is going to use.....an hope that in doing this i'm not stepping on anyone feet.

Thank you all,

DeBane


I agree that shadowdancer or not much fun.......how about adding some spell-like abilitys gained at first and increase by one use ever few levels. spells like shadow evocation, shadow conjuration, create Shadows....make it like the create darkness spell. (so that they can make there own shadows.
A sneack attack progression is also a must i think....also give then an ability called "Shadow Attack"....where the shadow dance sneackattack from the shadows to anyone else that is in a shadow area.
I think the old ability of the shadow dancer to have a shadow like pet needs to be removed and give them the ability to summon shades that she can use as cannon foder. with no level lose for them dieing and as the shadowdancer increase in level increase this ability to summon more.


Here is my Arcane Archer Pathfinder that I use in my campaign. It is more of a take on mage/archer...Read the abiliy list good as i have change things in small ways that have really made the prestiage class I think.

ARCANE ARCHER
Hit Die: d8.
Requirements
To qualify to become an arcane archer, a character must
fulfill all the following criteria.
Race: Elf,half-elf or (Have been raised by elfs with DM's approval)
Base Attack Bonus: +5.
Feats: Any Two Archery related feats, Still Spell feat, and Weapon Focus (longbow or shortbow).
Spells: Ability to cast 1st-level arcane spells.
Class Skills
The arcane archer’s class skills (and the key ability for each skill) are Knowledge Any (Int), Perception (Wis), Ride (Dex), Spellcraft (Int), Stealth (Dex), and Survival (Wis).
Skill Points at Each Level: 2 + Int modifier.

Table 12–1: Arcane Archer
Fort Ref Will
Level BAB Save Save Save Special
1st +0 +1 +1 +0 Enhance Arrows
2nd +1 +1 +1 +1 Imbue Area, +1 caster level
3rd +2 +2 +2 +1 Enhance Arrows, +1 caster level
4th +3 +2 +2 +1 Hail of arrows
5th +3 +3 +3 +2 Enhance Arrows, +1 caster level
6th +4 +3 +3 +2 Imbue Touch, +1 caster Level
7th +5 +4 +4 +2 Enhance Arrows
8th +6 +4 +4 +3 Phase Arrow, +1 caster level
9th +6 +5 +5 +3 Enhance arrows, +1 caster level
10th +7 +5 +5 +3 Arrow of death
"BAB" = Base Attack Bonus

Class Features
All of the following are Class Features of the arcane archer
prestige class.
Weapon and Armor Proficiency: An arcane archer is proficient with all simple and martial weapons, light armor, medium armor, and shields.
Spells per Day: When a arcane archer level is gained when he gain a +1 to caster level, the character gains new spells per day as if she had also gained a level in a spell-casting class she belonged to before adding the prestige class. She does not, however, gain any other benefit a character of that class would have gained, except for an increased effective level of spell-casting. If a character had more than one spell-casting class before becoming an arcane archer, she must decide to which class she adds the new level for purposes of determining spells per day.
Enhance Arrows (Su): At 1st level, every nonmagical arrow an arcane archer noces and lets fly becomes magical, gaining a +1 enhancement bonus. Unlike magic weapons created by normal means, the archer need not spend experience points or gold pieces to accomplish this task. However, an archer’s magic arrows only function for him.
In addition, the arcane archer’s arrows gain a number of additional abilities as he gains additional levels. The elemental, elemental burst, and aligned abilities can be changed once per day, altering the type of ability granted. These abilities can be changed at the start of the arcane archers turn only before any actions or taken and once picked the arcane archer can not change these until the start of his next turn.
At 3rd level: the arcane archer can now enhance all nonmagical arrows fired with 1 least ability: flaming, frost, or shock ability.
At 5th level: In addition to 1 least ability, the arcane archer can now enhance all nonmagical arrows fired with 1 minor ability: seeking, ghost touch, or distance ability.
At 7th level: All of the least abilities or now replaced with the following: flaming burst, icy burst, or shocking burst ability.
At 9th level: the arcane archer can now enhance all nonmagical arrows fired with 1 major ability: anarchic, axiomatic, holy, or unholy special ability. The arcane archer cannot choose an ability that is the opposite of his alignment (a Lawful Good arcane archer could not choose anarchic or unholy as his special ability).
Imbue Arrow (Sp): At 2nd level, an arcane archer gains the ability to place an area spell upon an arrow. When the arrow is fired, the spell’s area is centered on where the arrow lands, even if the spell could normally be centered only on the caster. This ability allows the archer to use the bow’s range rather than the spell’s range. It takes a standard action to cast the spell and fire the arrow. The arrow must be fired in the round the spell is cast, or the spell is wasted.
At 6th level, an arcane archer gains the ability to place a touch spell upon an arrow. When the arrow is fired, the spell's target must be with 30 feet of the arcane archer, all ranges beyond this is impossible as the arrows magic tears it apart.
Hail of Arrows (Sp): As a standard action an arcane archer of 4th level or higher can fire an arrow at each and every target within range, to a maximum of targets for every arcane archer level plus 1. Each attack uses the archer’s primary attack bonus -2, and each enemy may only be targeted by a single arrow. The Arcane Archer must also give up a 1st level spell to power this ability.
Phase Arrow (Sp): As a standard action (and shooting the arrow is part of the action). An 6th level, an arcane archer can launch an arrow at a target known to him within range, and the arrow travels to the target in a straight path, passing through any nonmagical barrier or wall in its way. (Any magical barrier stops the arrow.) This ability negates cover, concealment, and even armor modifiers, but otherwise the attack is rolled normally. The Arcane Archer must also give up a 2nd level spell to power this ability.
Arrow of Death (Sp): At 10th level, an arcane archer can create an arrow of death. It works just like the spell "circle of death" spell with a caster level equal to her arcane archer levels plus her previous caster class level. It takes one day to make an arrow of death, and the arrow only functions for the arcane archer who created it. The arrow of death lasts no longer than one year, and the archer can only have one such arrow in existence at a time.


Unearth arcane......did not buy that book and only looked through it a few time......so for the level adjustment.....quicken spell feat is +4 so a 5th level wizard has 3rd levels spells as his max.
So here is my math and fix it if i'm wrong: 3rd - 4lvs.= -1, not even usable on his cantris right......not to sure if i'm going to use that adjust to our system....we only in that last for months like 6, when we wonted to mix 4th with 3rd....the best of both systems. worked on a different metamagic system from the old style that we never used.

- I limit i imparted was the level adjustments from the feats could not exceed your stat bonus from your stat tied to casting spells, Intelligence for wizards. I find that this worked good - it limits them from using quicken with other feats....and no one in my campaign started with an 18 in his casting stat....only after a few levels did the wizard that had a 16 in intel. get high enought to use the feat the had pick up at 3rd level.....hehe would not let him change his pick.


I have made the following changes to all metamagic feats.

First of all they all are all now useable 3/days....if you wont more then 3 uses you can get another feat in that metamagic feat and increase it by 3 more per day.

- you can not uses metamagic uses on your highest level of spells. So for 1st Wizards they can only uses them on their cantrips. (this was brought up from a player of mine who couldn't wait to use metamagic uses on 9th level spells)

- you are limited to how many metamagic uses you can use on one spell at one time. Still using the level adjucts from the old system. I now total that up, this can not excide the caster casting stat bonus.

Example: 5th level wizard, intel 18(+4) with silent, empower and quicken metamagic feats...all useable 3 times per day. the rogue finds some goblins around the next corner and a few yards down the hall in a open cavern....picking over a body of an advanture they just killed......the wizard moves around the corner where they all were hiding.....spot check for goblins...failed....now the wizard casts magic missle and useing one metamagic use form silent and empower.....he then use one metamagic from quicken and cast one spell as a swift action before this turn is up given away his location......as the goblins hear the wizard speaking fastly cating his spell.....before the first one even really hits.