Bojask

Dissinger's page

Organized Play Member. 705 posts (718 including aliases). No reviews. No lists. No wishlists. 3 Organized Play characters. 1 alias.


Dark Archive

1 person marked this as a favorite.

Jurassic Park
Fifth Element
Super Troopers
Beerfest
Dark Knight
Batman Begins

Just can't get enough of those...

Dark Archive

1 person marked this as a favorite.
Pathfinder SRD wrote:
This intricate gold headband is decorated with several small blue and deep purple gemstones. The headband grants the wearer an enhancement bonus to Intelligence of +2, +4, or +6. Treat this as a temporary ability bonus for the first 24 hours the headband is worn. A headband of vast intelligence has one skill associated with it per +2 bonus it grants. After being worn for 24 hours, the headband grants a number of skill ranks in those skills equal to the wearer's total Hit Dice. These ranks do not stack with the ranks a creature already possesses. These skills are chosen when the headband is created. If no skill is listed, the headband is assumed to grant skill ranks in randomly determined Knowledge skills.

The skill points are granted, then accounted for. When you craft an item that would give enough of a bonus to intelligence to up a skill, the skills that get the points are chosen ahead of time.

It was never intended to be the "I take it off and in forty eight hours I get to redo my skills entirely."

In fact that's why the item has to choose a skill ahead of time, otherwise it only helps random knowledge skills.

If you want to rule it that way, then I would suggest very quickly not doing so. As you are opening yourself to a world of pain. You are explaining the exact reason why 3.5 doesn't allow bonus skill points for intelligence boosting items. Pathfinder's fix for that is the item has to declare what skill those points go into.

Ruling any other was is a ridiculous abuse of the rules as written AND as intended.

Dark Archive

1 person marked this as a favorite.

Blake, just to talk to you about the using prepared spells from another person's spell book to scribe a replacement.

I think the obvious inference is;

Was the spell in the spell book you lost? If yes, then you can prepare it and cast it. When it checks to see if you can prepare a spell in your spell book, it isn't checking to see if it is lost or not, merely that you copied it into your book. If you did, you can prepared the spell from the borrowed spell book.

When seen in that light, its not contradictory at all.

As for the talk of no phrase the expressly prohibits you from having multiple spell books....

BOOYAH!

Pathfinder Core Rulebook Page 218 wrote:
Preparation environment: ...Wizards must also have access to their spell books to study from and sufficient light to read them. There is one major exception: a wizard can prepare a read magic spell even without a spellbook.

What do I win?

Dark Archive

1 person marked this as a favorite.

1) The loss of Concentration as a skill. Now there is a chance that wizards will botch that concentration check, rather than yawn before they roll a 1 and STILL SUCCEED.

2) The changes to Tumble. Some say it kills tumble, I say it makes tumble more than the "Oh for several levels I haven't put ranks into the skill because I always make DC 15 now."

3) Ranged Touch Attacks now provoke, like all other ranged attacks. Never made sense that magic had something special to it.

4) The changes to the skill feats and skill focus. The fact that putting ranks in the associated skills increased the bonus was nice, and a good way to encourage their use.

5) The loss of Synergies. I'd rather spend my skill points on skills I want, rather than on the skills I need to make my normal skill broken.

6) The new martial feats that took wizards from OMGWTFHAX to a manageable threat.

7) The loss of heavy armor from Clerics. Clerics are warrior priests but they were never knights, which paladins were. There was no reason for them to keep it with the advent of Paladins.

8) The changes to the Combat Maneuvers. Its really straightforward, and allows you to have a good gauge of what works, and what doesn't.

9) The toning down of notoriously bad spells. I'm looking at you Gate/Shape Change/Contact Other Plane!

10) The increase in bard power. Its subtle, but present. Most wont realize it till the bard has been long at work.

11) The inclusion of many things that help the GM's to learn how to build encounters, rather than the trial by misfire that I found the DMG to be for 3.5.

12) The loss of EXP costs for creating magic items, this often forced wizards to either invest, at the expense of being less effective at latter parts of a campaign, or to not invest at all for fear of falling too far behind.

13) The Nerf to the Spiked Chain. I'm sorry but there was a knight that kicked my butt with it, and I'm not interested in having a repeat performance. The reach was a bit much, and the loss of reach helped bring it back in line with some other abilities.

That's a good starter to the amazing changes I liked.