There's a Dragon sub-domain? That's going to be something to see!
Dragon SubdomainAssociated Domain: Scalykind
Replacement Power: Dragonbreath. At 4th level, you may use a breath weapon once per day as a standard action. When you gain this ability, choose acid, cold, fire, or electricity—this determines what kind of damage your breath weapon inflicts. Once you make this choice, you cannot change it later. Your breath weapon fills a 15-foot cone, and inflicts 3d6 points of damage—this damage increases by +1d6 every even number level you gain beyond 4th level. A creature hit by your dragonbreath attack can make a Reflex save (DC 10 + half your cleric level + your Constitution modifier) to take half damage. At 9th level, you can use this ability two times per day, and at 14th level you can use it 3 times a day. This ability replaces the serpent companion ability of the Scalykind domain.
Replacement Domain Spells: 3rd—draconic reservoir (Advanced Player's Guide 217), 4th—dragon's breath (Advanced Player's Guide 217), 6th—form of the dragon I.
As a side note, targeting is a swift action that only effects your next shot. So you can't target torso more than once per round. Also, improved critical doesn't stack with any other effect that changes the crit range of a weapon. So you can't use improved critical and torso to increase your threat range to 17-20 by raw( If you could it would only be 18-20 as both would work on the original crit range of 1 and not the modified crit range ). Thanks for the play test info though! Those were fairly minor details and don't effect the overall feeling of the class.
Umbral Reaver wrote:
It is indeed one musket and ammo, or 2 pistols. You'd have to spend some of your initial funds on ammo and Secret stash is a must.
The gunslinger does not seem to be designed as damage dealing class. They seem to be a fun utility class. At high levels, I'm not grabbing signature deed: lightning reload. In fact, I doubt I'd have lightning reload at all. What I would have is signature deed: Targeting. No save, no spell resistance. That's pretty insane if you ask me. While I won't be doing the most damage, a 4d8 + x touch attack that automatically confuses, knocks prone, or disarms my foe seems pretty nice( I intentionally didn't mention the 2x crit threat range as this seems a silly option to take when compared to the other options ). There are a lot of other deeds that help make the class very versatile and a valued member of the party. DPR is not a valid way to bench mark a class that has so many utility options.
Sean K Reynolds wrote:
Of course the Wizard in question could receive a masterwork musket as their bonded item...
It's actually thoughts like this that make me cringe at the new system. It just doesn't make any sense for me that you could be casting a fireball and healing spell in the same spell. If you are essentially casting 2 different spells you should have separate targets. But having 1 spell do multiple vastly different things seems silly to me.
The way it is currently set up, the flavor of the spells created by words of power seem to be very... wacky.
I would see words of power as modifying and customizing a main effect rather than just sticking a bunch of random words together to make a spell that fries your enemies and allows you to see magic auras.
I'd probably have a target word, a set of primary effects of which you can only have 1 per spell, and a list of secondary effects that you can add as you see fit. This way you can't have really wacky spells that do completely unrelated things. At that point you are pretty much casting 2 spells at once and you might as well allow separate targets.
For instance, using my proposed change, you could cast a spell with a primary effect of <cold damage> and a secondary effect of <slow> and <decreased visibility> in a small cone.
Seems this change would allow for a more cohesive magic system than the current throw words into a cauldron and stir until you have a big goopy mess.
Maybe Spatial, Temporal, Reality word groups?
Things like Haste, Teleport, Dimension Door, Time Stop, Expeditions retreat can't be done in the current system. Also effects like Mount, Phantom Steed, invisibility, Gaseous form, Stone skin aren't covered.
It's seems like you have the direct damage very much covered, but a lot of the other effects aren't possible.
Actually, it completely depends on your campaign world. It doesn't say why the druid loses any supernatural/spell abilites for 24 hours, just that they do. Maybe it interferes with their connection to the world around them. Maybe they entity that grants them their power dislikes it. Either way, the druid considers the animal companion his friend. I don't know about you, but I want to keep my friends safe. Even if I had an issue with it, I wouldn't deny my friend the use of something that could keep him safe( as long as no one else was effected by it ). Having friends requires you to accept their choices. If my druid was a vegan I certainly wouldn't try to prevent my Lion companion from eating meat.
Russ Taylor wrote:
this could also be a Joe vs. the Volcano thing where the child has some incurable disease and his family is getting paid lots of gold for his sacrifice.Or maybe the kid is possessed by a demon and has already killed 12 tribes of natives. They need to sacrifice him to the god in order to cleanse their land of his taint.
Or maybe he's an alien... You never know!
Jason Nelson wrote:
That kind of sounds like what SKR did with Cooke... Check out SKR's posts in this thread. Not that they will be the same, but they seem to be based on some of the same philosophies.
:) I wasn't really serious.
It just struck me as funny. I've seen the statement many times before, but I'd never noticed the two ways you could take it.
I don't agree with magic item shop bashing. While I don't think the more expensive items would be available at most shops, minor magic items make perfect sense. The shop only needs as much security as it takes to make the risk/benefit analyses come up with too much risk. Anyone selling magic items should be able to afford a few good body gaurds and some magical protections. They could even offer the local mercenary's guild a discount in exchange for protection.
In regards to the major magic items, how many people do you think want to piss off a 16th lvl caster? I don't know about you, but I can't think of too many. Sometimes it isn't a matter of whether you can rob a place, it's a question of whether you should. Wizards/sorcerers have means of tracking down there possessions and can call on extra-planar beings to help them get them back. That doesn't include the spells at their disposal to provide security for their work.
while I don't think magic shops would be prevalent, i don't think they'd be as hopeless as you seem to think. In the real world we have jewelry stores that store millions of dollars worth of product on the premesis. Why aren't all the thieves in the world robbing the place blind every day?
Apparently the Master of the Fallen Fortress mod was sent to the printer months before the APG was finalized. It is highly likely the final ruleset was not used to created the pre-gens for that module.
The only bad question is the one you don't ask... Did you not ask because it was a bad question or did it become a bad question because you didn't ask it?
Ummm... APG? It is supposed to have rules for playing alternate alignment paladins. I think they said specific rules for CE and more general rules for the other alignments.
Sean K Reynolds wrote:
Thanks! I'm guessing it's a GM call at the moment for the amount of ability drain suffered? Probably scaling based on the benefit?
So, sometimes the you can spend prestige awards to gain spells that are better than normal. It sames something like
Faction Guide wrote:
Such versions are damaging to the mind, however, inflicting permanent Wisdom drain upon the reader, though some believe this is a small price to pay for the knowledge
The question I have are1. Is this a one time thing or does it happen every time you memorize the spell?
2. How much wisdom drain occurs?
I think I'd keep it almost the same as it's described in the APG. I'd up the HD progression to 1:1. Give it a racial bonus to an ability score based on which body they choose( Bipedal +2str/Quadruped +2con, Serpent +2dex ). After that it's mostly a judgement call. I'd be tempted to do something similar to the fighter and monk. 1 bonus feat every even level pickable from a select group. At that point I think it's pretty balanced( at least mechanics wise, RP could be a little tricky ).