Kobold

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Sovereign Court

Adding these spells to the Bard list would reinforce their role as 'junior caster' because the 'Big Four' would delegate these buffer and utility spells to the bard, and be free to fill their slots with more combative choices.

Sovereign Court

"One of the funny implications of taking 20 on a Search check: what you're looking for is always in the last place you look."

Uh, that's when I stop looking...

Sovereign Court

Topic: Bard Spell list, beginning Beta p. 170
Considering the Bard is supposed to be an 'enabler' so to speak, and has many spells that let other PCs be heroes, I suggest some of the gaps in the Bard spell list be closed. The Bard should be able to cast all the enabler spells, especially on the party's meleers when the Wiz and Cleric are focusing on their own damage output.

Movement:
Bards have: Blink, Dimension Door, Feather Fall, Freedom of Movement, Gaseous Form, Haste, Phantom Steed, Shadow Walk, Slow
Bards need: Fly, Jump, Overland Flight, Spider Climb, Water Breathing, Water Walk, Wind Walk

Buffs:
Bards have: Cat's Grace, Eagle's Splendor, Fox's Cunning (Mass versions of same)
Bards need: Bear's Endurance, Bull's Strength, Enlarge Person, Owl's Wisdom (Mass versions of same); Keen Edge, Magic Weapon (& Greater)

Other:
Bards need: Remove Blindness/Deafness, Stabilize
(Bards can cure, can blind/deafen, but can't 'cure' victims of Blindness/Deafness)

Yes, granted, the Bard can access all of these via UMD. I argue that the Bard's base role is enabler, and a Bard should only need UMD when he tries to stretch beyond that role.

Sovereign Court

Instead of tying AC tiers only to class level, ACs could have level and Handle Animal ranks requirements. The death of an AC could incur a permanent loss of 5 Handle Animal ranks for the Ranger/Druid. These can only be made up on levelling, spending the new level's skill points.

For HA checks, the R/D should spend 15 minutes grooming/tussling/etc his AC each morning, ending with a HA roll that applies to all checks that day. Skip that ritual bonding, and the R/D has to "take 0" on any Push needed that day.

Sovereign Court

I was recently thinking that the XP cost should be there, but that another person should be able to 'donate' or 'sacrifice' their XP to help the wizard with the creation. This should help party balance on XP lost to creation when PCs craft. Also, retired adventurers would have a source of income, and it would explain why they refuse to accompany the young whelps who come asking for their advice about the resurfaced menace from 30 years ago. The retirees used to be 18th level fighters, but now they're down to 5th level again. The feats that the retirees lose in the sacrifice are also part of what power the item. This would put a limit on the availability of items, because for some things, you need to find a retiree with feat XYZ and convince him to give it up. I guess it's similar to the 'rare elements' approach to limiting creation. This is just a thought; I don't even know whether the donation should be coersible or not.

Sovereign Court

Two parts of this discussion have my support:

1. Clerics' spontaneous casting tied to their domain choices.
2. Druids having the healing domain added to their Natural Bond options.

In addition, I think every god, except the evilly aligned gods, should have the healing domain as an option. In these worlds, the temples are the hospitals, and every non-evil god nurtures or at least shepards their worshippers.

Sovereign Court

Ideally, a character gets better with using his chosen weapon. When a weapon can't be used for a full attack, it is almost always abandoned at later levels. This is when flavor gets brushed aside by mechanics.

Sovereign Court

I concede that Halflings have been associated with slings, but making a special Halfling Warsling just to give them a Martial weapon would be a disservice if that special weapon still requires a move action to load. Whatever the weapon is, it should be possible to full attack with it.

Some sort of 'sling staff' (as has been mentioned) could work if were basically a hollow staff that holds 20 bullets and can double as a melee staff weapon. MAYBE a hook for Dexterity tripping and a compass on one end and an AM radio for emergencies; oh, and also works as pipe.

Well, maybe that was too much, but it really should be a weapon that can do a full attack without requiring a feat to do so.

The finger dart's not bad, if a Halfling can palm up to 3 of them.

Sovereign Court

If you like x4, but it is too front-loaded, perhaps it should be x2 at each of the first 3 levels. This would allow multiclassed chars who start early to get a better blend. A Rogue/Fighter/Fighter/Rogue and a Fighter/Rogue/Rogue/Fighter would still be different, but not as much.