Want to do a bit of a twist on Bracers of Archery: Heavily decorated bracers in theme of archery and hunting. 3x Day, for up to an hour's time, the bearer can summon forth a +1 bow. (short, long or composite or correct strength for wielder). When they go to draw the bow, an arrow will also come forth from the bracers, giving a maximum of 20 arrows in a day's time. Thoughts? How would you go about pricing something like this? Thanks for ideas and comments!
Here's a excerpt of the Secret Page spell... --------------------
The last line is where my question lies. Is it meant that the dispel magic destroys the hidden message? Or does it reveal the hidden message? The reason I ask is that otherwise you need a True Seeing (a 5th/6th level) spell (plus Comprehend Languages) in order to see the message, that a "simple" 3rd level Dispel Magic might be able to do? Granted, Dispelling it may reveal the hidden message, but it also destroys the secrecy and any spy would then play his hand, so to speak, revealing that the hidden message was intercepted in some fashion. Any thoughts?
So, any +1 (or better) weapon bypasses any non-magical armor's DR under the Armor as DR variant rule? Or a Large creature? So, not only does Armor/DR make it easier to hit someone, they then effectively take away the DR by adding the Magic/Large bypass. You're protected from "most monster attacks" but nearly all 1st level spellcasters can just do Magic Weapon to bypass that. Guess what spell just hit every caster's spell list that can possibly get it? Same thing goes for Adamantine basically going to the top of every "must have" list in order to beat magical armor DR.
Hello. Building simple magic items is no problem, but I have an item in my game that I would like some help pricing out. Ultimately, it doesn't matter how much it costs, its a special item for the campaign and each PC has one. Still, I am curious. And I would like the tutoring/help with design more complex items. Here it is: Amulet. (CL10)
Notes/Thoughts:
Thanks for your help in this.
First, let me quote this rule note: "Naturalist (Ex): An archivist who has identified a creature with a Knowledge check appropriate to its type can use performance to share strategies for defeating it with allies in combat. The archivist and any allies within 30 feet gain a +1 insight bonus to AC and on attack rolls and saving throws against exceptional, supernatural, and spell-like abilities used by creatures of that specific kind of monster (e.g., frost giants, not all giants or all humanoids). This bonus increases by +1 at 5th level and every six levels thereafter. This language-dependent ability requires visual and audible components. This ability replaces inspire courage." Okay, let me ask; What was the intent of this ability? Is it only meant to be used against "monsters", or could it be used against humans, and other goodly races? I have a player who likes the write up, but we're not totally sure how this is supposed to be able really work. We get the actual mechanics of HOW it works, via bonuses, etc., etc. Where we have some confusion is when dies it apply. We are interested in the design-thematics as much as the RAW. Thanks for your help!
I dislike the idea. Would rather have bigger versions of interior maps, quick references for look up, equipment, etc. If you HAVE to do "wanted posters" (and it is not a prop I really care about or want, since you asked) drop the cute/comic art and give me a GOOD, in world, prop to copy and hand to the players. FWIW
Lisa Stevens wrote:
LISA, It's now early/mid February, any more of a solid date on when we're going to see the Pathfinder GM screen back on store shelves? Thanks.
We're (diremede and I) playing in a homebrew world and we both like the idea of the monk, but wanted to give it a adaptation so that it fit better within the setting. I won't go into to many setting details, but wanted to throw up some of the alterations we (well, mainly diremede) came up with to see how they balance out and all. Please let us know what you think. Again the purpose was to adjust the class to better reflect the feel of the world and setting, which is a more of a western Europe, non-Asian feel. Thanks in advance. FCW
Alignment restriction, Hit Die, and Class skills all remain the same. Weapon and Armor proficiency: club, crossbow (light or heavy) dagger,
The monk loses the "oriental' weapons and instead go to common simple
Since I have eliminated all weapons except for the quarterstaff from a
Class ability changes: I want to remove still mind, wholeness of body, quivering palm, and
Ki will simply be called focus. Monk will now have 1 focus point per
New class abilities: 3rd level - In place of Still Mind - Breaths Moment - At 3rd level a
4th level - Extension of Self - At 4th level a monk can use a focus
7th level - Deep Breath - This ability works like Breaths Moment, but
15th level - In place of Quivering Palm - Breaths Touch - At 15th level
stuart haffenden wrote:
Technically, it would be INFERNAL. Abyssal is chaotic. Infernal is law. ;) ALSO. I would love to see a copy of this, too, please. Floyd "at" games-plus.com Thanks!!!
silverhair2008 wrote: You could try this one. Yeah, I saw that one, and I do use it, but I am looking for a Pathfinder specific one. There's enough different about PFRPG that it could use one.
Re: Undead/Construct. It really is kind of both. But I guess if anything, it would be a construct (it was made of wood first) infused with undead traits. I do want to make sure that undead is in their though, as it could be affected by Channeling. Hmm... Tom Baumbach wrote: You never tell us what this attack is. If this turns out to be an awesome ability, it might bump her CR to 8. It's stated out at the bottom of the entry. It's effectively a CHA drain gaze attack. Tom Baumbach wrote: Not that this is terribly hard to adjudicate, but it might be easier to just say she ignores object hardness (since there is already precedent for that in the game). Cool. Good call, I will fix that on the next pass. Tom Baumbach wrote: Overall: Me likey. Cool. :)
Hello. So I stated this up this morning and would like to get some help with it. I am not sure about all the numbers and such and would love some input. It is inspired from this: http://www.reapermini.com/DarkMaiden DARK MAIDEN
Dark Maiden CR 8
Flight (Ex or Su) A creature with this ability can cease or resume flight as a free action. If the ability is supernatural, it becomes ineffective in an antimagic field, and the creature loses its ability to fly for as long as the antimagic effect persists. Frightful Presence (Ex) a dark maiden very presence is unsettling to foes. Activating this ability is a free action that is usually part of an attack or charge. Opponents within range who witness the action may become frightened or shaken. The range is 60 feet, and the duration is 5d6 rounds. This ability affects only opponents with fewer Hit Dice or levels than the creature has. An affected opponent can resist the effects with a successful Will save (DC 10 + 1/2 frightful creature's racial HD + frightful creature's Cha modifier; the exact DC is given in the creature's descriptive text). An opponent that succeeds on the saving throw is immune to that same creature's frightful presence for 24 hours. Frightful presence is a mind-affecting fear effect. Maiden’s Fury (Su) gaze; save Will DC 19, frequency 1 day, effect 1d6 cha drain Thanks in advance...
First off, I am not technical...I am lucky if I remember not to use my CD/DVD drive tray as a coffee mug holder... ;) That said, I would LOVE to see a Pathfindery version of the most wondrous NPC generator as done by Mr. Jamis Buck. Anyone up for the challenge? (I am willing to do some helping out.)
SO SOME SPOILERS ARE PROBABLY HERE... Okay, so we finished the Bastard of Erebus last session and I will be doing a few side missions to get them deeper into 3rd level, but I am reading ahead, of course, and I am just not "feeling" Sixfold Trials. What I mean to say is it is not *interesting* to me. Don't get me wrong I love the play *idea*, but I kinda...well... *hate* ...the dungeon/knot thing. So I am considering #26 and just doing my own thing, then later on have the Pathfinder show up with an extra set of keys for the lodge. Alternatively, I was thinking their next "AP mission" could be going to escort the Pathfinder into the city and helping her just steal the keys from someone else other than the mayor. I don't know. SO, please, post up what you think is GREAT about #26 and why I SHOULD use it. Alternatively, tell me why I am right and should ignore it and go on with something else... Thanks!!!
wraithstrike wrote: I agree. I will keep both of them restricted to a standard action in my game. Agreed. In the end, after trying grapples both ways (within the same combat), the table came to the conclusion that only standard actions (attacks) were possible, and full-round actions were simply out of spirit with the text and set-up of grapple. So that's how we'll do them from now on. Now, the use of the bastard sword (as mentioned from my first post) is also in my, "wth, really?" file, but I am cool with letting that dog lie. That's more of a, "that's kinda goofy to let be used in a grapple since it's four feet of steel... ;)
In response to some of the posts, which is some of the same things we discussed at the table, one of my players (effectively) said... "Why would anyone be stupid enough to Break or Escape a grapple, when something could just attack a couple times and kill the grappler? Or, in the case of the monk, make three attacks in a round and just kill thing thing that grapples him?" (In the player's defense that exact thing occurred in game. Monk got grappled. Monk said screw escape/break. I spend the Ki point for an extra attack, hit three times with flurry...and killed it. Problem solved.) It seems that allowing anything more than a Standard Action (across the board) seems to go against the spirit of the set-up for grapples? Just a thought. :)
Okay, a question came up in our game last night about grapple. First, let's take a look at the text: Quote: If You Are Grappled: If you are grappled, you can attempt to break the grapple as a standard action by making a combat maneuver check (DC equal to your opponent's CMD; this does not provoke an attack of opportunity) or Escape Artist check (with a DC equal to your opponent's CMD). If you succeed, you break the grapple and can act normally. Alternatively, if you succeed, you can become the grappler, grappling the other creature (meaning that the other creature cannot freely release the grapple without making a combat maneuver check, while you can). Okay, we gots no problem with that part. ;) Here's were we ran into a hiccup... Quote: Instead of attempting to break or reverse the grapple, you can take any action that requires only one hand to perform, such as cast a spell or make an attack with a light or one-handed weapon against any creature within your reach, including the creature that is grappling you. See the grappled condition for additional details. If you are pinned, your actions are very limited. See the pinned condition in Conditions for additional details. So, our situation... We have monsters grapple a few of the party members. One is a Monk, the other a fighter-type. If the Monk is grappled, can he use Flurry of Blows against his grappler? Can the Fighter make an attack with a bastard sword (he has the exotic weapon feat)? Can they attack outside the grapple? (I am sure the answer is yes to this, but I want to make sure.)
"The movement speed bonus that monks get is an enhancement bonus. The enhancement bonus to movement speed from haste does not stack with this bonus. However, the barbarian speed increase is cumulative with haste." Wow. Never noted that before. It's thrown us for quite the loop. Just never noted it that way.
Okay. I did some overhauling. Here it is. I made "Defender Techniques" out of three abilities. I made them, as a whole limited to a per day use. The amount of uses is larger, but must be shared by the three abilities. (I could see a Feat for this, allowing more uses in a day.) Techniques are immediate actions, so only one of them could be attempted per round. I was worried that making them AoO and less confined would equate in them being abused in that a person would try one ability, and if that failed then try and use one or additionaly abilities right on top of the other. I could see this abuse from a twinker: "I failed to kill him with my Aggressive defense? I will then block with my shield using Deflect. That didn't work, okay I will get in Harm's way." Anyhoo, take a look. DEFENDER
Role: Defenders excel in defensive combat, able to stand against powerful foes in defense of their arcane-bond. When not “burdened” by their arcane-bond, they make challenging opponents but their skills and abilities are not quite to the level of more aggressive classes like the fighter or barbarian.
CLASS SKILLS
CLASS FEATURES
Level BAB FORT
Enemy house (ex): an Defender selects a Mysenian noble house and gains a +2 bonus on bluff, knowledge, perception, sense motive, and survival checks against creatures of his selected type. At 6th level and every six levels thereafter (12th and 18th level), the Defender may select an additional enemy house or may increase his current enemy house bonus by +2. Guardian awareness (sp): an Defender can, as a standard action that provokes an attack of opportunity, reach through the mystical bonds of his oath and arcane-bond and receive a limited form of the status spell (pfrpg 348). The adjusted spell has no components, is targeted only for his arcane-bond and lasts for 10 minutes per level. The range is medium (100 ft. + 10 ft./level) for the effect. An Defender can do this a number of times a day equal to his intelligence bonus + 1 (minimum 1). Improved shield bash: the Defenders receives the improved shield bash feat as a bonus feat. If he already has it (and only if he already has it), he may choose a feat from either the combat expertise, power attack, weapon focus feat-tree. Defender Technique: The Defender gains a number of abilities throughout his career. Techniques are immediate actions. The Defender must be aware of the situation, must threaten, must not be flat-footed and must be capable of action; i.e. not in a grapple or under a condition (such as stunned). The Defender’s arcane-bond must be in within 5 feet of the Defender. An Defender can use his techniques a number of times a day equal to his Wisdom bonus + half Defender level (minimum 1). In harm’s way (ex): an Defender may switch places with and take an attack meant for his arcane-bond. Both Defender and arcane-bond take a free 5-foot step into one another’s squares. This act must be declared before the attack roll is made. This ability is an Defender technique.
Aggressive Defender (ex): an Defender may attack an opponent that is attacking his arcane-bond in melee, hopefully felling his enemy before his attack hits his arcane-bond. This ability is an Defender technique. Mystical duty: an Defender is mystically bound to his arcane-bond. This bond gives him powers and abilities beyond normal means to aid him in his duties. It also opens him to social and mystical reprisals should he fail in his duty or betray his oath. The Defender receives no saving throw against any spell cast upon him by a house’s Defender council. This is typically only done in the direst of circumstances in which an Defender has completely failed to perform his duty. Endurance: the Defender gains endurance as a bonus feat.
Sharing the art: a mage may cast a spell with a target of “you” on his Defender. Additionally, an Defender that attempts to use magic device skill on a device created by his arcane-bond gets a +4 bonus to his roll. Aid defensive casting: The Defender gives his arcane-bond a +2 bonus to concentration rolls to cast defensively. The Defender must be within 5 feet of his arcane-bond and must threaten. Shield slam: the Defenders receives the shield slam feat as a bonus feat. If he already has it (and only if he already has it), he may choose a feat from either the combat expertise, power attack, weapon focus feat-tree. Armored maneuvering: an Defender treats medium armor as if it were light armor in regards to his move speed. This (typically) allows him to move at 30 feet instead of the normally 20 feet per move action that medium armor imposes. Spellbreaker: the Defender receives the Spellbreaker feat (pfrpg 134) as if they had the disruptive feat. Shield master: the Defenders receives the shield master feat as a bonus feat. If he already has it (and only if he already has it), he may choose a feat from either the combat expertise, power attack, weapon focus feat-tree. Improved guardian awareness (sp): guardian awareness is now a move action to perform that does not provoke an aoo. Greater Defender defense (ex): whenever an Defender is within 5 feet of his arcane-bond, the arcane-bond receives a +4 circumstance bonus to his armor class. This replaces the bonus given in Defender defense. Dispelling strike (su): an opponent hit and damaged by an Defender is affected by a targeted dispel magic, targeting the lowest-level spell effect active on the target. The caster level for this ability is equal to the Defender’s level - 5. Master of the wall: as a move action an Defender can use a tower shield to get total cover until the beginning of his next turn. When using a tower shield in this way, the Defender must choose one edge of his space. That Edge is treated as a solid wall for attacks targeting the Defender or his arcane-arcane-bond only. They gain total cover for attacks that pass through this edge and no cover for attacks that do not pass through this Edge. The shield does not, however, provide cover against targeted spells; a spellcaster can cast a spell on the Defender by targeting the shield he is holding.
Spell resistance: the Defender has gained spell resistance 20. Note that spells or punishments cast upon him due to his mystical duty do not have to go against an Defender’s spell resistance. Greater guardian awareness (sp): guardian awareness is now a permanent effect and range is increased to long (400 ft. + 40 ft./level). Ultimate Defender: an Defender of this caliber continues to fight well passed death. During combat, the Defender keeps fighting as normal until -50 hit points. At -50 he makes a fortitude save of dc 30. If he succeeds, he immediately drops to -9 and is stabilized. Failure results in his immediate death.
I figured out something for 17th. Master of the Wall: As a move action he can use a tower shield to get total cover until the beginning of his next turn. When using a tower shield in this way, the DEFENDER must choose one edge of his space. That
Hey guy, thanks again for the posts. I have re-done the class a bit to better fit what we discussed. Note I moved a few things around. Take a look and let me know what you think. (Anyone else who wants to join in, please feel free to do so.) DEFENDER (“MAGE-GUARD”, “SHIELDMAN”) Role: DEFENDERs excel in defensive combat, able to stand against powerful foes in defense of their charge. When not “burdened” by their charge, they make challenging opponents but their skills and abilities are not quite to the level of more aggressive classes like the fighter or barbarian.
CLASS SKILLS
CLASS FEATURES
Level BAB FORT
DEFENDER Defense (Ex): Whenever an DEFENDER is within 5 feet of his charge, the charge receives a +2 circumstance bonus to his Armor Class. Greater DEFENDER Defense (Ex): Whenever an DEFENDER is within 5 feet of his charge, the charge receives a +4 circumstance bonus to his Armor Class. This replaces the bonus given in DEFENDER Defense. Aggressive Defender (Ex): Any opponent who attempts to attack the DEFENDER’s charge provokes an attack of opportunity from the DEFENDER. Both his charge and the attacker must be within the DEFENDER’s threatened area, and all other rules regarding AoO must be headed. This attack of opportunity is resolved before any other actions the DEFENDER chooses to take. The DEFENDER must be aware of the attack being made. Aid Defensive Casting: A DEFENDER can, as a immediate action, aid his charge in the defensive casting of a spell, giving him a +2 bonus to that roll. Armored Maneuvering: A DEFENDER treats medium armor as if it were light armor in regards to his move speed. This (typically) allows him to move at 30 feet instead of the normally 20 feet per move action that medium armor imposes. Deflect Attack (Ex): An DEFENDER can attempt to parry a melee attack against his charge once per round. This uses his Attack of Opportunity for the round; should he have already used his AoO then he cannot use this ability. To deflect an attack the DEFENDER must be within 5 feet of his charge, and wielding a melee weapon or shield. The DEFENDER makes an attack roll with the weapon or shield in hand. The hit is negated if the DEFENDER’s attack roll is greater than the opponent’s attack roll. The DEFENDER must be aware of the attack being made, and must not be flat-footed. An DEFENDER can do this a number of times a day equal to his Wisdom bonus + 1 (minimum 1). This cannot be done in addition to his other abilities, such as In Harm’s Way. Dispelling Strike (Su): An opponent hit and damaged by an DEFENDER is affected by a targeted dispel magic, targeting the lowest-level spell effect active on the target. The caster level for this ability is equal to the DEFENDER’s level - 5. Endurance: The DEFENDER gains Endurance as a bonus feat. Enemy House (Ex): An DEFENDER selects a Mysenian Noble House and gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. At 6th level and every six levels thereafter (12th and 18th level), the DEFENDER may select an additional enemy house or may increase his current enemy house bonus by +2. Guardian Awareness (Sp): An DEFENDER can, as a standard action that provokes an AoO, reach through the mystical bonds of his oath and charge and receive a limited form of the status spell (PFRPG 348). The adjusted spell has no components, is targeted only for his charge and lasts for 10 minutes per level. The range is medium (100 ft. + 10 ft./level) for the effect. A DEFENDER can do this a number of times a day equal to his Intelligence bonus + 1 (minimum 1). Improved Guardian Awareness (Sp): Guardian Awareness is now a move action to perform that does not provoke an AoO. Greater Guardian Awareness (Sp): Guardian Awareness is now a permanent effect and range is increased to long (400 ft. + 40 ft./level). Improved Shield Bash: The DEFENDERs receives the Improved Shield Bash feat as a bonus feat. If he already has it (and only if he already has it), he may choose a feat from either the Combat Expertise, Power Attack, Weapon Focus feat-tree. In Harm’s Way (Ex): As an immediate action (pfrpg, page 189) when he is aware of an incoming attack, and the DEFENDER is within 5’ of his bonded-charge he may switch places with and take an attack meant for his charge. This act must be declared before the attack roll is made. Mystical Duty: A DEFENDER is mystically bound to his charge. This bond gives him powers and abilities beyond normal means to aid him in his duties. It also opens him to social and mystical reprisals should he fail in his duty or betray his oath. The DEFENDER receives no saving throw against any spell cast upon him by a house’s DEFENDER Council. This is typically only done in the direst of circumstances in which an DEFENDER has completely failed to perform his duty. Sharing the Art: A mage may cast a spell with a target of “you” on his DEFENDER. Additionally, an DEFENDER that attempts to Use Magic Device skill on a device created by his charge gets a +4 bonus to his roll. Shield Slam: The DEFENDERs receives the Shield Slam feat as a bonus feat. If he already has it (and only if he already has it), he may choose a feat from either the Combat Expertise, Power Attack, Weapon Focus feat-tree. Shield Master: The DEFENDERs receives the Shield Master feat as a bonus feat. If he already has it (and only if he already has it), he may choose a feat from either the Combat Expertise, Power Attack, Weapon Focus feat-tree. Spellbreaker: The DEFENDER receives the Spellbreaker feat (PFRPG 134) as if they had the Disruptive feat. Spell Resistance: The DEFENDER has gained spell resistance 20. Note that spells or punishments cast upon him due to his Mystical Duty do not have to go against a DEFENDER’s Spell Resistance. Ultimate Defender: A DEFENDER of this caliber continues to fight well passed death. During combat, the DEFENDER keeps fighting as normal until -50 hit points. At -50 he makes a fortitude save of DC 30. If he succeeds, he immediately drops to -9 and is stabilized. Failure results in his immediate death.
PirateDevon wrote: I would almost go the other way and drop the dex dodge nerf and let the power be at will. I would then stipulate that only arcane bonded wizard can be nominated for this effect. So you are thinking have it go this way: In Harm’s Way (Ex): As an immediate action (pfrpg, page 189) when he is aware of an incoming attack, and the DEFENDER is within 5’ of his bonded-charge he may switch places with and take an attack meant for his charge. This act must be declared before the attack roll is made.
((I really hate the set-up of these boards. Anyways...)) So, in regards to the IN HARM'S WAY post, here's an adjusted write up of that power. Let me know what you think. In Harm’s Way (Ex): Once a round, when he is aware of the attack, and the DEFENDER is within 5’ of his charge (or any other being he think worthy of risking his life for) he may switch places with and take an attack meant for his charge. This act must be declared before the attack roll is made. As the DEFENDER is directly placing himself into the line of fire the DEFENDER does not retain Dexterity and dodge bonuses (if any) to his Armor Class against this attack, but is NOT considered Flat-Footed. A DEFENDER can do this a number of times a day equal to his Wisdom bonus + 1 for every four levels as a DEFENDER (minimum 1). Thoughts?
PirateDevon wrote:
Sorry your post got eaten. The theme of the class is associated directly, via an arcane link, to his charge. His only duty is to protect that mage. Granted, that's not to say that he couldn't protect someone else if his charge was already safe or not present for whatever reason. So mainly it was "nerfed" to reflect that ideal. Another thing was the amount of abilities the class is getting at that level. Each are "needed" at that level and make sense for that level. If folks thought that the ability to be expanded some to be better and not tip things out of whack on the power scale, I am cool with adjusting it back to a more powerful ability. :) Thanks!
another_mage, Good question. (And thanks for posting.) Well, as the ability states in the first line, it can only be used once a round. So someone with Combat Reflexes, So long as he had a AoO available to him, would get to use it. But only to Deflect the one time per round. Hmmm.... As I think about it, it might be prudent to limit the number of uses per day in general. After all a 10th level guy is gonna get to use it from 5-10/day. A 20th level guy could have it some 16 times/day. Might be best to limit it to WIS Modifier +1/day in uses. Thoughts? Here's a re-write on the ability: Deflect Attack (Ex): An DEFENDER can attempt to parry a melee attack against his charge once per round. This uses his Attack of Opportunity for the round; should he have already used his AoO then he cannot use this ability. To deflect an attack the DEFENDER must be within 5 feet of his charge, and wielding a melee weapon or shield. The DEFENDER makes an attack roll with the weapon or shield in hand. The hit is negated if the DEFENDER’s attack roll is greater than the opponent’s attack roll. The DEFENDER must be aware of the attack being made, and must not be flat-footed. An DEFENDER can do this a number of times a day equal to his Wisdom bonus + 1 (minimum 1). This cannot be done in addition to his other abilities, such as In Harm’s Way.
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