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Ok it seems I've over looked something.

If the object of an arcane bond is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 200 gp per wizard level plus the cost of the masterwork item. This ritual takes 8 hours to complete. Items replaced in this way do not possess any of the additional enchantments of the previous bonded item.

Specifically that last sentence. So "rebonding" erases the old abilities.

I should really reread the content before posting.


I'm got a similar problem. I'm playing a Arcane Dualist (Bard) who has a arcane-bonded shortbow, and I've given it the holy weapon quality through the bond.

Now we're posing as evil-doers so the holy weapon could blow our cover. I want to change my arcane bond to some other ability, but according to the rules it's like crafting in all ways except when explicity stated in the arcane bond description.

So I can never change my arcane bond? Or can I "erase" it and start over? Or perhaps using the "rebonding" ritual (wait one week, pay 200 gp per level) would be appropriate, but I always assumed that would simply recreate the abilities I had already had in a new item, so it would probably do the same if I rebonded the shortbow.

It seems to me I would have to erase it and start over. Any thoughts?


Something I've been pondering lately: take a level of monk. Then you can do away with any armor, (since you have a high wisdom already) and you get some fun bonus feats (imp. grapple without prereqs.).

You lose a level of casting and your animal companion is weaker, but it seems like a good trade-off for a melee-focused druid.

And a large gorilla-druid with a shillelagh-flurry quarterstaff in the 3rd round of combat sounds like fun to me.

But the gorilla-on-rhino charge is an awsome idea too. Probably better.


Makarnak wrote:


Why doesn't the Oracle of Flame have fly as a class skill?

Thanks.

I would leave that up to the GM, as it seems like it could go both ways. All of the other mysteries with flying revelations get the skill, so it seems logical to give it to the flame oracle as well, but the idea of an out-of-control flying fireball prophet seems to make sense too. If I was GMing I would allow a swap, for example: either fly or perform as a mystery bonus skill.


Hsuperman wrote:
I have another question regarding the Bladethirst ability for the Arcane Duelist archetype...

I would assume that you need to be able to add the bonus before you can apply the effects that are equal to that bonus. (for example, +3 for speed) But this makes it a faily weak power compared to inspire courage, which gives pluses to both attack and damage rolls to ALL allies withing 30ft. I'm playing an arcane dualist who just got to level 6, and I'm not planning on using it unless someone really needs ghost touch, keen, or seeking in a specific situation.

I'm not complaining though. It seems like a fun ability when you get into one of those situations, and fits perfectly to the class, but inspire courage just rocks.


Ironicdisaster wrote:
I think a giant t-rex is a little excessive, honestly.

The T-rex animal companion in the Beastiary is medium to being with, advancing to Large at 7th level. I wouldn't call that excessive.


Kierato wrote:

1: Wis not Cha

2: I am pretty sure it is per day not per tick per day.
3: I like the hunters tricks, it is my favorite ranger variant.

Oops, thanks about the Cha mistake. I like hunter's tricks too, I just can't see it being as useful as casting without more uses/day. I can see per trick per day as being too much, but something in the middle would make it more viable in my opinion.


Nicht wrote:

From the Advanced Player's Guide, pg. 128, under Hunter's Tricks:

"A ranger cannot select an individual trick more than once."

This may seem like roundabout reasoning, but it appears to me this statement would be unnecessary if the total uses of all the hunter's tricks were equal to x = "a total number of times per day equal to 1/2 his ranger level + his Wisdom modifier". It's only when each hunter's trick can be used x times per day that there would be any point to choosing a trick more than once.

Of course, my character is a ranger so I'm a little biased!

I agree. Having one pool of uses/day is also really weak compared to spells. For example, a level 11 ranger with spells and CHA 15 gets:

3 lv.1 spells
2 lv.2 spells
2 lv.3 spells

A level 11 skirmisher Ranger with CHA 15 has:
4 tricks, each of which has 7 uses/day
(total 28 uses/day)

Almost all tricks are move actions or faster, meaning they get eaten up a lot faster than spells, longstrider or barkskin for example are at 8 hr/ day and 80 min/day per casting at level 11. Also, spells can be changed every day, ading to versatility, whereas tricked are fixed.

I would never trade those spells for tricks if I only got 7 uses at level 11 total.