Expert Diver

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This itched me everytime I bought a special weapon/armor for a character and wanted to improve it. The hardest time I had with the Sunblade: Its a +2 weapon which is +4 against evil creatures and costs 25.335 gold basically. How much does it cost to improve the enhancement bonus? When I have upgraded the weapon to +3, is it a +5 weapon against evil creatures (giving a +2 special weapon property bonus ) or will it be +4 as written instead?


Does or does AF not block line of effect? This question often occured to me when it came to use. I it too late to put a little sentence into the final product to clarify (if the spell stayed so confusing as is)?


Finally, the Spell section is open.

OK here are some spells I had problems with just by looking at them due to the fact they haven't been changed since 3.5 or changes are a bit too good

Mage's Disjunction: Changes have been nice, but make the duration instantaneous and mention the dispel time in the text in order to keep the party/enemy from dedispel the disjunction's effect.
Maybe the duration could be 1h/level or even 2h/level, since friendly fire should be a real menace, not just a little thing to concern. (Well maybe the 5% chance to ruin the item does the trick, I haven`t seen the new version in combat yet, it's hard to say because it is more a psychological problem)

Rusting Grasp: Needs a touch attack. It's common in 3.x DnD but since it is more like a sunder than any other spell, why don't use the CMB system? Make it an attack to CMB with a bonus to +1/level (if that seems to make the CMB quite easy, remember how often a mage misses a touch AC. Often in low level, almost never in midlevel, highlevel... well depends on the DM)
Additionally for quickness sake a note could be added that dispelled magical items qualify to be effected.

Antimagic Field: A question that always concerned me and wasn't ever clarified: Does AF break Line of Effect? Does a lightning bolt stop in an AF or springs it out of the other side again?


I derived that out of the "Problem with saves" thread 'cause it was offtopic but interessting I think.

Me wrote:

Maybe it's really just a problem with poison rules. Now they're unbalanced, because poisons are way too cheap. Ok they are quite ineffective, but the 1 looses rule makes a high DC unnecessary when you have many attacks.

Ok, let's increase the price. But which poison you choose: The DC 20 one for 20.000GM or the DC 15 one for 15.000? When your opponents start to have sufficient Fortitude saves to fail only on the roll of 1 I take the DC 1 alcohol dip for 1000...
Higher levels exclude this option.

Solution: don't give poison to PC's/NPC's with character classes, make it a monster only thing. Than the 1 looses rule is ok.