I've had a think about this and suspect I'd personally house rule the feat chain to make it effective earlier. Given the bonuses only work 1/day for a given monster, and only last for one attack this doesn't seem unreasonable.
The key changes are making the bonuses trigger on a success from 2nd level. This in turn weakens 10th level, so I added a critical success bonus at 10th level. It could have been double the bonuses - but that might make things to good, so instead suggest the bonuses last a round (rather than just for the next attack).
What do people think?
Monster Hunter (1st)Unchanged
Hunt Prey -> Recall Knowledge
Bonus to allies on a critical success:
+ 1 circumstance bonus to next attack
Monster Warden (2nd)Modified
Bonus to allies trigger on a success
Additional bonuses on recall knowledge trigger:
+1 circumstance bonus to next save
+1 circumstance bonus to AC against next attack
Master Monster Hunter (10th)Modified
Use Nature for identifying all monsters
Bonuses last 1 round on a critical success
Legendary Monster hunter (16th)Unchanged
Bonuses increase from +1 to +2
Please note that Elusive Target is an Immediate Action, of which you only have one per round.
That make sense. The question I have is:
Should Elusive target stack with evasion?
I'm unclear reading the rules weather it does or not.. I think it doesn't (as an attack doesn't "usually" allow a save for 1/2 damage, and evasion mentions attacks which "usually" allow a save for 1/2 damage)...
However Improved evasion and greater evasion seem to work with it (they have no such stipulations)... But should they
If they do combined Greater Elusive target feels significantly weakened - so Kirth what do you think?
Hum a Balor is CR 20 and has SR 31... a Hard Fight could put a 15 level mage up against it - with Skill focus and class skill (and Int 18) his Spell penetration would be 15 ranks + 3 class skill + 4 Int + 7 Skill focus: +29 and would only fall at the SR on a 1... <Although he'd still potentially be killed by the Balor> so this might be to much...
Compaired to not a class skill = +22, overcoming the SR on a 9, which seems more reasonable: the SR does something <Assuming Skill focus taken, on a 12 otherwise>
Hum, I'm not convinced either way now - If Combat casting and Spell Penetration individually scaled (and more so than the +3 skill focus would give you) then it would be good for it not to be a class skill (and thus skill focus wouldn't be the go to skill boost, but something nice that could do two things for the price of one)
Rangers, Monks, rogues, Paladins Etc. I would give them a free rank in "concentration" <although that is my least favorite of the names, as other potential use confusions> up to 10th level then stop - they could put more into it but it wouldn't be a Skill tax that they could miss <as per your bonus skills stated purpose>
In witch case roll on it being a class skill. It also makes playing a spellcaster less feat intensive for "bread and butter" and more able to pick up cool things<arcane reserve? Metamagic?>: The wizard and bard in our group both have the combat casting feat - now skill focus (spellcasting etc.) will do that, and alleviate the need for spell penetration later (additionally skill focus is easier to get e.g. the half elven adaptability picks it up)
I'm all about having feats that scale with what is important to them, be it BAB for combat feats, skill ranks for non-combat feats, and caster level for metamagic feats.
I made some scaling feats for these - Thay were a work in progress but would definatly need redoing with "concentration/spell power" on the horision.
For spell capacity you used Spell capacity based of the Wizards High Arcana lore - would it make sense therefore to use "Spell Power" from the same lore - it is straightforward and covers why it is used for penetration/duration which Concentration doesn't. Alternativly the high arcana could be changed to "Greater Spellcasting"
<As a Side note the high Arcana Spell power seems weak compared to improved spell capacity etc... It seems like it should be a greater bonus, +2 at least>
Thaumaturgy hasn't been used before - Thaumaturge has; gravitas sounds good - thurmaturgy has a strong magical feel to it :D
Or like spellcraft you could have Spell-Potential (or Spell Gravtas) so it's in an obvious part of character sheet
(Or spell power, spell control etc.)
Edit: Thinking on rangers and bonus spells - is there some interaction with bonus spells and the domain lore: would you get to know both your domain spell and your bonus spell... or a choice of one of them... The first has some power advantage over the second, but they still arn't going to be mighty spell casters, just pleasantly flexible
I think the distinction between Thermaturgy and Thermatagist is far enough that it will not cause any confusion :D
I suggest not having it as a class skill for anyone - that way skill focus can give you +3 to your concentration rolls, spell penetration etc, but not ever dive you +1/2 level virtual skill points which would mean an 8th level Sorcerer coulden't have a caster level of 12 etc.
I think it would be good if feats like combat casting scaled not with BAB but with concentration (as could spell penetration, making it a more focused than just skill focus to cover both)
It will be good to see what this turns into :D
Would rangers etc get a skill rank in the skill - or would they have to choose there investment: perhaps 1/2 classes could get a skill rank every even level? Meh, that over-complicates things.
question1: Does a Monk need to make Concentration checks (the DC10-2xspell level) to use Ki powers - It mentions they do not need to cast defencivly; but not if they need to use concentration at all..I assume thy do?
question2: If you two weapon fight with two daggers and use them thrown can you apply a strike via "two weapon strike" (I assume so, but it might only be for melee)
question3: Could a monk use Weapon Form with thrown weapons? I assume not as this is not "instead of an unarmed attack" but it could do :S... what about a reach weapon (where the unarmed attack would not be viable) I assume it would work with that so possibly with thrown :S
Anyway God Bless,
James
PS We playtested properly on Saturday to get the hang of some of the rules before we start in a few weeks - it's really fun to play!
Cool :D
I've come across something else I'd like clarification on (as someone wants to use it i think):
Under bluff the table gives:
Browbeat 10 + HD + Wis modifier
Demoralize 10 + HD + Wis modifier
But under the description it mentions:
The DC of this check is equal to 15 + the target’s Will save bonus + the target’s Charisma modifier
Should the DC be the second one? (I assumed so and the table was wrong... and the "15" represents the fact cloaks of resistance etc. don't apply)
Cool!
Hum on the rules legal front under bonded object for wizard it states: "Once you choose one of these options, it is
permanent and cannot be changed, nor can you gain
an additional option through a feat or other class
feature." I think that's there to stop Diligent prep + feats= awesome wizard: but the clarification is extremely helpful! I can continue mage building as planned :D
Oh and being able to update staff abilities means you can plann for "today" and not the long run which makes playing with a staff much more fun (although I'll ok it with the Daniel:D) - specifically I want Major Image in the staff, but while 3rd level wanted Silent Image - which would be redundant later
Hi Kirth
Question; Would it be reasonable ( as it's against rules as is) for a wizard to have a generalist's staff and a familier?
Would you have an issue with the wizard replacing or changing spells in his staff as he levels ( at the same or half rate a sorceror would)?
Anyway hope you are well-I look forward to playing soon
God bless,
james
Just a reminder: anything posted after tomorrow is past the deadline, and won't appear in the final rules when TOZ posts them.
Ok I won't go through the remaining bits ! Huzzah we are finished!
I will bother to put my last few notes down however, they were written before the deadline and not uploaded!
God Bless,
James
PS it's been an experience helping :D
Spoiler:
Wizard
page 2: Delete ", nor can you gain an additional option through a feat or other class feature." based on previous conversations, move to diligent preperation
Diviner specilist bonus is + 1/2 level, shou it be + specilist bonus (there first specilist bonus ability)
Apendix A. Arcane focus: Change "If attempt to cast a spell without your bonded object worn or in hand, you must use the normal material components, and must succeed at a concentration check (1d20 + your wizard caster level + your Intelligence modifier) or lose the spell. The DC for this check is equal to 15 + (2 x the spell's level)." to "If you attempt to cast a spell without your bonded object worn or in hand, you must use the normal material components, must always make concentration checks to cast (even if in restfull conditions) and all such concentration checks have there DC's increased by 5"
These last two are just thoughts:
Staff: Selete bold "Spellstaff (Sp): A 1st level bonded staff is treated as a Staff magic item", even if you do not have the Imbue Item feat." as you may only take the staff if you are a generalist you must have the imbue item feat... (Unless you gain this through a feat, yet I feet the staff should be reserved for the generalist)
"When fully charged, your staff has a number of charges equal to 1 + half your class level (maximum 10)" no real reason it couldent have 11 charges at 20th level - it's an awesome cool wizard staff after all!
Skill Ranks per Level: 0 + Int modifier; this just seems so harsh...
Hi,
As said many times above, Christopher; Congratulations, that is very exciting for you :D!
Proof reading; very spotted sorry - I'll start properly on a new document today!
Skills - delete the spaces
Spoiler:
Extra space at * - find and destroy! (For other documents simply search for " "(space space) and scroll through the document looking for the yellow!)
Bluff: "Assess Prowess: * You can size up "
Diplomacy bribery; "accept it. * When a character requires a bribe"
Heal (Perform autopsy): "basic check allows you to determine what, in general, * killed"
Perception (tremorsence): "tremorsense is sensitive to vibrations in the ground and gains * a +8 bonus to Perception"
Spellcraft (emulate class feature): Spellcraft check result minus 20. * This skill
Streetwise - "through illegal arms, to child prostitutes or white slaves. * Attempts to hire an assassin also fall under this heading."
Secondary skill table, toxicology: (poisonmaking), * poison use
Craft - " others can be added using those shown * as guidelines"
Craft Construction - "Craft (construction) check * at DC 15 + the object’s hardness)"
Knowledge warfare: "Check: * Basic drills in non-combat situations"
Profession: "Examples might include Accountancy, * Administrator (you can function in a bureaucracy), "
Profession (Mining): "a Perception check as if you were actively searching to notice that something is amiss, * and then"
Perform "his suggestion ability, 9 ranks to inspire greatness, 12 * ranks to "
Skills; some potted skill changes
Spoiler:
Administration -Change: "Find Ally: A successful skill check (DC based on Diplomacy rules) might allow a character with Admin skill to name-drop their way into a shared relationship" to "Find Ally: A successful skill check (opposed by npc's will save (or highest will save for a group of creatures), see Diplomacy "Change Attitude"[I]) might allow a character with Admin[i]istration skill to name-drop their way into a shared relationship"
might; a clarification on the 'might' would be vastly helpful as my friend and I have vastly different opinions on what would be considered a reasonable 6 degrees of separation: a more concrete skill could be:
"Find Ally: You may attempt to find an ally within a group of individuals, who are at least indifferent towards you, by attempting to name-drop your way into a shared relationship (even in unlikely situations; think “six degrees of separation”). Your administration skill check is opposed by a Intuition save, made by the NPC with the second highest Intuition modifier in the group; and modified by how closely the most connected NPC is connected to your organisation, shown by the following table (use all modifiers that apply):
Connectedness...........Intuition save Modifier
Your Organisation........... - 5
Related Organisation..... + 0
Unrelated Organisation.. + 5
Your Base of Operation .. - 5
Same country.................. + 0
Neighboring country....... + 5
Distant country............... +10
If you succeed, you find someone within the group who has a helpful attitude towards you. If you fall short of the groups intuition save by 5 or more you antagonize someone in the group; decreasing there attitude towards you by one step (see diplomacy).
Add bold (It's currently unclear if this is part of Find ally) - "Garner Favor: With a successful check (DC 20 + creature’s CR) you can compel an NPC to grant you some boon or perform some favor"
(This seems a separate ability to Find ally - alternatively clarify that this is only usable on the ally found)
Bluff, Inuendo: Change "decipher the message by succeeding at an opposed Deception check." to "decipher the message by succeeding at an opposed Bluff check."
Endurance: Change "Run: A character can run (4x normal speed) or otherwise maximally exert himself (such as fight) for a maximum number of rounds equal to 10 + his Endurance modifier. After this time, he or she is fatigued and must rest."
to "Exert: A character can exert himself (e.g. run, fight or cast spells requiring concentration checks) for a maximum number of rounds equal to 10 + his Endurance modifier. After this time, they are fatigued and must rest if able. If the character wishes to overexert themselves they must make a DC 15+1 "per round of continued overexertion" Endurance check or become Exhausted. An exhausted character who is fatigued or exhausted in this manner feints from Over-exhaustion - falling unconscious for as many minuets as rounds of overexertion they performed (min 1)."
Perception-change "invisibility provides no bonus to this check (unlike in the core rules)" to "invisibility provides a greatly reduced bonus to this check, see Chapter 7. Spells" OR repeat invisibility change in the spells chapter.
Perception: add to the Search table a line:
"Documents, offices, scrolls use Administration or Linguistics"
Other
Spoiler:
Wizard
Consider adding "Eldar Craftsman: You gain a +1 competence bonus to any Craft skill of your choice (counting as a virtual rank towards Caster Level requirements of crafting items)" <similar to skill focus craft>
OR Consider changing Page 2 - artificer "and receive a +4 competence bonus on Craft checks to create items (counting as a virtual ranks towards Caster Level requirements of crafting items)" - <probably not both!>
Evoker - Change "School Powers: In substitution for one or more of the school powers described below, evokers can select bonus feats such as Blistering Spell, Brimstone Spell, Irresistible Evocation, Piercing Cold Evocation, Searing Evocation, etc. " to "School Powers: In substitution for one or more of the school powers described below, evokers can select any "Evocation" metamagic bonus feat (such as Burning Evocation or Irrisistable Evocation)."
Fighter:
Grit Change "Each time you confirm a critical hit while using this ability in the heat of combat, you regain 1 round worth of use" to "During the heat of combat each time you confirm a critical hit during a round in which you have previously used grit to gain the effect of a hero point or gain the use of a combat feat you regain 1 grit" <leaving the rest of the sentence notably the clarification that it doesn't count if you used the grit to confirm the hit>
Additionally change "When you reduce a creature to 0 or fewer hit points while using this ability in the heat of combat, you regain 1 round of use" to "During the heat of combat each time you reduce an enemy to 0 or fewer hit points during a round in which you have previously used grit to gain the effect of a hero point or gain the use of a combat feat you regain 1 grit"
Bard
Change "Elder Kantelist (Ex):" to "Elder Kantelist (Ex) (Minstrel or Skald):"
Ranger Favoured enemy adaption - many errors in the list:
Animals, magical beasts, and vermin: Great Fortitude, Iron Will, Lightning Reflexes
Constructs and oozes: Great Fortitude, Iron Will, Lightning Reflexes,
Dragons: Great Fortitude, Iron Will, Lightning Reflexes,
Fey and plants: Great Fortitude, illusion resistance, Iron Will, Lightning Reflexes to Arcane Defense Illusions
Giants and monstrous humanoids: low-light vision, low-light vision, repeated
Outsiders and aberrations:Great Fortitude, Iron Will, Lightning Reflexes,
Undead: Great Fortitude, Iron Will
I suggest removing all saving throw feats from the table and replacing them with a static "+2 to Fort(etc)" saves as the ranger is only lacking in will saves and changing the save feats to the "Improved" versions will be strong; as with a swift action he could swap between different improved save types could stack up a lot of re-rolls a day! Finally the save bonuses given do not quite match your introduction table.
Favoured weapon - change "By calling upon the aid of nature spirits when you prepare spells, you can imbue your weapon with a +1 enhancement bonus per level of the highest-level spell you prepare" to "By calling upon the aid of nature spirits when you prepare or rejuvinate spells, you can imbue your weapon with a +1 enhancement bonus per level of the highest-level spell you prepare or spell slot you have access to"
The ranger's barksin lore is weaker than the fighters armored flesh talent which, in turn, is weaker than the monks ironskin sutra... the Barbarians Beast hide rage power seems good, but still not as strong as the monks (stacking with totem powers, but not amulet of natural armour) - Consider standardization of these.
Possible introduction addition(I suggest you ignore this, but was in my head): You could state that if you gain Low light vision from multiple sources you automatically gain "Superior low light vision", tripling the distance seen in darkness... quadrupling it if you gain it from three sources etc.
A little more on Secondary skills...
Spoiler:
Kirth Gersen wrote:
1) I'd do it, except for the sheer number of people who try to do things like take Profession (Acrobat) instead of Acrobatics.
2)Profession ONLY for skills that involve some service-industry thing; Driving (think Grand Prix, not Miss Daisy) wouldn't be a Profession skill
If you want to change it I think two rules additions would allow this:
1) Profession, and secondary skills in general, cannot duplicate the function of Primary skills; Thus any secondary skill that replicates the features of a primary skill (such as Profession (Acrobat) or Profession (Escapologist) are disallowed.
2) After a section on how profession skills are to represent service-industry skills add: in a fantasy setting Profession (Drive) represents the skill for coachmen, couriers, hauliers, and wagoners - exceptional levels in this ability can represent exceptional abilities; flying zeplins, dog fighting on academical gliders, ben-hur chariot races and the like.
Then it covers the standard service industry aspect, and for PC's allows great feats of daring do!
Serenity-point to possibly ignore! :D
Spoiler:
You have weakened serenity so that it does not move your will save to a different type of save; however it still has a hefty Cha pre-requsite; which effects mainly melee casters... it's quite possibly not an issue; but reflexive shot etc does not have a Wis pre-requsite.
Edit: I'm feeling more strongly that this prerequsite overly inhibits the half casters (Monks and Rangers) who want to access their spells with Wis, cast them with Cha, and fight with the other stats.; it prevents the uber druids and clerics from doing melee and being awesome at spells, but I rely feel for the half casters!
Change: "Prerequisite: Cha 13." to "Prerequisite: Cha 13; or four levels in monk, ranger or prestige paladin"
I've just come up with a beautiful idea I want to say before I go to bed, feel free to ignore it.
Secondary Skills
Spoiler:
Move Administration to Profession (Administrator)
Move Drive to Profession (Driver)
Move Linguistics to Knowledge (Linguistics)
TaDa!
Secondary skills have suddenly simply become:
Craft,
Knowledge,
Perform,
Profession!
Simple, and clear as to what constitutes a secondary skill :)
{Brought to my attention by the Profession skill's typo: "Examples might include Accountancy, Administrator (you can function in a bureaucracy)," Delete additional space before Administrator!}
{Also "Tailor (including sewing, weaving, and dying of textiles)" is probably superseded by Craft (Needlework)}
Gotcha. Yeah, I think you're spot-on there. Maybe surgery should be a way to cure permanent attribute drain instead, and we leave curing hp damage to first aid?
I really like the Idea of heal dealing with attribute damage and drain (perhaps turn drain into damage... even as far as permanent negative levels to temporary)... and also the idea of raising the dead, very cool idea.
Ok Spells chapter finished, though my mind was flagging at the end! Plus some other bits :D
Random
Spoiler:
Skills; Heal - it would be good to have a row for malpractice on table.
Ranger - Fast movement (lore) does not work under medium/heavy load, Tireless ignores effect of medium/heavy load. Add (to Fast movement lore) "(this will only hinder rangers before they gain the tireless ability)"
Monk - Change "Special: If you choose Two-Weapon Fighting and/or Improved Two-Weapon Fighting as a combat style feat, you gain the Flurry of Blows ability (see below)." to "Special: If you choose Two-Weapon Fighting and/or Improved Two-Weapon Fighting as a combat style feat, you gain the Flurry of Blows ability (see feat description).
Character Sheet - I would have the "apparant age" all on one line :D
Feats -
Battle Touched; change "If you have the Spell Strike feat, you can apply the spell effect to each attack made with that weapon that round. If you have the Battle Touch, Spell Strike, and Two-Weapon Fighting feats, you can use the Spell Strike feat in conjunction with a pair of weapons and spells" to "If you have the Spellstrike feat, you can apply the spell effect to each attack made with that weapon that round (However, all attacks and combat maneuver checks you make that round suffer a -5 penalty). If you have the Battle Touch, Spellstrike, and Two-Weapon Fighting feats, you can use the Spellstrike feat in conjunction with a pair of weapons and spells" <Incorpirating the penality mentioned in spellstrike; unless i've missed a subtle distinction and the -5 shoulden't apply to a touch spell turned mass>
Spellstrike: Change "If the attack misses, you may hold the charge." to "If the attack was a melee attack and it misses, you may hold the charge." <We have a affrican dagger flinging monk, thus this stood out!>
Metamagic and friends
Spoiler:
If you decide to change the prerequsites on Irresistable evocation also change Linchpin spell, Selective spell, Poison spell; either way add "original spell level" or "final spell level" to the prerequsite for clarity.
Cascade spell: Important to clarify weather the individual components are hightened or not. (e.g. Shield+Obscuring mist as 3rd leve spell, +4AC or +6 AC?) - I would not heighten them, but highten all of them after applying cascade spell (Shield + Cascade spell(mage armour)=lv3 Hightened (+2)= 5th level spell +6AC, +6shield)
Quicken spell, Add bold: "Special: This feat can be applied to any spell cast spontaneously (including sorcerer spells, bard spells, and cleric or druid spells cast spontaneously), without the need for an increased casting time allowing it to be cast as a swift action."
Explosive spell - Change "(any creature struck dead-on, determined by a ranged touch attack, is pushed the full length of the line)." to "(any creature struck dead-on, determined by a ranged touch attack, is pushed 50ft+10ft/caster level up to the full length of the line).
<Why? this still allows substantial extra damage on one target (+10d6 for a 5th level caster's lightning bolt) without my limitation however this is possiable: Ray of frost(lv0)+ray to line (+1 level) + close to Long (+2-1=+1) + Explosive Spell (+1)=0+1+1+1=3rd level line of cold (@5th level doing 5d6 damage) that hitting somone smack in the chest (range touch) who fails there reflex save is then pushed 600ft; for +60d6 untyped damage! OW!>
Scantum spell - Change "A sanctum spell has an effective spell level higher than its normal level if cast in your sanctum" to "A sanctum spell has an effective spell level one level higher than its normal level if cast in your sanctum" and change "All effects dependent on spell level (including save DCs) are calculated according to the adjusted level." to "All effects dependent on spell level (not caster level) are calculated according to the adjusted level (such as damage caps, static bonuses, DCs; see effects of hightened spells above)."
Shape Spell - Add Spellcraft Prerequsite as Evocation irresistiable (clearly this is a spellcraft stlye of metamagic). Change "Rays changed to cones, lines, and bursts allow a Reflex save for half damage" to "Damaging rays changed to cones, lines, and bursts allow a Reflex save for half damage"
Sudden Metamagic, greater: Change "Prerequisites: Metamagic feat to be emulated, Sudden Metamagic (any other feat)." to "Prerequisites: Metamagic feat to be emulated or Sudden Metamagic (any other feat)." <my preference> or Delete "You can still use the feat normally if you have it."
<As currently you must have sudden mettmagic lesser and the feat you want to make greater; with such an expencive requirement I'd probably try and craft a rod!>
Summoning imbued - Unclear if you can grant more than one your summoned creature the effects of a spell; yet will auto highten any summon spell to summon 1d3 monsters rather than simply one. For a nice modification change to the following (Also prerequsite changed; spell focus conjuration is needed for augument summoning, a counjurer should just have access anyway; fluf text changed to cat's greace as bull's strength stacks not with augument summoning)
Summoning, imbued
Your summoning spells gain an element of surprise! When you summon a lone creature you may grant it the benefit of one of your prepaired spells (such as invisibility or cat's grace).
Prerequisite: Conjurer or Augment Summoning
Benefit: This metamagic feat can be applied to any spell of the summoning sub-school used to summon a single creature. As part of casting the summoning spell you may imbue it with the effects of touch range spell of 3rd level or lower spell that you have prepaired (or know and may cast for spontanious casters). The spell (or spell slot) is used up and the summoned creature under the effected of the spell when it appears.
An imbued summoning spell uses up a spell slot of the same level as the originality spell. Further hightening of the spell dos not increase the the number of monsters summoned, instead it hightens the spell sacrificed by the caster to benifit the summoned creature
Synergy: If the creature summoned has a 3rd level or lower spell or spell like ability of personal or touch range it may instead sacrifice one use (or memorisation etc.) of it's ability to be under the effects of it's ability when it appears, which will be heightened appropriately if this spell is heightened.
<I've reduced it to +0 spell levels to get round the problem of heightening the spell causing the summoning of 1d3 creatures. If wejust swiched off the auto highten for this metamagic feat you still have the question in the casters mind: Is one creature under invisibility (etc.) worth giving up the possiabality of three creatures?.>
Uttercold spell: Change to "Uttercold Evocation" and move it apropriatly :D
Widen spell: I think change "actual level; tripling " to "actual level, tripling "... though I'm bad with SPG!
Evocation Spell Examples:
Spoiler:
Call lightning: Remove extra space, shown by . "vertical line; . -1 level"
Fireball: change "Reach Spell (15 ft. to long; +2 levels)" to "Reach Spell (close to long; +2 levels)" mention "-1 level= 3rd level" (you could add seering evocation and still have a 4th level spell, so the slightly lower level iconic fireball spell seems well placed :))
Hellfire: Change "and 5d6 diabolic" to "and 5d6 unholy", or change the corrupt spell feat.
also
Sacred spell, Change to match the corrupt spell feat, dealing Holy damage (they are just worded differently) <personally I prefer diabolic and divine to unholy and holy>
Shout, Greater: Change Shout, Greater: Ray of frost (0) + versatile evocation (sonic) + Cascade Spell (deafness, 2nd level, +1 level) + Dazing Spell (+1 level) + Shape Spell (ray to cone; +1 level) + Widen Spell (30 ft. to 60 ft.; +1 level) + Bane Magic (crystalline) = 6th level (damage cap 15d6 or 21d6 vs. for crystalline; deafness permanent)." to
"Ray of frost (0) + versatile evocation (sonic) + Bane Spell (Crystaline) (+1) + Deafening Spell (+2 levels) + Dazing Spell (+1 level) + Shape Spell (ray to cone; +1 level) + Widen Spell (30 ft. to 60 ft.; +1 level) = 6th level (damage cap 15d6 or 15d8 vs. crystalline; deafness permanent)." <or use bane magic- but it doesn't add +1 level, it's a personal ability>
Similarly Shout becomes: Shout: Ray of frost (0) + versatile evocation (sonic) + Deafening Spell (+1 level) + Shape Spell (ray to cone; +1 level) + Still Spell (+1 level) + Bane Spell (crystalline) (+1 level) = 4th level (damage cap 10d6; 10d8 for crystalline)
Save or lose spells
Spoiler:
Confusion: Change "5th level; up to one creature per caster level takes a penalty to Wisdom equal to 1d6 + 1 per 2 caster levels (maximum +15), " to "5th level; up to one creature per caster level takes a penalty to Wisdom equal to 1d6 + 1 per caster level (maximum +15), " <as per table>
Slow: Also changed to 5th level effect so should be; "5th level; targets take Dex penalty equal to 1d6 + level (max +15), half if save, for 1 round per caster level." <as per table>
I'm sorry if I ask questions, and I'm really happy for them not to be answered! (I also think the "errata" we are finding would be easy to fix if this was the document as it stands now, without a having to ask anything!)
You are running on schedule - you have an awesome system - we are lagging behind in reading it all! But we'll continue to look for little bits till the end, also if it feels best to have proofreading continue past next week you can say, but i think the "no more core rules changes" etc. is right; your system is lovely!
Some bits mostly metamagic, and to wordy sorry:
Spoiler:
Metamagic:
Noting the two clauses in Blinding spell and Deafining spell (below), blindness is pegged as a 3rd level ability and deafness as a second level ability: a good change in Changes to schools of Magic, under necromancy to state that "the blindness spell, clearly superior to it's deafness counterpart, has been increased to a 3rd level spell".
Blinding spell - "using a spell slot 4 levels higher the spell’s normal level, you can increase the duration to Permanent (Cf. Cascade Spell: Blindness)"
Deafining spell - "using a spell slot 3 levels higher the spell’s normal level, you can increase the duration to Permanent (Cf. Cascade Spell: Deafness)."
Evocation, Irresistiale: <It's prerequisite is a little easy as it may only be applied to lowish level spells (+4 spell levels)thus> Change: "Prerequisite: Spellcraft 1 rank per level of the spell to be affected." to "Prerequisite: Spellcraft 2 ranks per final/original <your choice> level of the spell to be affected."
Page 12- Disruptive spell: Change "Targets affected by a disruptive spell must make concentration checks when using spells or spell-like abilities (DC equals the save DC of the disruptive spell plus the level of the spell being cast) for 1 round. " to "For 1 round after being affected by a disruptive spell targets suffer a penalty equal all concentration checks equal to the Disruptive spells DC-10, and must pass a concentration checks to cast spells or use spell like abilities if they wouldent usually (DC 10 “concentration check,” equal to a caster power check minus twice the level of the spell you are attempting to cast, see above)." <This metamagic should force the usual concentration check with a sutible penality>
Spells: Disrupting spell, mention you can similarly disrupt spell like abilities (CF: Rogue: Under skill tricks it says "As spell-like abilities, skill tricks can be disrupted)
This is where i "dreamt" it! I'm not mad! mwhahaha, it is in your core rules... could it be applied to other places? :D cool rule
The Egg of Coot wrote:
1. Agreed; add a note that it affects HD up to your 3 + your class level.
2. Agreed; maybe the easiest thing is to shift all rows up by 1 (so he gets 1st level spellcasting at 1st level, 2nd at 3rd, etc.). Still getting them later than prepared, but it's not unreasonably awful.
3. Add the following text to the sorcerer's expanded arcana ability: "You also gain an additional cantrip (0-level spell) known at 1st, 6th, 10th, 14th, and 18th levels."
1)Awesome :D
2)Awesome, possibly the Shift up only while he doesn't have the domain ranger lore? (which provide the +1 bonus spells)
3)Awesome! You could apply it to the incarnate also.
The Egg of Coot wrote:
How about this instead?
FLURRY OF BLOWS
Prerequisite: Two-Weapon Fighting.
Spoiler:
Benefit: When you make a full attack with any single melee weapon, you gain all the effects of any Two-Weapon Fighting feats you possess, even though you are not fighting with two weapons. This applies to number of attacks, Strength bonus to damage, application of Strike feats, etc. You may freely substitute disarm, sunder, and trip combat maneuvers for attacks with weapons that permit those maneuvers as part of a flurry of blows.
For example, an 11th level fighter with this talent and the Improved Two-Weapon Fighting feat, armed with a longsword and a shield, could attack with the longsword at +11/+11/+11, or could instead make a flurry of six attacks with the longsword at +9 each.
It's not in the monk document at the moment (It seems missing, but i may have missed it), I haven't looked for it in the fighter document, and it's not (probably rightly :D) in the feats.
Seems good, you cant Two weapon flurry with ranged weapons at all, you can two weapon fight with thrown weapons if you can draw enough... flurrying wouldn't change that :D
Hum I'm wondering if I've just missed this in the documents and I've made a non-point!
OK, James, just for you I've added a "domain disciple" sutra for the monk/I've also added a Time domain
They are awesome Thanks you, a lovely balanced fixed.
Here is some very non essential Archery domain and monk musings:
Spoiler:
Could add Archery to the monk list (for the zen archer) if they chose bow as there temple weapon :D The name zen archery made me think of it, not "i think it's needed etc.", but hey you can't flurry with a bow anyway!:(
Oh, And the time domain is lovely!
:D
He is some ROGUE proofreading (I took a break from the meta magic)
Spoiler:
Page 2 - Skill tricks: change "Table 1 (referencing Spellcasting Table 1 in the Introduction)." to "Table 1 (referencing Spellcasting Table 1 in Chapter 7. Spells).
Page 2 - Skill tricks: Change "Examples of skill tricks, and their associated skills, are provided below (1)." to "Examples of skill tricks, and their associated skills, are provided below(1)." (obviously with the superscript)
Page 3 - I think this "Unless otherwise noted, using a skill trick requires a full-round action, unless the talent in question involves movement" might need changing slightly to incorporate spells with longer casting times (notably clairvoyance's 10 min casting time) and the faster casting times of swift/immidiate spells (e.g. catsfeet)
How about
1. Spells that are usually swift/immiade actions remain so.
2. Movement spells may be incorperated into a move action.
3. Spells that are marked swift action (and are not usually) last till the begining of your next turn <as is currently>
4. Spells with a casting time of 1 standard action up to 1 full round take 1 full-round action
5. Spells with casting time longer than 1 full round take that longer casting time.
<My worry steamed from clairvoyance on tap! Alternatively put a swift clairvoyance there, can always see into an divinable room, but only for a moment!><Swift expeditious retreat... normal expeditious retreat could be activated with a move, and would last all fight so is probably strictly better!>... You could leave this all as is and "fix" clairvoyance somehow :D
Page 3 possiable add to "If you make a sneak attack during a surprise round with a concealed weapon that the opponent does not know about" "or an attack during a surprise round where the target is completly unaware of your presence" or something of this ilk.
if you change the above then change "thereafter, it will be wary of such a trick from you (even when surprised)" to "thereafter, it will be on it's guard against such attacks (even when surprised or unaware of you)"
Page 6 - change "If you do so, your rogue levels provide Strong theurgy towards your arcane casting progression (Spellcasting Table 3 in the Introduction)." to "If you do so, your rogue levels provide Strong theurgy towards your arcane casting progression (Spellcasting Table 3 in Chapter 7. Spells)."
Page 8 - Delete bold "Night Vision (Ex): You gain low-light vision and darkvision 60 ft. (your choice)." as the text indicates you get both
Not a proof-read post, just something that came to mind: I'm suddenly very confused if i dreamt this (and it seems a good idea), or this is in one of your documents somewhere and i came across it:
Spoiler:
For innate metamagic rather than having a slightly confusing caster level cost you had a table which looked like:
Ranks in spellcraft Uses per day
2xlevel of spell 1/day
3xlevel of spell 2/day
4xlevel of spell 3/day
5xlevel of spell at will
(I made up the numbers) Now I thought this was a really good and awesome idea, but just went to look at innate metamagic and couldn't find this... If you haven't used it my dream was fantastic - however i think it's such a nice idea (modify it use it however, or tell me where it was from - it clearly doesn't just have to apply to innate metamagic) it must have been yours in another document somewhere :D
The time i have set aside today has failed somewhat - but here we are anyway:
Spells continued
Spoiler:
Page 4 - Missed this before, but just looking at core rulebook: change "1 ft. of solid stone, 3 ft. of earth, an inch of metal" to "1 ft. of solid stone, 3 ft. of earth or wood, an inch of metal" as per detect thoughts
Page 6 - Change "(this is a specific exception to the rule for immediate actions described above)" to " (this is a specific exception to the rule for immediate actions described in Chapter 1)."
Page 7 - Change "(or anyone with a wand and Use Magic Device skill)" to "(or anyone with a wand and Spellcraft skill)"
Page 7 - Add "Detect Magic: Range is reduced to touch, see below." (Otherwise this important change could be glossed over)
Page 7 - Add "(see Scaling Bonuses in hightened spells, below)" to Spells Providing Bonuses to Skill Checks
Page 7 - "Change For example, the Ray Burst, Reach Spell, and Selective Spell feats," to "For example, the Shape Spell, Reach Spell, and Selective Spell feats,"
Page 8 - Change "for example, a sorcerer could simply learn maximized fireball as a 6th level spell (with the normal casting time), rather than selecting fireball as a 3rd level spell and also taking the Maximize Spell feat (and requiring a longer casting time)." to "for example, a incarnate could simply learn maximized searing light as a 6th level spell (with the normal casting time), rather than selecting searing light as a 3rd level spell and also taking the Maximize Spell feat (and requiring a longer casting time)." <the sorceror's 5th level rapid metamagic ability negates the need for the increased casting time sentences, but the example is better for having them, therefore I change the example to an incarnate :D>
Page 8 & 9 - After "For spells providing a bonus of +1 per caster level, the maximum bonus is equal to the number of dice shown in the damage cap table." add "according to the number of targets, and arcane/divine nature of the spell as appropriate"
I also have a question and thought - the question wood be good to think about, the thought not so much.
Spoiler:
Question: <not what you want, but an interesting interaction>-How do metamagic feats that apply effects (like bewitching spell's confusion effect) combine with the save or suck mechanics? I assume thay would add on an atribute penality (or even damage/drain) if these options weare used. If so this might need to be clarified. also a generic Metamagic feat could be made to cover weakened, Slowed, Infirm, Feebleminded, Confused & Charmed: The one that combines two spells (thus Ray of enfeblement + other spell for fell weaken etc)
Thought: Con penilty possiably very strong? While at low levels it's not great an 8+ level magic user will get a lot of milage out of 1d6+4 con penality spells. But it's no longer save or suck so that is good... To be fair I haven't play-tested it so cant tell! :D
Page 4 - clarify can spells with purley vocal components be disrupted (provoke AoO)? if yes leave as is, if no (there is nothing to disrupt) mention this.
Page 4 - Change "If you are struck by an attack of opportunity provoked by not casting defensively, you must succeed at a concentration check at DC 10 + damage sustained (see table) or lose the spell." to "If you are struck by an attack of opportunity provoked by not casting defensively, increase the DC of the 'casting in combat' concentration check by the damage sustained (see table)"
Page 4 - "The Disruptive fighter talent (q.v.) increases the DC for casting defensively by +4" add "for all threatened enemies" or equivlant
Page 4 - replace "(see Preemptive Actions, above)" with (see Preemptive Actions in Ch 1)
Page 4&5 -Change "This applies to effects with a range greater than long range, and specifically excludes conjuration/summoning effects other than teleportation" to "This applies to effects with a range greater than long range, and spells of the Scrying & Teleportaion subschools. Note spells of the Calling & Summoning subschool are unaffected."
<Without the scrying clarification you can clairvoyance into the kings bedchamber, as it is not greater than long range; also calling & summoning spells do not have "range" greater than long and are not teleportation spells - they just seem like they are!>
Page 5 - change "Ressurection Survival" to "Ressurection survival (Optional)" <for non-long time limit campaigns>
Non-editorial thoughts:
Castles and Dungeons; Awesome!
Counterspelling; Awesome!
Defult Spell paramaters: Being a caster is hard work - this made me laugh! I have infact bought a lovely looking 'notebook' to be my spellbook entirly because of this rule (and what a good rule)
Thats's it for a bit, I'll continue later :)
God bless,
james
I've done some non-linear walking through the documents, but will also follow this section by section trend :D
I havent much to say on the introduction (and it's been covered far better above), but these are the couple of things i got :D
All documents
Spoiler:
Look at the title and author: I dont know how how to find this but the spells document says the title is FIGHTER and author suzanne, one author is Zannie :D (that is go to a folder it is in, click once on the file - then see at the description at the bottom of the folder... alternatively right click properties and details)... Odd thing for me to notice but it made smile to find.
Introduction
Spoiler:
1)Page 8: combat manuvers fails to mention CMD includes Dex bouns!
2)Tatical movement: the phrase "5ft increment" confuses me for some reason. Though I now understand what it means , perhaps "in multiples of 5 feet" would be clearer (this is more notable in the feet section, under skirmish / spring attack). I assumed one attack then a 5 ft move then one attack :D, obviously the example makes this clear, but not in the later sections
Equipment
Spoiler:
with the new changes to familers i wondered if ther should be a slight numen cost to the leadership feat? meh.
Monk
Spoiler:
Daze - only effects 4th level targets, yet is a monk's bread and butter, as it's not a cantrip and hightened to 1st level could it affect any HD, or HD less than monk level etc? Otherwise it is a poor bonus spell; lesser confusing strike would be better (or colour spray - target needs eyes but still a one round stun effect on a failed save for all HD)
Bonus spells: open up certain domains to monks to allow them to change there bonus ki powers; eg time, law etc. (possiably with notes to change them to stances and strikes) {just noticed there is no time domain} - or give them the option of changing them when they get the next bonus power etc (It's not that there not great, just some options for choice would be good)
Ranger
Spoiler:
Can chose Spontanious or Prepaired; if spontanious he gets his spell levels two levels later than prepaired caster (as he does not get the +1 bouns spells on his spell known list, he cant cast 1st level spells till 4th level as he knows none), of course this is aliavated entirly by the domain ranger lore, but perhaps a surgestion to that effect should be made in the section surgesting spontinaity
Spells
Spoiler:
Feats?: Spontanious casters traditionally knew lots of cantrips: a feat or option that doubles the number of 0th level spells known for spontanious casters? Possiably an option :D (maybe it's a bit steep for feat) As an option a spontanious caster can always learn cantrips up to twice the level of a spell known in leu of the spell known {you could roll this out to the class as a whole, bu then spells known simply become 'levels of spells known', which deters from the system as is, and may be un-justifiable :S}
Typo page 6: "the ... metamagic feat" though it looks like you have marked this to come back to it
Charm Pereson: is it cha damage(or not)? does it work in a fight? how does this mesh with Bardic minstral charmer no +5 to saves in combat?
{I would make it a cha damage(penality?) spell, but you don't realise it has been cast on you-"subtle damage"-but still give the +5 to saves in combat, as the flip side of subtle is it works less well against agressive targets} It's a standard spell but not clear from the list if it is changed by this option (It's not mentioned anywhere i think)...
Doesn't having so many abilities that attack stats, makes it surprisingly easy to shut down casters? Blast the cleric with a confusion and his wisdom drops, suddenly he can't cast any spells (his wis went from 15 to 10)
There is not to much in each section, and only the intro is fully read (barring your campaign setting, soz.) I will start on a another document in full now :D Hope this helps
That said, I would like to increase monks' unarmed damage to come closer to what they had in 1e: 1d6 at 3rd-4th level, 2d6 at 8th, 4d4 at 12th, 5d6 at 16th. Only I'd smooth it out to 1d6, +1d6/4 levels (max 6d6 at 20th).
Thoughts?
That seems really good to me :), it doesn't weaken weapon form, yet keep unarmed strikes up there :D, thus weapon monks and unarmed monks are viable! While the unarmed monk is "weaker" at lower levels he does have the Ki strikes in his favor
Some standardization of size bonuses to damage should be made, as increasing monk size will probably be very strong on an assumed 3d6 weapon! (or 6d6 one!)
Hum another little boost that could help would be changing Critical Focus to allow one monk "Ki attack" (eg doom) to be unleashed on a confirmed critical hit! (much like it does with strikes :D)... (Which the weapon user could then also access with versatile blow!)
Qn: Could a monk take Ability Focus "ki strikes", for +2DC, or would it be on a strike by strike basis.
God Bless,
James
Typo: Penetrating shot mentions the critical mastery feat - this does not exist!
It's just strange. I think of the monk as the martial artist and Eli keeps coming back to that +1/2 level damage trumps fistycuffs - and I cant really see why he's wrong - except cool strikes and Medusa strike (or gorgon strike, something like that) giving you the +2 attacks.
He's just pointed out meduses wrath gives you + 2 unarmed attacks when you make a full attack action - but you can do that while full attacking with a greatsword! eek!
I'm pro numen (mentioned it in a spoiler)
I'm happy to proofread, though how much i am a slow reader? If it's all the spell bit's awesome i'd love to- but if it's everything i may pick and choose - otherwise i wont keep up :D
As you can see I've been proofreading as i go anyway!
So sign me up
Spoiler:
James dot Arthur dot Harrison at Gmail dot com
Aside question - a friend wants to play a monk - he's pointed out that now you have given them "weapon form" which makes them do awesome damage with there temple weapon what incentive is there to use your unarmed strikes? He feels the scaling damage will be far better than ki strikes. Thoughts.
Hi Kirth, more observations - did you catch the last lot (13 posts ago)? And are they still helpful?
Typo's:
Spoiler:
spear, long exotic weapon proficiency option (c) 1d8/+3 to 1d8/x3
similarly lance exotic 1d12x3 to 1d12/x3
hammer, lucern is its own Heading rather than a sub-heading under polearms
Wind stance: the potential 50% miss chance, it doesnt mention if this is only against ranged attacks like the 20% one is? - I assume so
Questions:
Spoiler:
Spearfighter - a full attack 'against you' - is this a full attack all targeting you or partly targeting you?
Combat reflexes BAB 11+, you intifear with actions that provoke AoO's - consider in light of movement how this will work... potential problems could occure. Additionally at level 16+ no action that could provoke an AoO could be performed without suffering infinate AoO... reach weapon anyone?
Why is the 14th level choice of a two weapon fighter flay foe etc... what is the etc? Time has passed and I assume it's skewer foe and the bludgeoning one :)
Observations:
Spoiler:
As you can already move attack move with the tatical movement option, spring attack seems relativly weak, only realy adding the ability to ignore attacks of opportunity in that movement, whili limiting it to 5 ft after each attack - or am i understanding it wrong... it also doesnt seem to interact with a single non-iterative attack
Skirmish synergy with vital strike - oddly here spring attack allows you not to move after each attack (could you thus move full movement and vital strike on all attacks on one foe dancing round him?) Seems reasonable :)
Some of the ranger talent trees only give surgestions till 14th level... but as the suggestions are so well themed at 18th level a character may have all lower options - an opening paragraph about agree on a feat with the gm/take any combat feat would be good (there is almos this there already)... but this could all be arranged with a Gm :D
Improved combat reflexes - are my Itritative AoO limited by my usual Itritritive attacks? eg at 6th level I can make 2... or are they simply limited by my AoO avaliable (in which case at 16th level I could make 100, which makes this a silly option, but should be clarified a little)
Combat reflexes, 16th level, reach weapon=provoke AoO by strping through reach, responce=5ft stepback, repeat= not engagable without reach?
Can you take multiple immidiate actions between turns - or is it just one? [i assume one :)]
Lunge: do you still threaten squares you usually threaten when using lunge?
Other Thought (ALL comments welcome!):
Battle fatigue - our GM says this is partly to tricky to keep track of (which monster is at -1)?, Which monster is at -3? etc... I like the idea of the save or be dazed aspect of it, but wondered if anyone had any ideas for a less "GM incentive" version? EG penalties affect players, save or Bad effect (Daze, stun, etc)... maybe a moral bonus for the party (ie not something the GM has to keep track of) Thoughts? <obviously for my campaign not Kirthfinder general!>
Stat Boosting feats
Spoiler:
These feats give enhancement bonuses to stats yes? So they do not stack with the magic items of stat boosting (Unless i'm wrong) - In which case there is no problem at all in letting the caster feats scale - a caster wanting to bump his DC's will be crafting himself a jeweled headband of +6 Stat ass soon as his numen allows; giving him the option of replacing this item with three feats only available at 5th, 10th and 15th level seems very week....
Additionally given the lovely way you have done saves or bonuses for classes etc. and the wonderfulness of BAB scaling feats I really don't think you should be worried about scaling power of a feat to DC's... (which gives a bit now a bit later etc... Everyone else IS awesome! that's the idea, not penalizing caster (too much ;P)
Criticals and relative weapon powers
Spoiler:
The 'issue' with deadly critical is the same as for broadsword - increasing crit multipliers on a high range weapon is much much better than a low crit range weapon: in effect looking at the "critical dots" (a dot over each number where a weapon threatens x2 damage, two over x3 etc) we can see how this break's weapons down into a sliding scale of goodness for criticals - and it is really extreme with some weapons at starting being as good as others are with all awesome feats applied
e.g
From the view of "free feats" an exotically used broadsword is an improved crit range & deadly critical Heavy mace :) This is a bad example, but a 'maximised' crit dwarven war axe (a reasonable character choice) will be doing half as many "dots" (and thus crit damage and crit strike feats) as the same on a rapier!
Perhaps a more linier way of improving criticals could be found? Allowing weapons to have a certain number of dots spread out... (eg a 3 dot weapon could be x4, 18-20 x2 or 19x2 20x3... then allowing more control over boosting the bonuses). Just thoughts, I'm happy(ish) with the extreme discrepancy, but might not be is playing with the critical focused keen broadsword wielding fighter (15 dots!) I guess it can make some weapons non-choices, or poor choices.
God Bless,
James
PS I still think there is a case for spell penetration scaling with Spellcraft (and spell focus for that matter) without breaking anything.
We have a ranger wanting to play a spear fighter, we've got a suggested ranger Combat style for polearms, thoughts would be really welcome:
Sorry about the confusion James, the blank sheet is the first link on the page. Glad you've come to like it! The really handy thing about it is being able to edit the table cells. I can customize it for the characters that need more lines for skills and less for weapons, or change the weapon lines to spells. Quite handy! :)
The new blank sheet at the top does not include intuition saves :S (at the top of game doc's that is!) :D
exotic quarterstaff -gives you 'two weapon feint'; where is it? :) (a feat that exists not)
wing guided arrow - reserve feat: Pre-requisite level and text do not match up: the texts '3rd level' should be reduced to 2nd
black lore of moli (meta-magic feat) mentions a 3d6 runebone costing 75gp (It should cost 3000gp)
Concentration spell (metamagic) mentions the repeat spell feat - this feat does not exist
evocation storm, and uttercold spell both require (prerequisite) energy substution - a feat which does not exist.
bonded item- under the summon item description the text swaps from talking about an 'item' to a 'weapon' half way through :D
the oath feat referes to the multiple oath feat... there is no such feat (perhaps mention it is possible to take multiple oath feats?)
bard, inspire compitence mentions the Accompaniment lore - it means the Accompaniment 8th level ability
Favoured terrain (the Feat) mentions druids and rangers in it - this may be correct, but seems confusing - I'd limit it to just rangers.
Ranger: 'Master of all terrains' has a typo - mentions the plane of "Ai,r"
Thoughts
Spoiler:
reserve feats in general should have an opening section explaning there saving throws are 10+highest level relevent spell in reserve+Cha mod
It would seem good to have some equivalent of versatile evocation that works in a manner slimier to heighten spell - a difficult spellcraft check when preparing spells (on casting for a sorc?), allowing less flexibility than the evoker, but reinforcing your building block rules :D
Dimentional Agility: I assume I've missed something, does teleportation end your turn? Dimention door etc. are standard actions anyway, so this feat woulden't let you do much after the teleport would it? (without the synergy)
At 2nd, 6th, 10th, 14th and 18th level a generalist wizard gets nothing (I believe they now will have 'bonus spells' at the odd levels). Could a very minor ability fit in here, so they don't seem bland? (not that they are, they would seem to have a little more zing with an ability at each level)? My thought was Expanded spell repotouir: gain 1 extra spell known of the highest two spell level you can cast (possibly restricting to schools of magic which you know the least spells)... this it would help make a generalist even more of a generalist :D, and at 18th level would simply amount to knowing an extra spell of each spell level (Alternatively this could be a 2nd level and ability that grants 1 extra spell known and repeats every 2 levels... same end effect in little chunks)
Fell Drain: very cool metamagic feat, simply applied to ray of frost would make a "Scorching (freezing) ray" equivlant with a 1 level enervation attached... raised to 4th level will make enervation +~10d6 cold damage... I made this note orrigionally as it seemed to good, but upon thinking about it it seems reasonable, it gives you a bit more power and options for the cost of a feat! I like it :D
(infact...) I love what you have done to meta magic- the only thing to be cautious off would be a wizard who did go about building all spells from scratch, as they would potentially be able to make quickened versions of spells very easily... by the meta magic reducing other metamagic rules.... still this may not be a problem and doesn't seem to have emerged yet
Broken things (missing text, loop-holes etc)
Spoiler:
minor shapeshift (reserve feat): the vigour effect lets this feat be seemingly much better than the toughness feat for the cost of a swift action... make the tem hp equal the level of the transmutation spell (or wildshape spell equivlant)- or its a swift action to give a wizard who's taking damage fast healing 7 at 7th level. In-fact because this reserve feat is for druids also it try's not to key off of 'spell level' much - this may be the cause of other niggles...
bard, re: doss inspiration 'beguiling'. Is a bard able to stop and restart the inspiration each round, effectivly causing all enemy's to save or be dazed every round of a fight? Perhaps the cantrip's 1 min before can be re-dazed clause should apply?
knight of the seal 'knightly order' - has mechanical bonuses when he is defending places and secrets, but not objects (which is one of the three types of ward he can have)... perhaps a bonus to skill checks relating to the item (slight of hand to hide it?), CMD and Saves to defend the item (no sundering it, no shattering it): the bonus i feel should be substantial as shattering an item happens a lot less frequently then defending a place (defend the village!)... then again i feel +2 to bluff for keeping secrets seems weak also!
Questions
Spoiler:
Could the Ability Focus Feat be on Bardic Inspirations? Or would it have to be on a specific Bardic Inspiration? (I'd go for +2dc for the inspirations as a whole, rather than a specific inspiration (as not to many are negative) but I'm aware I could be being too generous.
Is there any other sections you want me to read through? I'm a slow reader and can't spot spelling mistakes, but quite methodical and notice inconsistencies and little glitches moderately quickly
Character sheet uploaded here for review, with save adjustment made.
It sounded like the blank was uploaded, I now realize that I was confused; the blank sheet is old style, but your character's sheets are new style. However I didn't like the simple layout until viewing your 'sample' characters, now I have seen how less cluttered and straight forward the sheet is and think that is a very good thing. I like it a lot now. :)
If you gain a bonded object or familiar through a feat, it still requires the investiture of personal mojo (500 x half your effective caster level squared). In other words, a CL 10th bonded object would cost a feat (Arcane Bond) and also 12,500 mojo.
I like this fix, it allows you to build a character you want with appropriate costs :). One thing to note is that the relative cost decreases as you level- at 2nd level it costs 1/2 your personal numen, but at 20th it costs less than 1/10th (I think this seems reasonable, at low levels an item/familiar is more significant).
For sake of completeness when your old mojo table is updated to numen you should include a 1st level row - par being 0 numen and a maximum of 1000 numen - then we could officially take these feats at 1st level :)
Spoiler:
Numen I like, it reminds me of Numenor (I expect any linguistic significance (land of potential?) would not have been lost on Tolkien, (a philologist) but i may be wrong)... an image I like to be brought to mind in a fantasy game :), rather than Austen Powers :P - so my say is go for it Yeah, Baby, Yeah!
This post is simply the same as above now I have found myself with more internet :) In a more readable style! (sorry for dual posting, hopefully your life will be made a little easier)
A few typos:
1.In the exotic weapon proficiency Darts section it mentions you get rapid shot for free - this should be multishot (as you have done away with rapid shot)
2.In the bard lore "commanding" there is a reference to fighter levels, this should of course be bard levels.
3.In the bard 1st level inspiration "dissapering act" it mentions that it affects one target at 5th level (and more there after)... it should be 1st level.
Some Clarifications:
4. CMD=CMB+10 - but on the character sheet includes your dex bonus as normal; I assume this is an out of date character sheet
4b. Is there a way to use your dex for CMB/CMD?
5.Monk 1st level ki power "chill touch (attack)" Would it work for one attack (when you use it), or one touch attack per level (as the spell)?
5b. If the latter would the extra touch attacks be combined with unarmed strikes as the initial chill touch attack
{I assume not getting multiple chill touches till told otherwise :D}
6.Can a Wizard with a bonded item take the bond arcane feat for a familer? (And visa versa)... [I like this idea]
6b.Or for an additional familer/bonded item?
I feel it's fine to allow a familer and a bonded item... but think two familers or two different bonded items seems a bit much! A simple "you may only take this feat once" clarification would do...
6c. Can you take this feat if you have eidetic memory (which is a very strong form of spell mastery)
dissapering act - 1st level bard power that lists in it "this power affects one target at 5th level"
Commanding - Bard lore, has references to fighter level in the command section of it.
Darts mention rapid shot feat - you have replaced it with manyshot!
monk strike chill touch, does it last for level attacks? or just the one (Level attacks seems fine, +1d6 cold damage for x hits is a nice bonus)
Intoduction mentions that CMD=10+CMB... but character sheet has +dex score (like in norml pathfinder), which is correct, and how could one use dex for CMB/CMD (I'm sure there is a feat, finnesse?)
Some notes copied from my kirthfinder observations document - I'm in a rush sorry if they don't make sense
God Bless,
james
PS character building is very fun and making cool characters :D
some things i noted - little niggles that are possibly cleaned up by now:
I made the following two notes a month or so ago, and haven't rechecked them hope this makes sense:
Athletics: It mentions that if athletics is untrained, your maximum running speed is 4 times your normal speed, regardless of encumbrance and checks. -->This seems to mean heavy armour users do not have to make dc 20 athletics checks to run by just not taking the skill...
To Demoralize (Mass) it mentions your opponents make one check to resist you... but there are no rules for what this check is as demoralize resistance works off of hit die, not a roll.
Both Demoralizing and Feinting work off of your opponents Hit Die - it would seem more consistent with the system* if they worked off of peoples Will saves and intuition saves rather than the abstract concept of Hit die (10+will save, vs 10+HD+wisdom mod etc.).If you don't change it the stat for defense should at least be charisma for demoralize due to your force of personality ideas.
Ranger: the Runecaster section mentions 'equal to your "bard" level', this should be ranger level I assume!
*I just dislike Hit Die as a concept. I much prefer skills, AC or BAB or CMD or Saves which you can design to be high or low and which have understandable analogies rather than the Catch all 'HD': I'd be happy if some way of unlinking skills and spells to HD could be found completly meh!
Oh and we are having the character design session for saturday - We'll see how much kirthfinder we use - I'm up for lots! And there may be a few more questions winging your way as i look up more stuff!
Question:
Can you take the warmage feat if you are a wizard with a wand bonded item?
Possible errata:
In the Feat which gives +2 to two skills (Skill synergy) there is a scentence at the end of special mentioning a double double is a triple - it doesn't seem to relate t anything! (I may have noted this before - but it came to mind, and I might not have mentioned it before)
Strength for thrown Weapons:
Make it a feat? Allowing a bit of investment (training) for the spear throwing barbarian to work :)
Don't forget fractional saves, and the inclusion of the Intuition save.
Is this basically for each save I add "1/2(my levels of good save)+2" and 1/3 "levels of bad save" yes..? so a "fighter 5/commoner 2" would have save bonuses of '(5 x 1/2) + 2' + (2 x 1/3) = 2.5 + 2 + 0.67 = '+5' Rather than the traditional 4 + 0 = '+4' Or am I completely off target?
Cool, Knowing the other things (apart from tweaks) I think we will be good to go! :D Awesome-sauce!
And on a complete tangent today I have found how to have an avatar - This is awesome and makes me happy! :D:D:D
4. 5 x (half level) is a pretty steep ramp, although it's comparable to resist energy, which hits 20 at 7th level (vs. the incarnate's 10th) and 30 at 11th level (vs. 12th).
Cool, I think it was seeing something growing up to resist 40 and beyond daunted me - I didn't realize it was comparable... in that case I retract my comment :P (And it's a specific, non changeable, type.)
On the upcoming 1st April version - what will be the major changes you are expecting to make by then. Charasma being the spellcasting stat, combined spell tables, theurgy and the incarnate... roughly what else - having an idea will help seeing how much going ahead with the current system will need to be tweaked, what we'll need to wait on etc.
Name changed. I'm also thinking of adding resistances or other stuff at even levels, to represent your growing connection with your mystery -- maybe DR/magic at 4th, immunity to disease at 6th, favored planar terrain at 8th, XX at 10th, immunity to poison at 12th, XX at 14th, SR at 16th? And at 20th you'd become a living embodiment of your mystery, with the native outsider type. Thoughts/suggestions?
XX at 10th... DR change to alignment?
XX at 14th... immunity to level drain
Others could be immunity to death effects or stat damage/drain... oh and the ever popular fatigue and exhaustion.
This would also mean you could tone down there current 'energy' immunity - just because it seem very high very quickly; being almost invulnerable mostly negates the point of them increasing.
I was thinking about favored soul last night (and yes incarnate is much nicer) - Could something like "Divine Invocation" help them - once per day at 4th +1/day per 4 class levels thereafter they can use a spell slot to cast any spell on the standard cleric/incarnate spell list of an appropriate level (or one very linked with the portfolio of there incarnation)... basically giving them a little extra umph (given the cleric's omni-access to there spells).
However, I've set myself a tentative goal of April 1st of this year to finalize the rules as "good enough, unless we find something that's totally broken." (Spells and magic might become a separate set of rules sometime in the future.)
That would be really good. I was talking with Lobachevskii (our GM) and he was worried about converting our campaign to kirthfinder when the rules are in such flux - Having a month before they will be "practically stable" is brill and will hopefully result in us using this.
He has got one question - Given the increase in power of classes (from the better feats etc) what changes need to be made to the monsters - do we simply apply scaling feats to them, are the encounters meant to have higher CR's; or do we use the vanilla pathfinder ones (we don't have 3.5 books etc.)... Any simple fixes?
Also are all the classes considered balanced? Or do you consider them all balanced?
They look very cool... one question tho-at 12th, 16th and 20th level they can apply a "evocation" metamagic to all there evocation spells (which qualify)... at 12th level they could choose irresistible evocation-this would mean ever after no saving throws are allowed from there evocations - it is awesome... Should this perhaps be restricted from that list of auto metamagic, or limited to only at 16th/20th level?
I know in Trailblazer, the highest spell level you can add to your list is the class level, so yes, one level of wizard would only allow you to add 1st level wizard spells to your list.
Which ties in nicely to dealing with the same spells from different classes - I just hadn't realized the more general (& important) application :)
my previous post on this :P:
7)Some thoughts on combined spellcasting - some classes with reduced casting progression (eg bard) get spells at an earlier caster level than full casters(eg hideous laughter): With the proposed combined spell casting changes this could allow a sorcerer to take a 1 level dip into bard simply to open up more powerful spells to put into lower level spell slots - If this would be the case a counter to it is to only allow spell from a class list to be chosen is your level in the appropriate class equals the level of the spell (so you would have to take 2 levels of bard to get the hideous laughter spell as a second level spell - obviously this is more pronounced and important for the higher level spells of reduced cost)
And if we like the minute incremental gain, I can put in (for example) a "1.5th level" spell capacity row, instead of just 1st, 2nd, etc.
Hum you could make spell capacity go from 0 to 40 and have monks be +1 spell capacity while wizards being +2 spell capacity (which is essentially what 1.5 levels would do)...Although this may be to pointlessly confusing
Edit: It would be possible simply to implement a 1/2 level rule; something along the line of gaining one spell capacity slot (be it to cast or to know) that the next level of spell capacity grants you, providing it is lower than the highest spell capacity slot you currently have)
In essence this would give the extra tabular row for GM's who want it without having to make one
I think I get is now- all the talk of strong and weak theurgy! I sort of assumed full casters had an even stronger +1/level theurgy -
but they would have simple strong thurgy, which isn't always +1/level and opens up multiclassing - I get it that's brilliant!
(I kept reading strong thurgy when multiclassing with bard, so assumed the "2/3rd casters got strong theurgy etc")
But why would the above character be a Wizard 5/Cleric 5... woulden't he be just better being a wizard 1/cleric 9... giving him all the fun of the arcane while having better bab and hp - and a better spell capacity (9th at least) <i guess this is linked with the wizard 1=only level 1 wizard spells thoughts.>