Third Eye

Juchoman's page

7 posts. No reviews. No lists. No wishlists.


RSS


In the session I am running, one of my players had the misfortune of having a multi-ton stone golem fall upon his leg. His leg, in response to this...completely snapped in half. Are there rules for this? Is there any way of fixing this short of a regeneration spell? (which specifically mentions broken bones).

Also, the player in question was wearing magical full plate. Would this effect the possibility of a broken bone?


Thanks Rauol, I'll check this out.


Most likely, I havn't really taken a look at that stuff yet, where can I find some info on the Oracle?


Base Attack: 3/4

saves: all best (starting at +2 and ending at +12)

Hit Die: d8

Proficiencies: Light/Medium Armor and Shield (Except tower shields) Simple weapons

Class Skills: Concentration, Diplomacy, Heal, Acrobatics (saw Jump in a few Favored Soul things in 3.x material so I added it in here)

Spells List : Cleric Spell List

Spells Known/ Spells cast per day : same as Sorceror

Class Features:

- Energy Resistance: at 5th, 10th, and 15th level the favored soul chooses an energy type, (fire, cold, shock, acid, or sonic) the favored soul gains 10 points of resistance of that type. A new type must be chosen every time this class feature is gained.

- Weapon focus: at first level Favored Soul gains weapon focus and proficiency in Deities favored weapon.

Any ideas regarding the Favored Soul Class would be appreciated. Thanks


We would also like to add that these races should be balanced to the Standard races provided in the Pathfinder Core book, that means...no level mods or racial hit dice.


A friend of mine and I are attempting to create some new races and add in a few old favorites. The list so far includes:

- Warforged
- Eleti (undead)
- Any other suggestions!

We would enjoy any input that you may have regarding the specific racial traits of each. Keep in mind this is for the Pathfinder Role-playing game.


The Definition of the word Detect is "to discover or determine the existence, presence, or fact of" by this, the spell "Detect Magic" should only allow for the casters to determine the presence of magical auras. Perhaps simply changing the effect of the spell to include only what occurs in the first round of concentration, which is "1st Round: Presence or absence of magical auras", and perhaps making the spell a 30 ft. emanation from the caster. Still pretty good for a cantrip In my opinion.

So, say a player is searching for someone in a room who he/she knows has just cast the invisibility spell upon themself. The player may cast the spell Detect Magic to discern if that person (along with any additional magic auras that may be within 30 ft.) is within the area of the spell (which is now a 30 ft. emanation.)

Granted, the spell would be useless if there were more than the one aura in the radius, but then again...it is a cantrip.