This is not a traditional recruitment... there is no new game starting. Just offering my services as a concept.
I'm sure people will feel one way or another, everyone's got an opinion and that's cool.
Now, I'm limiting the scope of this concept to combat scenarios that use a Map and Initiative (turn based combat).
It's real simple: Let me (as someone other than the DM) run the NPCs in combat. NPCs can be goblins, kobolds, bandits, undead, named or plural.
It takes some of the work off the DM, it keeps the PCs on their toes, NPCs aren't "bot'ed" and prevents ruts. The DM is used to the players, the players know the DM. Each side has been conditioned and expects certain actions, movements, tactics, etc... This may be especially true of long time groups and/or table top groups.
This keeps it fresh.
Obviously, the whole premise is to help create or sustain an enjoyable game.
So, I'm not here to disrupt or PvP or create any sort of ill will. DM indicates what is at my disposal and how hard I should go after (or defend against) the PCs. DM indicates what the encounter is supposed to accomplish. I execute.
I don't get attached to the NPCs, they're not mine, doesn't have to be every encounter, doesn't have to be every NPC in the encounter.
So, who gets the concept, likes the concept, hates it, is too controlling, just doesn't trust it, etc...
Dwarf, Fighter 6, Acrobatics +1, +2 Full Plate (heavy), Move 20 (slow and steady, it's in the name people!), ACP -n, Medium Load
Why would it make sense that the Dwarf (I'm contesting the RAW, so please don't say RAW) would be able to attempt the action - at full speed... While the Half-Orc can't even TRY at half-speed?
Any official types want to knock this one down?
PS: I built a quasimodo/darkman type character, so when I found this out... oh, I was steamed. :)
Can you choose the Spell Focus feat, if you are not yet a spell caster? There are no pre-requisites.
Mechanically, it is not optimized. Perhaps it is to multi-class into later. Start as a Fighter, go Wizard at some later level. And, perhaps it is a pre-req for another feat I'd like to get at level 3.
It is not optimized, but story-wise perhaps some latent ability yet to manifest. Makes for a richer background, promises the realization of some potential. Who knows...
And, no the DM isn't forcing this on me... I'm taking a Human Fighter, I get an extra feat... but want to go Arcane Caster, level 2.
Wizard creates Intelligent Magic Item, Bracers of Armor +2, Lawful Good (Int 10, Wis 10, Cha 12).
I'm thinking if the Construct wears the Item (bracers), the item can control the construct. So the wizard doesn't have to, on a round by round basis.
Wizard instructs construct to obey the item.
Some limits:
An item can control (so long as it can communicate with) a number of constructs equal to its Charisma Bonus (Max 5).
An item can control as many CR as it has Ego.
Current/Effective Ego = CR of Host Construct (the one wearing/bearing it) and remaining Ego. Essentially, it takes effort to maintain control of additional constructs.
Host Constuct and Item are in a sense "merged". This merged form can have physical Skills (using items Int Bonus for extra skills). This merged form can have Feats, so long at it meets pre-reqs using physical stats (from construct) and mental stats (from item).
Number of Skills and Feats based on Monster Creation Charts (proper HD/CR).
Of course to pull this off, you need Craft Wondrous, Craft Arms/Armor, Craft Construct... and money.
Except for the limitations and extension of Feats/Skills (kinda like Synthesist)... I think it's all within bounds.
Are we allowed to "borrow" from existing Pathfinder material, or does the entire entry need to be original?
Could we for instance use:
Cited from Mountain Druid, but used for Monkey Girl archetype entry... :)
Spire Walker (Ex): At 4th level, a monkey girl does not lose her Dexterity bonus when climbing. A monkey girl is immune to altitude sickness and ignores the effects of a cold climate as if under the effects of endure elements. This ability replaces resist nature’s lure.
So, I hate to break the rules (First rule of RPGS, don't talk about RPGS...) or go off on wild goose-chases, but it's what I'm about to propose.
There seems to be talk about archtypes for Wizards or Clerics. Should we as a community or contestant pool be discussing the mechanic for this?
What "X" to swap out for what "Y"? Or is it not that difficult?
Even with collaboration, there are only 32 possible individuals that can use them out of the hundreds or thousands who entered. And, we'd all have the same thread as reference.
Please forgive such a pedestrian question, but... How do the Construction Requirements and Caster Level for something like "Goggles of Minute Seeing" work?
True Seeing is a spell requirement. But, CL = 3.
I would think the CL required for True Seeing would be much higher.
Unless the creator got the help of a higher level caster, or risked using an "out of reach" scroll?
I've recently been a victim of good tactics, my own!
Situation: Throwing a Splash Weapon from 10 feet at an enemy that is prone, threatened and flanked by 2 other party members.
DM says, sure go for it... effective -8 penalty. I think, "Huh?"
I understand the letter of the law, ranged attack makes the target's AC +4, and throwing into melee suffers a -4 without Prcise Shot.
My thoughts are:
1) This is to some dregree a lob or sorts, it has to be conceptually speaking... because it's supposed to splash, cover your target and splash in 8 directions. So, it's not a trajectory vs. profile thing. Where being prone and having a lower profile would help. I mean, you can target an intersection for AC 5. Neither penalty should apply.
2) Unlike regular weapons, this is by definition a sloppy toss. You're gonna affect adjacent squares. And, if you miss (unlike most weapons), you roll d8 to see where it went. Why don't we do that with arrows? Because we take -4 when firing into melee. That represents in part, trying not to hit comrades.
3) This does not cause any precision based damage (sneak, etc...) They why, are we being penalized for precision? -4 into melee should not apply.
4) Lastly, and a little tangential - If a character is already flanked by two party members and suffering -2 AC for this condition. How does lobbing something at him (or any ranged attack) make them any less distracted? Once a creature/character is flanked... all attacks should benefit.
Thanks for listening.
Curious Thrower
Full Name
Alk Caskenflagon
Race
Dwarf
Classes/Levels
Wizard 3/ Rogue 1
Gender
Male
Strength
11
Dexterity
15
Constitution
12
Intelligence
16
Wisdom
12
Charisma
12
About Alk Caskenflagon
Alk Caskenflagon is a merchant dwarf from the River Kingdoms. He puts morals above profits and treats others with respect. He likes to meet new people, hear new tales, and see new things; his profession as a merchant is more an enabler for these things than a means to profit. To him, living happily is more important than living in wealth. He practices arcane magic, and puts it to use in protecting himself out in the River Kingdoms.
Alk enjoys living vicariously through stories of adventure, and he sometimes tells himself he'll go out and be an adventurer one of these days. He thinks of his own profession as merely "careful travelling", something that anyone can do. However, he tends to give practical advice about the dangers in travelling the River Kingdoms.
Alk thinks of divine magic as relying on capricious, unknowable powers, and thus doesn't like relying on it (though he won't object to help if he needs it!). He much prefers arcane magic, which he sees as more reliable and practical. He still offers prayers to Torag and Abadar, but more out of respect for the traditions of Dwarves and merchants than any personal faith.
Alk Caskenflagon
Male Dwarf Rogue 1 Wizard 3
LN Medium Humanoid (dwarf)
Init +2; Senses darkvision 60 ft.; Perception +8
Favored Class: Wizard (+1 skill point per Wizard level)
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Defense
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AC 13, touch 13, flat-footed 10 (+2 Dex, +1 dodge)
hp 24 (1d8+3d6+4)
Fort +2, Ref +6, Will +4; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training
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Offense
--------------------
Speed 20 ft., shift (5') (6/day)
Melee Masterwork Shortsword +2 (1d6/19-20/x2)
Ranged Masterwork Shortbow +4 (1d6/x3)
Special Attacks hatred, sneak attack +1d6
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Statistics
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Str 11, Dex 15, Con 12, Int 16, Wis 12, Cha 12
Base Atk +1; CMB +1; CMD 14 (14 vs. Bull Rush, 14 vs. Trip)
Feats Blind-Fight, Dodge, Scribe Scroll
Traits Classically Schooled, Deft Dodger
Skills Acrobatics +2 (-2 jump), Appraise +10 (+12 for small or highly detailed items when using a magnifying glass, +12 to determine the price of nonmagic items with precious metals or gemstones), Diplomacy +8, Linguistics +7, Perception +8 (+9 to locate traps, +10 to notice unusual stonework, such as traps and hidden doors in stone walls or floors), Sense Motive +8, Sleight of Hand +9, Spellcraft +11, Stealth +9
Languages Celestial, Common, Draconic, Dwarven, Gnome, Orc
SQ arcane bonds (object [ring] [1/day]), greed, hardy, opposition schools (evocation, necromancy), slow and steady, specialized schools (teleportation), stability, stonecunning +2, summoner's charm (+1 rds), trapfinding +1
Gear Arrows (15), Masterwork Shortsword, Masterwork Shortbow; Arcane Bond Ring, Bedroll, Winter Blanket, Backpack, masterwork (empty), Flint and Steel, Black Ink (3), Invisible Ink (DC 25, blood to reveal), Inkpen (2), Waterproof Lamp, Magnifying glass, Oil (2), Paper (5), Parchment (2), Scroll Case (2), Spell Component Pouch, Trail Rations (4), Waterskin
Magic Items Hat of Disguise, Wand of Enlarge Person (25 charges), Wand of Magic Missile (48 charges)
Magic Consumables Potion of cure light wounds, Potion of shield of faith, Scroll of endure elements, Scroll of identify, Scroll of mount Other Possessions Ælfwine (old Light Horse), Riding Saddle, Saddlebags, Bit and Bridle, 2 Days' Feed
Wealth 0 GP (11 gp owed to Harad)
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Special Abilities
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Arcane Bond (Ring) (1/day) (Sp) Use object to cast any spell in your spellbook 1/day. Without it, Concentration required to cast spells (DC20 + spell level).
Blind-Fight Re-roll misses because of concealment, other benefits.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Evocation You must spend 2 slots to cast spells from the Evocation school.
Greed +2 to Appraise checks to determine the price of nonmagical goods that contain precious metals or gemstones.
Hardy +2 Gain a racial bonus to saves vs Poison, Spells and Spell-Like effects.
Hatred +1 Gain a racial bonus to attacks vs Goblinoids/Orcs.
Magnifying glass +2 Appraise for small or highly detailed items.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Shift (5') (6/day) (Sp) Short-range teleport
Slow and Steady Your base speed is never modified by encumbrance.
Sneak Attack +1d6 +1d6 damage if you flank your target or your target is flat-footed.
Stability +4 Gain bonus to CMD vs bull rush/trip while standing on ground.
Stonecunning +2 +2 bonus to Perception vs unusual stonework. Free check within 10 feet.
Summoner's Charm (+1 rds) (Su) Increase duration of summoning spells by 1/2 level (permanent at 20).
Teleportation Associated School: Conjuration
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
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Spells Prepared & Spellbook Contents:
Prepared
Level 2 (2, DC 15)- Invisibility, Summon Monster II
Level 1 (3, DC 14)- Color Spray, Mage Armor, Summon Monster I
Level 0 (4, DC 13)- Detect Magic, Ghost Sound, Message, Prestidigitation
CL 3 for all spells
Spellbook
Level 2 - Invisibility, Summon Monster II
Level 1 - Color Spray, Expeditious Retreat, Illusion of Calm, Mage Armor, Reduce Person, Sleep, Summon Monster I, Unseen Servant, Vanish
Level 0 - All