The items price isn't twice it's cost... WHY IS THIS HAPPENING SO MUCH?
Because no weapon, armor, or shield should actually be exactly twice it's cost. The cost of the masterwork item should not be halved.
On topic, though, I found a lovely artifact. I think the author put a decent amount of work into it too, sadly.
This +1 small Shortsword was born of the Goblin belief that writing down words steals them from your mind. This sword can make a sunder attempt against any object that has had writing on it for at least 24 hours or has any magical writing on it at all without provoking attacks of opportunity and while ignoring hardness. Any creature struck with this sword must make a DC 12 Will Save, or forget 1 language that they know for 1 hour. If they attempt to speak that language, it comes out in unintelligible grunts, and forces a 50% spell failure chance on any spells with a verbal component.
I didn't finish up this item even though I liked where it was going because the person giving me advice told me it was probably too niche, which I'm sure was part of the problem my attempt last year ran into.
Edit: I also wanted to try to write up a words of power staff, but there just wasn't enough material for me to write something coherent.
Imagine the drummers that keep an army marching in an organized way and send communications across the army. With some tweaking, that could be a bard.
Yes, as you fight, you have something that focuses your allies to the task on hand, whether it's a change in tempo from the drums, well-timed jokes, or even relevant knowledge. When they cast, the tempo/topic changes again, and while Wizards/Sorcerers use smaller, precise movements to map their spells somatic components, the bard brings his whole body into the movements, whether it's air conducting the song, miming the illusion that's coming into shape, running fancy show off tricks with the drumsticks and exaggerated hand drumming (think when rock/metal drummers are showing off), or even pantomiming slapstick comedy at the poor helpless sap.
Or he could just be that weird bawdy song singer/breakdancer. Whatever's going to make it fun for you.
Erick Wilson wrote:
Honestly, the second one seemed like it's drawback was very nearly as bad as it's benefit was good, for absolutely no reason.
I'm not sure what I'm going to do with a 6th (if that person ever comes back), the one I'm messing with is:
I have a thought that gets around the multiple misfire/multiple critical nonsense. Instead of rolling multiple attacks to represent the iterative attacks, how about being able to apply more damage (up to the number of iterative attacks) by beating the AC by multiples of 5. For example, a 11th level gunslinger rolling 28 vs AC 22 would be treated as getting 2 attacks through, while that same gunslinger then rolling a 38 vs AC 22 would get 3 (by having 3 attacks and beating the AC by 10 or more. This would make criticals devastating (since 1 roll governs all criticals), and it feels to the player like making a single shot.
I'm not sure how balanced this feat would be, but maybe this would get the point across:
Trained Hedge Wizard (General)
Basically, you've learned how to channel your casting out of a spellbook, but not how to make your own. It takes more time, and you need to have the spellbook in hand to even try it. It lets sorcerers have access to utility spells, and not much else due to the longer casting time. Note that it's one round casting, so no spell takes effect until the beginning of the next round.
David Fryer wrote:
Hmm, this halfling seems a bit off compared to PF's Halfling and 4.0's Halfling.I think that at least adding a +2 dodge bonus to AC against attacks of opportunity or allowing them to move 3/4 speed in a tumble would be fitting things to add.
Well, being able to use metamagic opens up metamagic rods, which could be a real option at high levels.
Again, what would the metamagic rods do? You could get extend (since the alchemist ability only works on potions, not infusions), Empower, and Maximize that would at all help. All of them, even in rods, are of limited use, and by just blanket allowing metamagic feats, interactions with non-core feats might become wonky. Now that I think about it though, something like rapid spell could make for an interesting discovery (1 minute to make infusion to 1 full round action).
Carlos Torres wrote:
Remember that the standard bomb's restriction is that is must be fired on the same turn that it was made or else the bomb becomes inert. I don't think it's really necessary to make it use 2 bombs because of this fact. Otherwise, this seems really interesting.
james maissen wrote:
I'm sorry, I remember this from the conjurer Wizard variant which allowed for standard action summons.
Alchemist's Brew Potion Ability wrote:
At first level, Alchemists gain the Brew Potion feat for free. An Alchemist can brew potions of any formulae he knows (up to 3rd level), using his alchemist level as his caster level.
My question is if the wording of this ability means that the Alchemist is allowed to make a potion of a personal spell (like True Strike)?
Mob combat (Combat)
Description: You have learned to fight well, even while you are surrounded. This fighting style uses multiple opponent's attacks to get in the way of each other and protect yourself.
Prerequsite: Dex 13
Improved Mob combat (Combat)
Entangling Combat (Combat)
The idea behind this sequence of feats is inspired by the movie style combats where the hero occasionally dodges attacks by having swords of surrounding enemies clang above his head and dodging attacks in a way where the enemies impale each other. I'm not sure about the names, and Entangling combat might be a bit OP, but I'd like your thoughts.
Unfortunately, it seems that the poor Gnome is in a lot of trouble, especially if he/she didn't prepare Dispel Magic. The two weaknesses of True Seeing are that it can be Dispeled, and that it has expensive components, thus not many will be prepared, hopefully. If you don't have dispel, an Illusion(pattern), like color spray might be helpful to have. I don't think being able to see it as an illusion will help with the clashing colors from the spell. It's unfortunate that the only other Illusion(pattern) are Hypnotic Pattern and spells like that, which are useless in the given situation. Blinding the enemy is your next best bet, because then you can use illusions that fool other senses besides sight.
http://paizo.com/pathfinderRPG/prd/monsters/monsterAdvancement.html This gives the general bonuses for changing the creature to any other size. These bonuses are to be ignored if you are becoming large by a spell or starting with a large race, instead referring to the spell or knowing that the adjustments are already taken into account in the race. Large (tall) also gives a 10ft space and 10ft reach. Usually, the size increase is taken into account with the spell or race that allows you to be large, and the only 3.5 guideline is that large gave +1 CR, and that by Pathfinder's using Monsters as PCs, it would act as a +1 LA only if you got large by a method other than a preset race, spell, or item. I hope this helps. If you give how you are getting large, it would make things easier.
Draeke Rafael wrote:
At the very least summon monster is a full round cast so the summoner has to make a caster level check to see if he loses the spell or not when he gets toasted by the flame breath.
But the caster didn't actually take any damage from the fire breath on the round that he cast Summon Monster (17 fire damage - 30 fire resist) so he shouldn't have to make the caster level check.
Darn it all, my post got wiped, and I forgot to copy it. I can't repost it, but I reran it with the frost giant winning initiative, and with the same conditions as before, the frost giant never rolled under a 10 for attacks, and the eidolon had 2hp left at the end. This time, I'm going to try with a young red dragon (CR 10). Same starting distance as before, and the summoner is taking a more active role. Let's assume now that the dragon gets the surprise round and prep time(which is not a given with +11 stealth vs a potential +13 perception)
Human summoner 11
AC 16 (+2 Dex, +4 chain shirt) FF 14 Touch 12
Melee attack +10 with rapier 1d6-1 damage
Above is the summoner that I put together (again with no non-mundane gear except enough materials for 1 casting of stoneskin)
Round 1 [Suprise round]:
Round 2 [Main round]
Summoner uses haste on the eidolon and himself, and then moves 60 ft away.
The eidolon will chance using power attack, seeing already how dangerous this thing is.
At this point, it seems that it would make the most sense for the dragon to retreat (400 ft withdraw action), but I'll try to finish this out.
The summoner takes the lapse in action to cast invisibility on himself, and get back with the eidolon.
The eidolon can't pursue it (because even if it had a fly speed, 200 fly speed is very hard to keep up with, so it hangs back in a defensive position.
Fort save 11+17=28 vs 24 save successful
3+7=10 fail 38-30=8 18hp left
The air elementals go in effect, and have flanking.
The dragon is still out of the reach of the eidolon, so the eidolon does nothing.
The dragon may have been played a little suboptimally. The point is that a level 11 character took out a CR 10 while having no gear and the CR 10 creature getting prep time and a surprise round. The resources that were used were 4 2nd level spell slots, 1 SM spell-like, and the Hit Point damage. This may be a problem.
I decided to put together a summoner, and the first reaction that I saw was that the eidolon was rather broken, so I decided to do a little test of the creature. Neither the eidolon nor the summoner has any items, and it is assumed that the summoner is staying within the prerequisite 80 of the eidolon invisible.
The setup is that the summoner and the eidolon is starting 150 ft away from the frost giant, and the frost giant is up a gentle hill that covers the last 50 ft (treated as difficult terrain). The frost giant also has an ample supply of rocks.
Other assumptions: Huge evolution actually gives 15ft reach, as well as it's other listed effects.
+23 Bite 3d6+19 damage + 1d6 electricity damage
Evolution Pool = 15
Test 1: Eidolon wins initiative.
Frost Giant full attacks
In the end, the eidolon still has more than half of his health, and the summoner used 1 second level spell (invisibility). I also don't think that the build was not the most optimal. I don't suspect that having the frost giant win initiative would have made as much of a difference, and both sides power attacking would have ended even worse for the giant. I'd hate to think of what would happen if the summoner and eidolon were properly equipped.
I thought that since it gave a longer usage than all of the other powers, that it should have more limited uses, but 3+int should be fine.
I went with 2pps to make it mirror summon monster's ability to get multiple lower level summons (1d3 for 1 level lower, 1d4+1 for 2 levels lower).
I'll see what I can come up with for the 8th level ability.
I'd like to take a shot at finishing up a shaper:
I'm not sure this is balanced, but I hope it's an interesting first attempt.
Attaching a template is still like 3.5, take a base race, add on any of the abilities that the template gives, then the total LA replaces levels that you can take. If you have an LA of 0, you can take it at first level, otherwise, without a cooperative DM, you can't take the template at level 1, and instead can only go on a starting character whose level is at least LA+1.
The fiend folio LA+2 half-fey is also available on Crystal Keep.
From what I understand, precision-based damage would be like sneak attack, Precise strike (the duelist ability), sudden strike, and the such. Basically, if a 3.5 construct would be immune to that extra damage (other than the fact crits are not precision-based), it's precision damage. An insight bonus to damage usually isn't precision based.