Arcane Manipulation ( Lost Empires of Faerûn, p. 6) [General] You are learned in the arcane ways of Netheril, where masters of magic once molded and shaped arcane energy to their own will.
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Even though it can only be taken at first level, would this feat be over-powered for pathfinder even if modified for Pathfinder's cantrips or not allowing this feat to add cantrips at all?
I am looking for a piece of artwork from a D&D 3.5 book I think, but it might be Pathfinder. It depicts a kneeling and smiling Half-orc offering his hand to a scared child, I'm not sure if he's holding anything or not, I just know he was showing a bit of kindness to the child. Its not the artwork with the kid and the wooden sword, just to be clear. If anyone can tell me the book, I'd be grateful.
More specifically, I suppose it just kinda breaks the suspension of belief for me to see a halfling with a max wight of 38 lbs able to carry almost twice their own weight (75 lbs) as a LIGHT LOAD with Str 18, but a human who can weight up to 220 lbs. can only carry 100 lbs as a light load. AND the halfling's gear weights comparatively less to boot (1/2 to 1/4 the weight of medium gear, while able to carry 3/4 the norm for a medium character.) It reminds me of Nodwick, like they were born to be henchmen. It's like a phobia, an irrational fear that you KNOW is irrational... but in my case it's a kinda irrational pet-peeve that urks the snot out of me in spite of the magic, dragons, etc. Everyone has one, I guess.
This is just a vent, so I can say I said it and get it out of my system for a while. You don't have to reply, I'm not asking for advice or anything. First of all, most the weight of most items are ridiculous. Usually ridiculously high. Second, carrying 70 pounds is about the limit for the average human in good shape and acclimated to carrying that much weight. (Soldiers, for example.) Walking any distance while carrying 150 pounds is crazy, regardless of your real strength and endurance. That said... my real grief- Why, by all gods holy and unholy, is the carrying capacity for a small character no bigger than my 2-year old 3/4 that of a full grown human?
Are they all related to Mighty Mouse? Antman? Why isn't their carrying capacity 1/2 at BEST to balance and reflect their gear weights? It's always bugged me, ever since I started RPing 3.0. Sure, I know part of the thing is 'so they can carry loot', right? Ok, Player, if you want to carry a ton of crap made for people 5 times your character's body-weight, you should play a character build for the most common gear in the game. Otherwise, a consequence of being 2-3 feet high and 100-200 pounds lighter than 90% of the world's inhabitants should be the fact that you are SMALL and rather pathetic in comparison. Even when I play a gnome or halfling, this still urks me. Go figure. Thus ends my rant. :P
A player in my game wants to use firearms, but I don't like the default rules for them. I'm posting this really for advice or suggestions. I don't think my changes will be unbalancing, but they should reinforce that early firearms are exotic and unwieldy. Looking at the reloading rules for early firearms, I find them ridiculously too fast. I used to re-enact Civil War and Revolutionary War, so I have loaded and fired original and recreation flintlock, percussion cap, and breech-loading firearms. I have also witnessed and assisted in the loading of smoothbore and rifled cannon. All of the literature I can find on top of my own experience states that a good soldier should be able to fire 3 aimed shots per minute. Four shots would be incredible. There are simply too many steps to shorten this process.
Firstly of all, a percussion cap rifle/musket takes at least, at LEAST, 12-18 seconds to reload, and this is for someone well-drilled to the point of muscle memory. It should also be noted that this is for a percussion cap firearm. 1. Tear paper cartridge, pour powder and thumb shot into the mouth of the barrel. (Biting/tearing the paper, pouring the powder, balling the cartridge paper, and thumbing the ball (or Minie ball) takes about 3-4 seconds.)
Secondly, Pathfinder assumes flintlocks as early firearms, near as I can tell. This takes even longer. 1. Half-cock flint-hammer, open flashpan, tear cartridge, pour a small amount of powder into the flashpan and close the lid. (3-5 seconds, practically impossible in the rain... one reason percussion caps were a massive improvement.)
Flinklock pistols were *slightly* faster to reload, only because the barrel was shorter and shot was less likely to fit the barrel as snug. The trade-off was even less accuracy than the musket. Thirdly, powderhorns... loading a gun from a powederhorn is a hit or miss process. You cannot accurately measure the amount of powder you pour, you may have to re-cap it. You have to pick it up to prime the flinklock flashpan AND the barrel itself. You cannot use it to fire a percussion cap fire arm, but you can load a barrel, though this is not very helpful by itself... In light of this, I think in my campaign I am going to drop the cost of standard early ammunition (by 25% or so), increase reload times for hand-held firearms by one full-round prior to Rapid Reload (loading directly from a powderhorn increases this by still one more round), and possibly increase damage from shot by one step (not sure about this, yet).
A musket with a bayonet attached can be used as a double-weapon with 1d6 Piercing or 1d6 Bludgeoning damage, with all the rules attached to double-weapons applying.
I was looking at the pregens the other day as a quick fix for new players, and it seems to be that they have either one too many skill point or one too many Hit Point after I broke a couple of them down. The only way I know of to get both is to allow the +1 HP and +1 SP for favored class. Is this what they did or is my math wrong?
A question... In the description of a "Cat, Small" it gives a suggested equivalent of cheetah or leopard. Likewise, under "Cat, Big" is states lion or tiger. If I those to make a "Cat, Big" my companion, and given the location, I choose a lion/panther type description, does it get the RACIAL skill modifiers for that animal? If not, why? And is there any reason why my animal companion is a stunted and albino version of the animal it's emulating? I'm not saying my "Cat, Big" should be a 6 HD large tiger (at my lvl 1 it'd be a 2 HD, medium tiger), but if it is a tiger why shouldn't it get the racial modifiers that are based on the animal's camouflage and habits? Ditto for all the other animals, like the Wolf's bonus to survival for tracking. If I missed this, I'm sorry I wasted your time, but please direct me to the rule in question.
Is there any chance you can add mundane items to the treasure generator? I like donjons generator, because it has the option to convert coins into mundane item salvage. This would be awesome for goblin warrens and animal lairs where junk or pieces of a victim's belongings remain. The reason I'd like to see it in your program as donjon is online only, and I can use your program offline. http://donjon.bin.sh
Just a simple question... I am not asking about a character creating and item, I am asking about designing new items. But for an example, magic weapon creation.
From what I can figure out, I need a Throwing Axe (duh). A Throwing Axe +1 cost 2000 plus the cost of the axe. Returning ability counts as a +1 enhancement, and a +1 enhancement costs 2000. Can I make a Returning Throwing Axe for 2000 + axe without the +1... ...or do I have to make a Throwing Axe +1 and then add the Returning ability for a total cost of 8000 + axe?
My idea on the matter, now that I see a few answers, is that it should depend on the how and why one becomes afflicted. For example, if you volunteer to be afflicted, that should have a bearing on your alignment change, if any, based on your intentions. (If you go to an evil were to be changed for whatever reason, that creature's alignment will still tug yours in some way.) If you are afflicted against your will, than it should have a stronger negative consequence. You were likely afficted by an evil character and therefore aquired those 'genes' for lack of better term. Natural weres on the other hand, conform to the racial norm except in extreme cases. The Drizzt-Effect.
Is there any reason why most therianthropes are evil? Would it be a serious game changer to assume that they would really have some variation in alignment? (I know in D&D for example that some ELVEN werewolves were good, but that apparently didn't apply to human ones, ever.) Would it break anything to assume that all therianthropes have the normal alignment variation? Or would it better just to make an exception every now and then? (I'm thinking of a quasi-Drizzt type person here. Perhaps the good ones are *usually* forced to conform to the 'norm.')
With a council of 117 members, is there any information on what noble families there are besides the 8 or 9 on the wiki? How about extended members of those families? One of my players is making a character running from Magnimar after intentionally embarrassing a 'noble' in public and I was would like to know what is out there before I start going nuts adding new noble families or just adding family members to existing ones. Are any of those besides the Scarnetti Family clearly lacking in... higher morals?
When you have a familiar that speaks, say, common, like a raven or thrush, can you simply instruct it on what you would like it to do, or must you teach it tricks like any other animal? Granted, familiars are generally tiny and not meant for certain uses, such as mount training, and I'm not even sure a familiar is supposed to be 'trained' at all. But, if I wanted a raven or a thrush familiar to fly into a window and steal a ring, for example, am I right in assuming that with 6 Int it is smart enough to just instruct? On that note, what about a weasel that you cannot direct talk to until level 7ish? Do you have to train it, or can you somehow transmit commands via empathic link? I am certain that I read elsewhere that empathic link does NOT work like telepathy. (After all, compared to a Human with 3 Int, a familiar with 6 Int is a genius, and I assume that a human with 3 Int can still follow reasonable instructions. The big guy from Hot Fuzz comes to mind, "Yarp.")
One. Goblins. How to I make them dangerous for 1-3rd level adventurers when their weapons are in the 1d3-1d4 range on average and even the least armored character is in Studded Leather? (3 DR) Two. Ogres. Other than by magic weapons, how can I make an ogre NOT mop the floor with 2nd-3rd level characters? Someone suggested 'swarm rules' whatever they are, and magic-using goblins using magic weapon spell or boosting the goblins in some way. Any help is welcomed. Personally I was thinking about using a lot of traps... and goblins with torches setting characters on fire. But that would really get old fast. I am also interested in any help for all the creatures in-between the Gobbie/Oggie extremes.
And the chances that he happened to hit an iron fitting? I think it had less to do with the thickness of the copper and more to do with the problems of buoyancy and inability to apply enough pressure to sink the auger. By the way... it apparently took 14 tons of copper to coat a 74 gun ship of the line. My point, in any case, was that with a layer of copper over the hull, you technically could not use Warp Wood or Wood Shape on it. Unless you cast it at the edge of the copper, or from the inside. Due to line-of-sight restrictions, which I do believe apply.
Why does it not make any sense to me that a bow in someone's hand can use the holder's will save when targeted by Warp Wood? Why does it make a difference when the WIELDER is not being targeted by the spell? After all, the bow is not suddenly intelligent with a wisdom score just because it's held. Can someone explain to me why? Preferably without just saying 'cause the game says so' or 'its for game balance.'
It's only supposed to have 2 charges of bless water per day, but yes, it's command activated. However, the purify food and drink ability is continuous use, it should work automatically each time the chalice is filled. This is why I used the 2,000gp multiplier... But I see where I should have used 1800 for the bless water enchantment. So...:
Bless Water (2/day) = 1*1*1800 = 1800/2.5 (5/2) = 720
Multiply lower cost by 1.5: 1,750*1.5 = 2,625 gp. Grand Total: 4,595 gp (Plus the cost of the Chalice) Ok, if I got it right this time... that's a darn expensive cup.
There is a supplement I use (and modify as needed) called Making Craft Work. I think its much better than the default rules. http://www.rpgnow.com/product/82666/Making-Craft-Work-%28PFRPG%29 It's work it for a mere $0.99. It should fix your problem with how long certain items take to craft. (I use real-world examples whenever possible.) But, on that note, yes, while it only takes a few hours to form a stick into a bow, you also have to semi-mold it, which takes a few days, AND you have to protect the wood, oil it, and let the wood cure, which can take weeks. (When I make walking sticks, which use the same basic steps, it takes 3-6 weeks, depending on the weather, to properly cure a staff.)
Hi, I'm trying to create an item and the rules are kicking my butt, can anyone walk me through this and/or check my work? Chalice of Purity
How do I price this item? I think...: Effect one, purify food and drink
Effect two, bless water 2/day
Now... the part that gets to me. Multiple difference abilities: Multiply lower item cost by 1.5 (800 x 1.5 = 1200 gp) Item cost: 1200 + 1000 = 2200 gp?
EDIT: I know I don't have the price for the base listed, I'm more concerned with getting the magic part right. :)
Homosexuality was very common in the ancient world, there was no stigma against it in Greek or Roman culture, it was common in Gaulish and Celtic cultures too. I'm not so sure about the Germanic peoples. It was accepted in Chinese, Japanese, and other Asian cultures too. The biggest stigma today is religiously based, specifically those religions based on Abraham (Christianity, Judaism, Islam). But, the laws of Abraham were written to bind together a very small group of people who were/are obsessed with maintaining their own culture's purity. (which is why being a Samaritan was bad...) Any world that does not include roughly 50% of the population following an anti-homosexual religion should NOT have the stigma against it that you find in our world. Just my opinion. :) And no, I don't care if I'm really late to the conversation. :P
Ok... Brew Potion states that:
Remove Disease states that "You must make a caster level check (1d20 + caster level) against the DC of each disease affecting the target." Ok, now, lets say I have a lvl 5 cleric who brews a potion of Remove disease, so now I have a potion that allows a caster level check of 1d20+5 to remove a disease, right? But the Brew Potion feat states that the drinker is both the effective target and caster of the effect. Does this mean that a level 1 character only gets a 1d20+1 caster level check to defest the disease? Or does the potion remain 1d20+5 by virtue of the brewer? On another note, if the brewer was lvl 7, then would the potion instead offer a 1d20+7 caster level check?
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