When I bought the Pathfinder second edition book at my local game store, is it possible to get a pdf copy of the same book?
I guess that's my question. SHOULD advanced technology cost Racial points? What's stopping someone from saying "I'm human, but from the star trek universe and my shuttle crashed in the hills. I have my phaser, tricorder, force field belt" Ok.. a little blown out of proportion but you see my question?
I was considering adding a Tiny sized race to my home campaign that had advanced technology (Fusion Generators for electricity, Battlemechs (which work out to be medium sized constructs) etc.
Now my question is, how could I reflect the technology advancement in the race creation points? Or even should I?
I'd be interested for people to try it out. At low levels it seems to balance out fine, but I'm wondering if it balances out against high level "normal" classes
It should be noted that this was an attempt to balance out "gestalt" type characters with normal single classes.

Before the Advanced Class Guide was talked about, I created a system for home games that lets you take two classes and "merge" them.
Unlike Gestalting, you don't gain everything from each class, and you have to "pay" for it with class levels that don't gain you any advancement but more hit points.
Level (HD) Hybrid Class Levels Benefits
1 1/1 Best HD, BAB, Saves, of Both Classes, merged special abilities
2 1/1 Alternate (Worst) HD, no level advancement in classes
3 2/2 Best HD, BAB, Saves of Both Classes, merged special abilities
4 3/3 Best HD, BAB, Saves of Both Classes, merged special abilities
5 4/4 Best HD, BAB, Saves of Both Classes, merged special abilities
6 4/4 Alternate (Worst) HD, no level advancement in classes
7 5/5 Best HD, BAB, Saves of Both Classes, merged special abilities
8 6/6 Best HD, BAB, Saves of Both Classes, merged special abilities
9 7/7 Best HD, BAB, Saves of Both Classes, merged special abilities
10 7/7 Alternate (Worst) HD, no level advancement in classes
11 8/8 Best HD, BAB, Saves of Both Classes, merged special abilities
12 9/9 Best HD, BAB, Saves of Both Classes, merged special abilities
13 10/10 Best HD, BAB, Saves of Both Classes, merged special abilities
14 10/10 Alternate (Worst) HD, no level advancement in classes
15 11/11 Best HD, BAB, Saves of Both Classes, merged special abilities
16 12/12 Best HD, BAB, Saves of Both Classes, merged special abilities
17 13/13 Best HD, BAB, Saves of Both Classes, merged special abilities
18 13/13 Alternate (Worst) HD, no level advancement in classes
19 14/14 Best HD, BAB, Saves of Both Classes, merged special abilities
20 15/15 Best HD, BAB, Saves of Both Classes, merged special abilities
In order to keep from creating overpowered combinations, you can only hybrid two classes together from different groups.
Group A Group B Group C
Fighter Wizard Druid
Paladin Sorcerer Cleric
Monk Bard
Level Hybrid Benefit
1 1/1 Best HD, BAB, Saves, special abilities from both classes
2 1/1 Gain HD of other class, but no other level increases
I'd be really interested in feedback, especially from Math whizzes that can Min/Max this and tell me if its broken
:)
Wonky is my middle name! :D
Actually I was hoping for more of a "that sounds about right if your GM allows it".
One of the disadvantages to playing the race of course is exactly what you mentioned. Good luck finding DIM sized scrolls or wands unless you can make them yourself!.
The title kinda says it all.
I'm going to assume a 7? Tiny is 4 RP, Large is 7.
Does an Artificer gain bonus Weird Science devices as a wizard gain's bonus' due to high Intelligence?
So I'm playing a Wild Rider halfling druid who is riding on the back of an ape. The ape has simple weapon prof: Club and actively enters combat. My question is this.. if I want to armor my ape, do I buy him barding, or do I have to wait till the ape gets another feat and get him armor prof??
It should be noted that a Lantern can never wear armor or magic items that grant armor/dr bonuses

I'm working on a homebrew class that takes the concept of a Warlock and advances it. Because the first trial concept of the class had a glowing light shield and fired light beams for damage, I named them Lanterns.
No need to panic however, they do not have magic rings, their powers come from a Patron.
It's still in the dev stages, but here's a run down. Unlike Warlocks, Lanterns can also take Domain abilities as well as arcane school abilities. This lets you created one Lantern that can heal or even "channel energy", while another could use transformation like abilities.
What I have so far....
Lantern
A Lantern is a person bound by a mystic Oath. An Oath so powerful it fills the Lantern with mystic energy known as *Light*. People become Lanterns for many reasons, some to avenge wrongs, some to protect others, and some just for the pure power. The Lantern Oath also binds the Lantern to an Order, like the Cavalier Orders.
Lanterns are chosen by powerful beings known as Patrons. Patrons can be Gods, spirits, or perhaps the force of magic itself. The Patron is the one that gives the Lantern their Oath, and the Patron can also revoke the Oath. At a crucial moment in the Lantern’s life, the Patron will offer the powers of a Lantern in exchange for the Lantern’s dedication to the Oath.
Whenever Lantern’s use their powers, their eyes and hands glow with colored Light, and the item or effect they create also seem to be made of the same colored Light.
Role: Lanterns are a support class. They have a limited amount of powers but they can use those powers over and over, providing a good supplement to any party.
Alignment: Lawful. Any Lantern that deviates from Lawful risks having the Patron track the Lantern down and remove their powers.
Hit Die: D8
Skills: Acrobatics (Dex), Bluff (Cha), Craft Construct (Int), Diplomacy (Cha), Knowledge (The Planes), Knowledge (Religion), Knowledge (Arcana), Linguistics, Profession, Sense Motive.
Skill Points per level: 4
Level BAB FORT REF WILL Special Invocations
1 2 3 4
1 +0 +0 +0 +2 Oath, Cantrips, Invocations, Shield (AC1/DR1) 1
2 +1 +0 +0 +3 2 School or Domain Abilities 2
3 +2 +1 +1 +3 Shield(AC2/DR2) 2
4 +3 +1 +1 +4 School Ability 3 1
5 +3 +1 +1 +4 Enhanced Ability (+1) 3 1 1
6 +4 +2 +2 +5 School Ability 3 2 1
7 +5 +2 +2 +5 Shield(AC4/DR4) 4 2 2
8 +6/+1 +2 +2 +6 School Ability 4 3 2
9 +6/+1 +3 +3 +6 Enhanced Ability (+2) 4 3 3
10 +7/+2 +3 +3 +7 School Ability 4 3 3 1
11 +8/+3 +3 +3 +7 Shield(AC4/DR8) 5 4 3 1
12 +9/+4 +4 +4 +8 School Ability 5 4 4 1
13 +9/+4 +4 +4 +8 Enhanced Ability (+3) 5 4 4 2
14 +10/+5 +4 +4 +9 School Ability 6 5 4 2
15 +11/+6/+1 +5 +5 +9 Shield(AC5/DR10) 6 5 4 3
16 +12/+7/+2 +5 +5 +10 School Ability 6 6 5 3
17 +12/+7/+2 +5 +5 +10 Enhanced Ability (+4) 6 6 5 4
18 +13/+8/+3 +6 +6 +11 School Ability 6 6 5 4
19 +14/+9/+4 +6 +6 +11 Shield(AC5/DR15) 6 6 6 5
20 +15/+10/+5 +6 +6 +12 School Ability 6 6 6 5
Class Features
Cantrips: A Lantern gains access to a number of cantrips, or 0-Level spells equal to his Wisdom Mod
Enhanced Ability: At lvl 5, and every 4 levels after that, the Lantern gains the ability to add an enchantment equivalent to the School Abilities and Invocations they know. At lvl 5 this bonus is +1, but this can be used to purchase enchantments as if there was already a +1 enhancement.
Invocations: Invocations are spell like abilities a Lantern learns. These abilities duplicate the effect of a spell, either arcane or divine. Invocations are usable a number of times per day equal to 1 plus half the class level of the Lantern, rounded up. To push himself, a Lantern can continue to try to use the Invocation, but that requires a Spellcraft check starting at DC 20 and rising by one every additional time the Invocation is used. Invocations use the Lantern’s Class level as Caster level for spell effects, duration, etc, but the spell seems to be generated in whatever Light the Lantern uses. Lantern’s gain bonus Invocations based on their Wisdom score.
Oath:
School Abilities: School abilities come from either the Arcane School Lists, or the Domain abilities list. In addition, the Lantern may learn additional school abilities listed in this section. The Lantern may only take a school ability less than or equal to his Lantern level. He may also take a cantrip in place of a school ability. For example, a 2nd level Lantern gets a new school ability. Since he is not yet fourth level, he must select a 1st level ability or cantrip.
The Lantern does not need to take a lower level school ability in order to select a higher one. For example, a 4th level Lantern can select summon monster even if he doesn’t have acid dart. In addition, the Lantern may swap school abilities whenever he is able to take a new school ability, but he must replace the old one with a school ability of equal or lesser value (cantrips can only be swapped for other cantrips).
The Lantern’s level is used to determine the caster level for school abilities. The DC for any save is equal to 10 + the spell’s level + the caster’s Wisdom modifier. School abilities are not spells and thus cannot be affected by metamagic Feats. Using a school ability is a standard action.
Abjuration School
CL Ability
4th Arcane Grip (Su): Any door, window, chest, or other opening with a lid that you touch remains locked as per the arcane lock spell. You must continue to touch the object in order for this effect to remain in place. Anything that can open an arcane lock can also foil this ability.
12th Break Enchantment (Su): This ability works exactly as the spell of the same name. You can only use this ability on a single person or object once per day.
16th Mind Veil (Su): Your mind is shielded from scrying or manipulation as per the mind blank spell.
Conjuration School
CL Ability
4th Summon Monster (Su): You can summon monsters to aid you as per the summon monster II spell. The duration lasts a day. Creatures summoned always have maximum hit points.
12th Combat Teleport (Su): You can instantly teleport anywhere that you can see. Roll a d20. On a 6-20, you end up exactly where you want to be. On a 2-5, you appear close to it. Roll a d8 to determine the direction (N, NE, E, etc) and then roll a 1d4 to determine the number of 5-foot squares in that direction you’ve moved. If this is impossible (e.g. you were trying to teleport near a wall), then you appear as close as you can in that direction. On a roll of 1, you suffer a mishap. You take 1d10 points of damage and roll again (perhaps changing directions and/or suffering mishaps again). You keep rerolling as long as you suffer mishaps. In addition, you are dazed for 1d4 rounds.
16th Phase Self (Su): You can create an ethereal door that only you can pass through. This functions as the phase door spell except that you cannot take or allow anyone else through the passage. The ethereal door only opens as you pass through it and closes as soon as you leave. It is possible for an opponent to target you through the door before your next turn.
20th Summoning Master (Su): You may use any summon monster spell for this ability.
Divination School
CL Ability
4th See Invisible (Su): You see invisible creatures or objects as per the see invisibility spell.
12th Analyze Magic (Su): You discern the properties of any magic item as per the analyze dweomer spell.
16th Find Person (Su): You can locate a person no matter where she is. You can only concentrate on a single individual at a time and, once you change people, you can no longer use this ability for the previous target for the rest of the day.
Enchantment School
CL Ability
4th Heroic Touch (Su): You gain a +2 morale bonus on attack rolls, saves, and skill checks. You can transfer this ability to another creature with a touch, but you lose the benefits while the other creature is affected. You can take back the bonus at any time.
12th Hypnotic Presence (Su): You can influence anyone within 10 feet with as per a suggestion spell.
16th Trembling Presence (Su): Any creature that gets within 30 feet of you gets the shaken condition. You may select which creatures within range are affected. There is no saving throw, but magic resistance applies.
Evocation School
CL Ability
1st Arcane Bolt (Su): You can make a ranged touch attack that does 1d6 points of damage, +1d6 for every two warlock levels. The warlock may choose whether the damage is acid, cold, electricity, or fire. The range on an Arcane Bolt is 100ft. + 10ft./level.
Errata
The range on an Arcane Bolt is 100ft. + 10ft./level.
[Source]
4th Arcane Burst (Su): You can use his arcane bolt as a burst effect with a 20 foot radius.
12th Arcane Flurry (Su): You can divide your arcane bolts into multiple bolts that do half damage. You may manifest a number of bolts equal to your caster level/4 (so three at 12th, four at 16th). These bolts require separate ranged touch attacks and cannot manifest a burst effect.
16th Arcane Eruption (Su): You can now use your flurry bolts for burst effects. Each bolt has a burst effect with a 40 foot radius.
Illusion School
CL Ability
4th Blurry Form (Su): Attacks miss you 20% of the time when you use this ability. Your attacks also have a 20% miss chance while you are in blurry form.
12th Phantasmal Demon (Su): You can create a phantom fear that attacks the target. This operates as per phantasmal killer, except that the target is not subject to immediate death and takes 1d6 damage for every 3 warlock levels (4d6 at 12th level, 5d6 at 15th level, 6d6 at 18th level).
16th Phantasmal Dance (Su): You can affect multiple targets, as per the weird spell. This ability still does not cause death, nor does it cause the Strength damage.
Necromancy School
CL Ability
4th Draining Touch (Su): You can make a melee touch attack. If you succeed then the target is shaken for 1d4 rounds.
12th Touch of Fatigue (Su): Your draining touch now causes a target to become fatigued if he fails a Fortitude save.
16th Astral Travel (Su): You may travel into the astral plane at will, as per astral projection. Unlike the spell, however, you cannot take anyone else with you.
Transmutation School
CL Ability
4th Levitate (Su): You can levitate as per the levitate spell.
12th Physically Fit (Su): You can add a +2 bonus to one of his ability scores. You may change the ability score affected from round to round.
16th Iron Skin (Su): You can turn your body into living iron, as per the iron body spell.
Shield: A Lantern can use his Light energy to create a glowing shield around him, or even project the shield around others. At lvl 1, the Shield is AC 1 DR 1, but increases as the lantern gains abilities. When the Lantern learns Enhancement abilities, any Armor or Shield enhancements can be added to the Shield.

B.A. Ironskull wrote: Legora wrote: The idea was that they would get the Aura, Channel, Orisons, Domains, and Spells of a first level cleric. But they would be unable to advance those abilities.
It comes from a racial belief that they are the gods chosen people
Cleric 1 of one specific racial deity, I'd assume? Be careful to not give away too much power.
Aura, OK, no problem. But if you're a bard or rogue trying to talk your way past the guards, one detect alignment and you're in trouble.
Channel- think about this one. Yes, very cool everyone gets a 1d6 burst of energy (I'm assuming positive). Every. One. So you drag the unconscious paladin back to the tower and the same-race garrison of 75, in unison with the paladin's party members, all burst for 75d6 of healing energy.
Orisons- guidance grants a +1 to a single attack roll, save, or skill check. This gives Every One a near-permanent +1 competence bonus, all day, every day.
Domain Power- This might not be too much, since the first domain power is usually inefficient at higher levels, but remember that farmers, innkeepers, sailors, and little girls all have this racial power.
Spells- Again, treading lightly, not too overpowered to allow 1 level 1 spell. If so, make it chosen once and that is the only spell granted by the racial bonus. Perhaps, like aasimars or tieflings, it is one specific spell for everyone.
A good idea, just think about the drawbacks now to save yourself headaches later.
And, what else is this race? Name, appearance, commonality, etc.? Curious, I like the idea! All good points. I never considered the Channel energy...
so how bout we say this...
Divine Right: This race has absolute faith that they are the chosen ones of the Divine Light. This faith isn't taught, members of this race are born sure of their connection to the Divine. As such, they can cast spells as if they were a 1st level cleric. This grants base spells only, not any bonus spells for abilities, and gives no access to Domains or Domain powers.
However, they cannot take levels in cleric, and can never deny their beliefs, even under threat of death or discovery.
As for a name? good question, I haven't come up with something that sounds....arrogant enough to fit the bill. The Divine Light isn't so much of a true deity as it is a "Force". I'm thinking the race will look almost human, save for some "mystical" effect... glowing eyes or a glowing sigil of the Light on their forheads.
The idea was that they would get the Aura, Channel, Orisons, Domains, and Spells of a first level cleric. But they would be unable to advance those abilities.
It comes from a racial belief that they are the gods chosen people
So I am making a home made race that I want to give the abilities of a lvl 1 cleric.
Would this just be a CR+1 and give them the abilities of a cleric?
Lo&beholder wrote: Wholey carp! this could get overpowered quick.
the way i see it i say this without reading anything else on here except first post,
you got an aberration race on your hands.
once they attach, using cmb, thats it, racial tendencies are out the window, no more orc ferocity or halfling luck.
THE ONLY THING to survive would be innate abilities, any thing that can't be erased.
I would say you'd have to treat the host body like an intelligent item with an EGO score and every thing.
Leveling with a new host body should be an unlocking of synergy.
other than that I'm too tired to brainstorm more. good luck
I like that idea! Give the host an Ego score so that the Goa'uld can sometimes lose control! Sure isn't canon according to Stargate, but for game concepts I like it!
Detect Magic wrote: ** spoiler omitted **... Oh my! Well done sir, well done!
Now.. how to make the hosts?
Detect Magic wrote: How powerful would you like to build them? They're obviously a monstrous race, but how many race points did you want to spend on 'em? They're obviously going to be a complicated race, in any case (and not to mention the morality involved; the default would probably be that the parasite completely dominates the host, but there would have to be a sub-set of rules for those that choose to have a more symbiotic relationship with their hosts, as per the tok'ra). Honestly I'd like to get them down to a playable race. Granted, they might be a CR or two higher than average, but not something to put them out of reach.
Also, I need to figure the rules for building the host... roll their stats when they are possessed?
Owly wrote: I would imagine just about every race of person on Golarion would find such a being...icky at best, and a dangerous, alien infestation at worst. Even with top-notch diplomacy, you're liable to face some serious prejudice and potential hostility.
But it's interesting. Does the parasite have the advantage of immortality? Does the host receive any advantages? Is it an amenable relationship, or an adversarial one?
Check out the spell Magic Jar, as well as the Aboleth and Mind Flayers. Consider how magic would affect a parasitized host. Who would the caster target?
An interesting thought. Maybe being a parasite inside a host would give you a bonus on your saves, since you basically have to affect both the host and the parasite.
To answer your question about the relationship, I would assume that the host is completely submerged and the parasite is in charge. Otherwise, you'd end up basically playing two characters who share a body.
I didn't want to approach it as a host template, as what I really want, is the ability to play as the parasite itself. When your host dies and you make your fort save, you can exit the host and try to find another.
You take your class abilities, skills, and memories with you, while having limited access to the hosts memories (But not abilities or skills)
And yes, they could be the most dangerous enemy, but couple them with a very slow reproduction, and basically being helpless without a host, and I think the RP opportunities would be very cool.
I'm working on building a playable race who, like the goa'uld of stargate have to find a humanoid host in order to adventure.
However, I'm also a bit of a rules lawyer, in the fact that I want to be able to use the Advanced Race Guide to show the point costs for said race as well as having rules for taking hosts.
That being said, there's very few entries in the ARG that can help.
How much should being a parasite cost?
What kind of attack would be taking a host?
How would you create/roll the host's stats so that the parasite doesn't become so uber compared to the rest of the party?
Any ideas?
Any idea how to get these books into Herolabs? Can we put them in ourselves?
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<totally different rant>
WHY NOT THE Surface RT AS WELL?? <SOB SOB>
</end totally different rant>
And if we insanely allow multiple versions of space travel, oh the fun we can get into!
Not to mention races in the "accepted" main universe, the tech level, magic anyone? Psionics?
oh and did I mention RACES??
lol
but isn't this the real fun of SciFi?
An Assumed setting means I have to find a good "midway" setting that most players will accept.
Which believe you me, is harder than it sounds.
I myself like the Dragonstar style, science and sorcery
Members of my table prefer the old Robotech mechs and aliens style
So the game becomes.. what is the Assumed Setting of the Future? :)
GURPS had the advantage of being nice and simple. I didn't set out to copy it, but my end result was similar in lay out. 0 is nothing, 20 is "whatever you wish"
What I have written up use Tech Levels, and even Magic Levels. A simple way to describe the relative advancement of a setting. Generic is nice, but as many point out, it's hard to say that while one group might be in TL 7 (The Information Age), they actually have very advanced medicine, allowing for near regeneration (Normally TL 11 The Force Age). So I've also included is a "combination lock" type of rating system. It's optional, but you could have a planet that is 03-05-07-12-01 which would tell you EXACTLY what the level of power sources, weapons, defense, medicine, information tech ect is.
So a lot of what I'm hearing is it's great to have the rules to guide DM's in making their own world, but the book needs a core "official" setting right from the start, like Golarion?

Classes:
So far we have a set of core classes that can sit in any Age, you could even play them in Core Pathfinder if you really wanted.
Talents give the player the opportunity to personalize their particular character class from others taking the same class.
Armor:
Ah isn't this a hot topic. With Pathfinder's official guns rules stating that anything within 5 range increments for a weapon is resolved as a touch attack, we've opted to use the "Armor as DR" rules at this point. Playtesting is continuing to make sure this is balanced.
Races:
We've kept one original race, Humans, and replaced the rest with many races that sum up the genre. Little Green Men, Acid for Blood Alien Hunters, and more.
Plus there's no reason not to include the original races. Add a template and you've changed them to fit into a Scifi setting.
Want to be from a High G world? Take the template. Suddenly your elf is now stronger than an average human, has a bonus on Fort saves due to how powerfully built it is, and is ready for play.
Settings:
We really want to allow the DM to create the setting s/he wants to play in. We will provide setting specific information, weapon classes, even ideas and guidelines on how to handle specific setting issues. But ultimately, creating the setting is your vision.
We do have 2 "official" settings we will be launching based on this core book.
LazarX wrote: Legora wrote: Ok guys, here is your chance. I've been given the opportunity to rewrite Infinite Futures for Avalon Games and make it into what the Future of Pathfinder should be.
What A future for Pathfinder could be. Just because you put out a rules set, does not give you ownership over the subgenre. Dragonstar was not the only space rules set made for D+D, nor was Spelljammer, neither was D20 Future. Technically speaking, Mutants and Masterminds could make claim for it's contribution as well We want to produce a great product for the genre, not take ownership over anything. The beauty of Pathfinder and Third Party is the ability to add your own views to a good core set of rules.
That being said, we would like to create a book that people feel comfortable with to use as their core rules for Future adventures. Not by ownership, or claiming ownership, but by providing the best product we can.
Adventure Paths. I know for a fact there are already some in the works for Fringe, and Nova Avalon (my pet project) will have what I am calling "Sector Briefs", detailing a world or area in the setting with adventure ideas and something unique that the area offers for gaming.

Ok guys, here is your chance. I've been given the opportunity to rewrite Infinite Futures for Avalon Games and make it into what the Future of Pathfinder should be.
So I want to open the floor. What do you, as GM's, players, readers and collectors want in a Futuristic Setting.
Here's my initial view for Infinite Future's 2
1. Generic. The book should be about HOW you play, not a bunch of fluff about a universe you ton't want to play in. Just the changes to Pathfinder to enjoy playing games in a modern or Scifi setting.
2. Guiding. Once the rules are in place, IF 2 will show you how to choose your setting. Fights with vampires on the streets of Seattle, or Laser sword fights on the floating cities of Mars. All will be possible, and we'll show you how to lay out the technology and choices for YOUR world.
3. Supported. Once IF2 is out the door, Avalon has plans for 2 "Official" settings. Fringe, a science fiction adventure on the edge of controlled space with alien threats to conquer, and Nova Avalon, a Fantasy/Scifi hybrid where both magic and science work together and have taken mankind to the stars.
So now, I want to hear from you. What are your hopes and dreams for a Science Fiction rules set for Pathfinder?
Suppose I have a high tech like dart gun (or tranq gun). I fill the delivery dart with a healing potion.
Later, in combat, i fire said dart at an ally. Do they get the effect of a Cure Potion?
I worked up gargoyles per the cartoon at: http://paizo.com/threads/rzs2kc4d?Disneys-Gargoyles#1
No one has any ideas at all??
Arizhel wrote: The Bald Man wrote: Could make a case for $91K. At the quoted CL of 13 and a duration of 2 hours per level you are effectively 26 hours -> If the spell has a "24-hour duration or greater, divide the cost in half"
How do the players use this? It isn't portable after creation, right? So it is a home base, not a portable base?
It is based on the spell descriptor. Nothing else.
The players use this by enchanting a trunk (large enough for an average man to open and walk down the stairs in the trunk to the mansion below.
They move the trunk and the "door" inside goes along with them
Dispel would just cause the door not to function wouldn't it? The Mansion and all its content would just be ready to be accessed as soon as the item is activated again
Now I just stumbled upon this interesting bit of info... according to the Skull & Shackles Player's guide, the door to the mansion doesn't move with a ship.
The obvious question is why the heck not. If it's tied to say, a doorframe and opening the door accesses the mansion, the doorframe will only work when the ship is at the original spot the spell was cast??
Or anyone from Dreamscarred Press? CR 1 = playable (balanced) race does it not?
Awesome work Arizhel! 182k is a might better than 24k. For that price, if they want the mansion, they can have it.
Thank you
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Just because I love weird races, I wanted to make a playable version of both the Puppeteer and Intellect Devourer.
The Puppeteer is listed as a CR 1 creature, so I'm guessing making it into a race wouldn't be too hard, but what would the point cost?
Another race idea is based on the Intellect Devourer. I wanted to strip away most of it's special abilities and just leave it the "Body Thief" ability from P 215 of Dreamscarred Press' Psionic's Unleashed.
Any ideas?
This is becoming quite popular with my table. Someone in the party will save up and get a Mage's Magnificent mansion turned into a magical item. My question is, how much? We tried figuring out the cost, and we get a number around 24k.
24k and your group can have it's own base with them at any time. While it's a cool idea, what are the RAW for this magic item? Should it be more expensive? Is the mansion now permanent and anything they put in it will always be there?
Questions questions...
I'd so love to see this as an official game option. The ability to make your own class but know that you won't be too OP would really make the game back into an RP, not a "I have a better roll than you" game.
+infinity and beyond!
Not really looking for the price, I'm looking to see what enchantment bonus (ie +1, +2) an Armor of Adaptation would be.
I want to create an Enchantment for Armor that mimics the ability of a Necklace of Adaptation. The Necklace requires the 2nd level spell "Alter Self".
Are there any guidelines for creating Enchantment Bonus' from spells?
Ok, I know I've brought this up before, but I really need to vent this.
In my campaigns, Artificers are the gadgeteers of the world. RAW, they can make "weird science" objects, which mimic's spell effects. These objects must be made beforehand, as they take hours to make. The description goes on to explain that others can attempt to use the devices.
Using this, my Artificers have built things like CLW pens that people can use to cast CLW on themselves, shield rings, broach communicators, and more.
Now no where that I can read says that these devices "stop working" after they are made. Unless you break them, they work forever.
Is this somehow misinterpreting the text?? as I've been told the items "stop working" the next day that the Artificer refreshes his "spell list"?
This makes the Artificer the PERFECT support class. He can fix almost anything, boost almost anything, and even throw a good attack spell now and again. I love this class this way. But am I wrong??
Here's the issue. I play an NPC that comes along with the party and helps out as best he can. As a bard, he can buff, heal, and even help with combat.
However, he usually ends up with the highest CHA score in the party, making him the "choice" for diplomacy or bluff checks.
Is there a class out there somewhere that does the same kind of buffs and spells, but doesn't use CHA?
In my latest game, 2 characters wanted to be half dragon kobolds. So, started at lvl 4, Kobolds are -2CR, while Half Dragons are +2 CR. Hence, Kobold half dragons are 0 cr and playable as a lvl 4 character.
But lets forget kobolds. What if a human wanted to play a half dragon. Human = 0 CR, Half Dragon = 2 CR, hence in my game, they would be a half dragon half human 2nd level character. Counted as a full 4 HD for sake of encounter CRs
Or have I been using CR's wrong all these years??
In another thread, I've been asking about kobold half dragons, and it seems the majority of the answers I'm getting is "Half Dragons" are for encounters.
Does this mean PC's shouldn't use the templates in the Beastiary for playable races?
But in "Playing Monsters as PC's", you can take a monster's / template's CR and add it on top of the character levels.
Isn't that pretty well the same thing?
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