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Magistrate's page
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I'm attempting to make wondrous items that imbue feats(including meta-magic feats) as continuous effects.
the usual math would be spell level* castern lvl*2,000gp (+ other duration, slot-less related adjusters)
so i figure, (Level Adjustment squared +1) * (half the +1 level cost) * 2000 pg
does that sound right?
the 2 meta magic feats i'm most interested in are Still still spell and silent spell. as i have a character concept for a spell caster that's had its tongue cut out, and is missing a hand.
Also, i'm looking at the Warbringers rod from Complete Mage(pg129). its math doesn't add up. as per the usually crafting rules, 1 day/1,ooogp it should only take 4 days to make, its claiming 8 days.
what ability allows it to simultaneously cast to spells? or is that just a rod thing?
Hey Everyone. I'm taking part in a evil gestalt campaign. I'm combining Summoner and Bard. RP wise, it plays as a doddering old man and his ever present man servant(the Eidolon).
Current build is Venerable age Halfling.
Stats:STR 9, DEX 16, CON 13, INT 20, WIS 20, CHA 27.
Feats: Resilient Eidolon, Augment Summoning,Harmonic Spell, Lingering Song,Extend Spell
I'm looking for suggestions on gear and spells. My plan was to use the bard spells for control, and the summoner spells for Eidolon/self buff,
Spell known:
0:b6/s6
1:b5/s5
2:b5/s5
3:b4/s4
4:b2/s2
Rapid Reload + Rapid Shot + Crossbow Mastery makes any crossbow able to fire as a free action...
nifty, never thought of sacing feats for altrenates, thanks Magus Black

Been looking through the Archetypes and seeing a few that would be great combos. The obvious limitation is that no 2 archetypes can change the same class feature of its parent class. But, I have not found a rule anywhere that stats you can not take a parent class twice.
Here are are my thoughts an how this could work. Please let me know if this would work, and any helpful suggestions.
()= archetype
ECL= Equivalent Character Level
Example1: Fighter (cad)2/Fighter (Free hand Fighter)1
This would of course become complicated in the case of wizards as they have the ability to specialize in a school of casting. My simple answer for this in to let the negatives stack for opposed schools. The wizard could not however, take the same specialization for its individual wizard levels due to duplicate school abilities.
[]= specialization
()= archetype
ECL= Equivalent Character Level
Thus a Wizard[evoker](any)1/Wizard[evoker](any) 1,ECL2 could not be a class combination despite any archetype combination.
As for Sorcerers and their Blood lines, This would replace the Crossblooded archetype, as each blood line would level separately.
{blood Line}
Sorcerer{Draconic}/Sorcerer{Abyssal}
These Bloodlines would be very character storyline related, and would have to be carefully tailored to the campaign in question.
Clerics/Paladins/Inquisitors/Oracles combinations` would be pretty much limitless and allow for polytheistic builds, ( 1 or more gods) Limitations would be corresponding alignments as most divine followers only work for those they have a connection, or shared values with. Patron Gods would have to share one alignment of the PC and Each other. However you would end up with 4 or more domains
<> god
()= archetype
ECL= Equivalent Character Level
CG Cleric()<Cayden Cailean>4/cleric()<Gorum>2
In all cases of Spell casting you would make up separate lists, just like regular multi-classing.
Throw ing a smoke stick is equivalent of trowing a light club. 10ft range incrament
those were the only intended enachant ments. My dm likes to increase from base market cost to nurf our chares. As a result my human has fallen behind in the damage dealing curve. Ill look in to those bracers. might be able to RP for them.
Took the two weapon fight combat style to help counter act the negatives. at most -4/-4
Since the enchantments stack, i'ver frred up a feet slot, and thinking Oversized two weapon fighting or Monkey grip.
Ultimate goal is dual weilding light or heavy to up my damage (hands 1d4 deosnt cut it ast 14th level). my build was spec ops assasin in 3.5. the change over has opened and eliminated a few options
This should clear up quicklodings concept for the DM, he was stuck on Thomas LeBlanc's line of thinking "Since the bolt must be selected from the space."
thanks folks.
there word for word.
now how bout some constructive help instead of just critisism?
the second question of the first post.
Any body know of or can think of a work around for the "by hand reload" issue?

Quick-Loading: a quick loading crossbow accesses an extradimentional that can hold up to 100 bolts, allowing you to reload the crossbow more rapidly than normal. reloading a quick loading hand or light crossbow is a free action (allowing a charachter with multiple attacks to use his full attack rate), and reloading a heavy crossbow is a move action.
Difrent types of bolts can be held in the extradimensional space, and you can select freely from these when reloading the crossbow. Adding or removing a bolt by hand is a move eqivalent (manipulatio) action.
Prerequ: Craft Magic arms and armor, Secret chest, shrink item.
Self-loading Crossbow: this +1 heavy crossbow is much easier to load than mundane crossbows. after fireing, the crossbow's string is magically reset to the cocked position, requiring the weilder to simply place the bolt in the weapon to load it. loading self loding crossbo requires on a move equivalent action.
Prerequs: Craft arms and armor, Animate objects
Side bar:if wielder has rapid reload feat, reloading is a free action. and weapon deos not restrict weilders abilty to make multiple attacxk around.
heh, you are missing the point. I'll try to clarify. make it simpler to understand.
I'm trying to find out if those 2 enchantments stack just right. if they do , the chareachter could then dual-weild a larger damage dealing crossbow with out losing the ability to full round attack because of having to reload by hand.
LazarX wrote: I'm pretty sure hand crossbows can be loaded as a move action.
Just checked, they can.
Dude, Really? i already dropped the hand crossbow to a free action to reload (Quick Loading, as mention in the first post.). trying to up the damager per hit with out losing the free action reload time.
LazarX wrote: Someone's watched Van Helsing 5 times too many. wasn't the basis for this idea. just don want o waste a a full round reloading

Got a hombrew varianted Ranger using the two-weapon fighting style weilding Quick-Loading hand crossbows and finding my damage to be lacking even with 4d6 sneak attaack.
Was reading a 3.0s' Arms and Equipment Guide(AEG) + 3.5s' magic item compendium(MIC) and found something that needa a little tweeking to the enchantments to work. Suggestions please.
Waepon Base: mwk Heavey Crossbow 350 gp
Enchantments:
Quick-Loading +1 (MIC 41)
Basics: gives crossbow a dimentional pocket that hold 100 bolts. hand/ light free action to reload, heavy is a move action.
Self-Loading +1 (AEG 116)
Basics: auto pulls back string for you. move action to reload. (stacks with Rapid reload)
Now as far as i can tel these stack, meaning a haeavy crossbow is now a free action to relaod.which should equal automatic crossbows.
But in Quick-Loadings description is states that "Adding or removing a boltby hand from the extradimentional space requires a move (manipulation)action."
Does this interfear with the reload time? any work-arounds?
As you gain Combat style feats every couple of levels, you should trade out something that reocurs in a simular pattern, in the case Favored terrain or spellc casting.
so every level you would have gained a terrain, you can a feat for your second combat style.
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