And by 'variant spells' I mean iceball instead of fireball. Nothing else is different, just the damage type, ergo, if the wizard has burning hands scribed as an acid spell instead of fire, he can only prepare the acid version and if he wants to use the fire version he has to add it to his spellbook as a separate spell or make use of a feat or class ability.
I've got a build idea (or two) bouncing around my head for a cross class character. I realize summoners don't need much help by multiclassing but want to for the flavor. The idea being a blaster with an elementally matching eidolon. This has left me with a pair of questions. 1) Is there a way to summon elemental templated monsters (think fiery wolves) using Summon Monster X instead of fiendish/celestial versions? 2) Could I get an elemental or elemental templated familiar? It seemes like I remember having these options, but I'm not sure if it is from PF or just 3.5 flashbacks.
My take is a series of chances, first the free concealment check, failing that WotC (if declared), failing that blind-fight. Could just roll 3 d20's at once (for regular concealment) and if any are above 1 assume success, or three sets of d10's for sticklers. Note: all my dice are individual sets so it'd be easy to track based on color.
Very interesting points are cropping up now... And I just might make a Blugeoning Disc brawler for kicks. And since they're part of the Close fighter weapon group, couldn't they be used in a brawler's fury action?
That kills my ridiculous fighting style plan, lol.
In anticipation of playing a Brawler, I was statting one up to see how my general envisioning would work when I found an apparent conflict with their Shield proficiency. In the 'armor' section it states they are not proficient with shields, however, in the 'weapons' part it states they are proficient with weapons from the fighter's Close group, of which light and heavy shields do belong to, so how does that work, are shields only useful as weapons, or are they simply excluded by the later statement?
I've got a love for trophy collecting in games, and would like to run a taxidermist, and as much as I've read into the craft skill, I need some benchmarks to use for it. I figure that 'Simple Item' would grab up fang necklaces and the like, 'Typical Item' would be things like mounting a kill's head. 'High-quality items' would be full body mountings, since they aren't as simple as just mounting a head, leaving 'Complex or Superior Items' as action poses or positions that aren't common, possibly even encompassing making a trophy from other sources, such as using a bear and giant owl to make an owlbear trophy. All that is good and makes sense, my problem is how do you price these things? It's not like you can point and say, it's easier to stuff a bear than a cougar, since ease of construction would deal more with how good of a condition they are in. I've been thinking of treating them as art objects, but there still doesn't seem to be a great deal of detail as to art value tables. Which brings me back to the initial question, how might one deal with the relative value of an art piece and decide on a value to use for crafting a trophy? |