Stymphalides

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The Martial Druid, learn to use unarmed attacks more, does not learn armor, and focus more on mystical deference like that of a monk.

Ok, looking for an alternative to level dipping into monk.
So looking at this as an alternate class, like cave druid, swamp druids, urban druids, etc.
Just not so extreme and with just a few class ability swapped out.

At 1st level Martial Druids gain = Improved Unarmed Strike (Combat) Feat = You are skilled at fighting while unarmed.

Benefit: You are considered to be armed even when unarmed—you do not provoke attacks of opportunity when you attack foes while unarmed. Your unarmed strikes can deal lethal or nonlethal damage, at your choice.

Normal: Without this feat, you are considered unarmed when attacking with an unarmed strike, and you can deal only nonlethal damage with such an attack.

Damage listed here for quick reference: Dmg (T): 1, Dmg (S): 1d2, Dmg (M) 1d3, Dmg (L) 1d4, Dmg (H) 1d6. Type: Blunt Simple weapon.

Note: Strength bonus = add the wielder's Strength modifier to damage rolls for melee attacks with a light weapon if it's used in the primary hand, or half the wielder's Strength bonus if it's used in the off hand

This ability Replaces Medium Armor proficiency.

DM note: This is just swamping out medium armor proficiency for the Improved Unarmed Strike (combat) feat listed on page 126 of Core rule book. This is an inferior type, compared to what the monk gets, and does not stack with the monk/brawler version. If the player takes a level in monk or brawler, this is replaced by there better version. ... Lastly, Martial Druids do Not gain any kind of Furry ability of any kind at all, so do not even ask.

At 1st level Martial Druid gain = Dodge (Combat) Feat. They gain this feat even if they do not meet the Dexterity Prerequisite, but if they take any other feat that has the prerequisite of dodge as a prerequisite, they then must meet the dexterity prerequisite of dodge for dodge to be used as a prerequisite.

Benefit: You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.

This ability Replaces Light Armor Proficiency.

At 1st level Martial Druid gain = AC Bonus (Ex) == This is the same as the monk ability of the same name.

When unarmored and unencumbered, the Martial Druid adds his Wisdom bonus (if any) to his AC and his CMD. In addition, a Martial Druid gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four Martial Druid levels thereafter, up to a maximum of +5 at 20th level.

These bonuses to AC apply even against touch attacks or when the Martial Druid is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.

This ability Replaces the Druid Nature Bond ability.

The AC Bonus is the same as that listed for monk, and level in both classes stack for the purpose of increase in ac by level.

..................................................................

With the Martial druid =

You do not have to keep track of pets
You do not have to keep track of nature bond spell
You do not have to keep track of armor in and out of wildshape

Quick/Fast/Easy/Simple gameplay.


The Martial Druid, learn to use unarmed attacks more, does not learn armor, and focus more on mystical deference like that of a monk.

Ok, looking for an alternative to level dipping into monk.
So looking at this as an alternate class, like cave druid, swamp druids, urban druids, etc.
Just not so extreme and with just a few class ability swapped out.

At 1st level Martial Druids gain = Improved Unarmed Strike (Combat) Feat = You are skilled at fighting while unarmed.

Benefit: You are considered to be armed even when unarmed—you do not provoke attacks of opportunity when you attack foes while unarmed. Your unarmed strikes can deal lethal or nonlethal damage, at your choice.

Normal: Without this feat, you are considered unarmed when attacking with an unarmed strike, and you can deal only nonlethal damage with such an attack.

Damage listed here for quick reference: Dmg (T): 1, Dmg (S): 1d2, Dmg (M) 1d3, Dmg (L) 1d4, Dmg (H) 1d6. Type: Blunt Simple weapon.

Note: Strength bonus = add the wielder's Strength modifier to damage rolls for melee attacks with a light weapon if it's used in the primary hand, or half the wielder's Strength bonus if it's used in the off hand

This ability Replaces Medium Armor proficiency.

DM note: This is just swamping out medium armor proficiency for the Improved Unarmed Strike (combat) feat listed on page 126 of Core rule book. This is an inferior type, compared to what the monk gets, and does not stack with the monk/brawler version. If the player takes a level in monk or brawler, this is replaced by there better version. ... Lastly, Martial Druids do Not gain any kind of Furry ability of any kind at all, so do not even ask.

At 1st level Martial Druid gain = Dodge (Combat) Feat. They gain this feat even if they do not meet the Dexterity Prerequisite, but if they take any other feat that has the prerequisite of dodge as a prerequisite, they then must meet the dexterity prerequisite of dodge for dodge to be used as a prerequisite.

Benefit: You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.

This ability Replaces Light Armor Proficiency.

At 1st level Martial Druid gain = AC Bonus (Ex) == This is the same as the monk ability of the same name.

When unarmored and unencumbered, the Martial Druid adds his Wisdom bonus (if any) to his AC and his CMD. In addition, a Martial Druid gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four Martial Druid levels thereafter, up to a maximum of +5 at 20th level.

These bonuses to AC apply even against touch attacks or when the Martial Druid is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.

This ability Replaces the Druid Nature Bond ability.

The AC Bonus is the same as that listed for monk, and level in both classes stack for the purpose of increase in ac by level.


What does Revere Nature mean

  • = As a child, i though it ment to protect the forest.

  • = As a adult, i know that forest fire are good for the forest, as it open up area for new growth, and helps keep the forest alive.

  • = Early ed's, i though about Celtic druid, as Priest who were in tune with nature, but would also use there magic to help your community, like control weather to protect settlements, plant growth to help crops grow, Raise water to help irrigate the lands, Stone shape to help build, building for farmers to live in, etc. .... early ed, like before wildshape became what it is today.

  • = 1980' early Tree hugger. ?

  • = 1970' early save the animals ?

  • = 2010 = Have watched enough "Nature", Nova, "National Geographic", Space, etc.... That Nature does not care what humans think.... in Time, it will fix itself, as all thing are nature, and humans are just a Blip on the cosmic scale of animal that have been on this planet, and are yet to come on this plant in the future.

    So what does Revere Nature Mean to a druid in the Pathfinder game:

    When druid are able to calm the weather, cause earthquakes, Flood the lands, Cause Firestorms, Lightning storms...
    or
    ... Feed community, build roads, irrigate farm lands, Cure disease, heal people, act as mid-wives, build house out of stone, provide save drinking water and food by purification, etc, and on, and on.

    What does revere nature mean, and what would cause a druid to fall ??


  • Question:

    1) Does a wooden magic wands still work if you cast warp wood on it??

    2) If not, would you be able to fix the magic wand, by casting warp wood on it again to warp it back to normal ??

    3) Can you protect your wands from a warp wood spell, by concealing them inside a bone quiver, so they are out of line of sight; of the casting druid. ??


    Was reading a tread, about Polymorph any object.

    This lead me to look the spell up in PHB.

    Then i noticed at bottom, the last paragraph = " This spell can also be used to duplicate the effects of baleful polmorph, greater polymorph, flesh to stone, stone to flesh, transmute mud to rock, transmute metal to wood, or transmute rock to mud."

    Now my question. When used to duplicate the effect of these other spell, does the Polymorph any object use the Range, Target, Duration, Area of Effect, etc.. of the original spell also.??

    Polymorph any object has a range of = Close (25 ft + 5 ft/2 levels).
    Transmute metal to wood has a range of = Long (400 ft + 40 ft/level).

    Polymorph any object has a Target of = one creature, or one nonmagical object of up to 100 cu ft/level.
    Transmute metal to wood has a Area = All metal object within a 40-ft-radius burst (magic item has spell reistance 20+CL vs being effected).


    Ok.

    If you have (9ac) Dragonhide Full Plate +2 enchantment to AC = +11 AC total bonus.

    Without the Wild enchantment, when you use Wildshape... You loose all of this.

    With Wild enchantment, when you use Wildshape, then you would gain the +11 AC from the armor and enchantment, to your new form.

    -------------------------------------------------

    Now the Question:

    Does the Wild enchantment, also make you suffer the "Maximum Dex Bonus" & "Armor Check Penalty", of the Armor that you are wearing while wildshape ??

    Does Wild, give you the benifits and non of the penalitys.
    Or Does Wild give both ??


    Looking at a melee druid, feat wise anyway.

    Trait 1 = Reactionary +2 initiative check
    Trait 2 = Focused Mind +2 concentration check

    1 = 1 = Toughness: +3 hp + 1 hp at 4th plus
    3 = 2 = Improved Initiative: + 4
    5 = 3 = Natural Spell
    7 = 4 = Hover (mm1): So you can cast spell while flying.
    9 = 5 = Vital Strike: base damage x 2
    .......
    11 = 6 = Improved Natural Attack (Bite), as most creature have a bite att.
    13 = 7 = Improved Natural Attack (Slam), for elemental form and other.
    15 = 8 = Improved Vital Strike: base damage x 3
    17 = 9 = Heighten spell feat.
    20 = 10 = Persistent spell Feat (+2 to spell level penalty), if creature make first saving throw, then it has to roll again, to pass a second.

    Ok, not all melee.. but what druid is going to turn down spell casting after level 15 +, when all those spell slots open up. :)

    ---------------------------------------

    Hit Points: 8 + 19d8 + Toughness (20) + Favorite class (20).

    ---------------------------------------

    High Fantasy 20 point buy:

    Str ( 2 points) = 12 score
    Dex ( 2 points) = 12 + 2 elf = 14 score
    Con ( 5 points) = 14 - 2 elf = 12 score
    Int ( 2 points) = 12 + 2 elf = 14 score
    Wis ( 7 points) = 15 score
    Cha ( 2 points) = 12 score.

    4th level = + 1 wis = 16 score
    8th level = + 1 wis = 17 score
    12th level = + 1 wis = 18 score
    16th level = + 1 wis = 19 score
    20th level = + 1 wis = 20 score

    Magic Item desired: Belt of Physical Might +2/4/6 to Str/Con, as availability and money allows.

    ---------------------------------------

    Elf = Size Medium, 30 foot movement, Low-Light vision.
    Elf = + 2 Perception while in elf form.
    Elf Weapon Feats = Longbow/shortbow (+composite), Long-sword, & rapiers . (can use longswords and bows as first level).
    Elf Languages = Elf, Common, + int bonus (Draconic), + int bonus (Sylvan).
    ----------------------------------------

    Skills: 4 + 2 int bonus

    1 = Knowledge Nature = 20 points
    2 = Perception = 20 points (+wis bonus)(+2 nature Sense)(+elf special).
    3 = Survival = 20 points (+wis bonus)(+2 nature sense)

    4 = Swim = 3 points "level 1-3"
    5 = Fly = 17 points "level 4-20"

    6 = Acrobatics = 20 points
    7 = Linguistics = 20 points. Aquan, auran, celestial, dwarven, Giant, gnome, goblin, gnoll, halfling, ignan, terran, undercommon, aklo, tengu, treant, d’ziriak, abyssal, dark folk, Infernal, orc.

    ---------------------------------------

    Druid = Domain selection = Plant Domain,


    Question about Endurance Feat and Wild Shape for Druids.

    The Endurance feat lets character sleep in medium armor without penalty.

    Wild shape cause a character equipment to meld with the character body, and they do not gain armor bonus.

    Does this mean that a druid can wild shape into a Owl or cat, and send the night sleeping in the wild shaped form, and not suffer any negative effects from medium or heavy armor that is melded with there bodies; even if they do not have the Endurance feat ??


    The Item CL determines the item Saving Throws, Dispels, and Effects

    It also determines the variable effect of spell the item uses/does.

    ...............

    So if you have an Magic Item that has CL 5 and cast a Fly spell.

    You then add a Teleport ability to the magic item, which requires CL 9.

    .....

    In the process of adding a ability that change the CL, do you also need to go back and strengthen the Fireball magic effect by upping Fireballs CL to also match CL 9.

    .....

    This would be done if you were building a magic item from scratch automatically. Just wondering how many people do this when adding magic effects to existing magic items that they have found, or built in stages.?


    Screaming Bolt list CL 5th level (page 475) and it lists it as a +2 magic items

    Why does it list CL 5 ??

    Doom spell is 1st level cleric spell ( Minimum caster level 1) = CL 1
    The +2 Bonus x 3 = CL 6

    Why does this item not have CL 6 listed as the description. ??

    ......................................................................


    Advanced Firearms can hit a target Touch AC == 5 range increments away.
    Advance Firearms can hit a target Normal AC == 10 range increments away.

    Ya ho

    -8 range to hit; a touch AC; from 99 feet away.

    We be having B.B.Q Dragon tonight guys :D


    See Invisibility Sight magic item.

    The listed CL for this item is listed as CL 8th.

    The True Seeing spell is a 5th level spell at its lowest for a cleric. The minimum caster level for a 5th level cleric is 9th level.

    I think the CL for this item should be CL 9th.

    ............

    Just trying to catch it before it goes to print :)


    Just got done reading round 2 on Rifleman play-test.
    Really like the changes, and the extra side bars.

    Death Shot at 19th level. Needs an extra line, saying that this ability can only be used against a targeted creature once per day. This is to better keep it in line with the other save or die class ability that other classes have. (I also think this should be a 20th level class ability to keep in line with the other classes, but not worth arguing over)

    True Grit at 20th level. Needs an extra line, saying that Death Shot can not and is not effected by True Grit.

  • = This is very much needed to prevent True Grit from turning Death Shot into an unlimited Save or Die class ability. Death shot needs to be limited to the number of uses based on the amount of grit the gunslinger has per day.


  • .

    Ok, so guns attack a creature Touch AC.
    There should to be another defense that helps prevent this.

    Just as magical creatures have more Spell Resistance vs spell. Why not this magical nature also translated into a natural defense vs being effected by guns.

    ....................................................................

    Let Spell Resistance also act as a natural defense vs guns. The only difference instead of 1d20+ Caster level.... you use 1d20+ Character level.

    If you beat the creatures SR, then you get to attack its Touch AC, with a gun.
    If you do not beat the creatures SR, then you use the creatures normal AC, with a gun.

    (roll once for every shot, just as you do for every spell)

    .............

    (ok had though up a new stat Gun Resistance, which could be added to hide, Half-plate, Full-plate armor and creatures. To do the listed above. The only problem, is then you have to go back and add that to all the Bestiary's. So i dropped that idea, as not needed. Then i though, well if a creature is magical enough to have spell resistance, then it is magical enough to be resistance to the effect of guns being able to hit ones Touch AC).


    Fireball Attack = Only ranged weapon can have the Fireball Attack ability. As a standard action or move action once per round; one can pull back the bow string, speak the command word, and release the string. This creates the same effect as a Fireball spell cast by a 5th level caster. Range: 600 feet or until hitting a solid barrier or creature. Damage: 5d6 damage (Reflex save for half). Area of Effect: 20 foot radius spread. See spell Fireball for other effects.

    Moderate evocation; CL 5th; Craft Magic Arms and Armor, Fireball, Caster level must be bonus x 3; Price: +4 bonus.

    .................................................................

    Math

    Use-Activated Permanent Magic Item ( CL x SP x 2000)
    Duration = Instantaneous = (If the spell has a 24 hour duration or greater the divde the cost in Half) = Note Instantaneous effect are Permanent effect that last greater than 24 hours; aka Damage/Wall of stone.
    Multiple different ability = Because you never know what other bonus it will be added to, so added in right off the bat.

    Use-Activated = Fireball Spell ( 3 x 5 x 2,000) = 30,000
    Duration = Instantaneous/24+ ( 30,000 divided by 1/2 ) = 15,000
    Multiple different ability = ( 15,000 x 1.5 ) = 22,500
    Cost = 22,500 vs Table 15-8 on page 468 = +4 Bonus effect.

    ................................................................

    Now you can add a Fireball Attack to any Range weapon :) Just make sure not to be so close as to get caught in the effect.

    So does every thing follow the rules. ??


    Some Creatures you might want to fight with guns

    Holy, Unholy, weapon needed for some = count as magic
    Cold-Iron for some.

    Angel, Astral Deva = Touch AC 14 = DR 10/evil
    Angel, Planetar = Touch AC 13 = DR 10/evil
    Archon, Hound = Touch AC 10 = DR 10/evil
    Archon, Lantern = Touch AC 11 = DR 10/evil
    Archon, Trumpet = Touch AC 13 = DR 10/evil

    Bebilith = Touch AC 9 = DR 10/good
    Behir = Touch AC 9 = DR none
    Bulette = Touch AC 10 = DR none
    Chimera = Touch AC 10 = DR none
    Chuul = Touch AC 12 = DR none

    Demon, Babau = Touch AC 11 = DR 10/cold iron or good
    Demon, Glabrezu = Touch AC 8 = DR 10/good
    Demon, Hezrou = Touch AC 9 = DR 10/good
    Demon, Nalfeshnee = Touch AC 13 = DR 10/good

    Devourer = Touch AC 12 = DR none

    Dinosaur, Ankylosaurus = Touch AC 8 = DR none
    Dinosaur, Brachiosaurus = Touch AC 6 = DR none
    Dinosaur, Elasmosaurus = Touch AC 11 = DR none
    Dinosaur, Stegosaurus = Touch AC 10 = DR none
    Dinosaur, Triceratops = Touch AC 7 = DR none
    Dinosaur, Tryannosaurus = Touch AC 7 = DR none

    (white, brass, copper = same as black)
    Dragon = Young black Dragon = Touch AC 12 = DR none
    Dragon = Adult black Dragon = Touch AC 10 = DR 5/magic
    Dragon = Ancient black Dragon = Touch AC 8 = DR 15/magic

    (green, red, bronze, gold, silver = same as blue)
    Dragon = Young blue Dragon = Touch AC 10 = DR none
    Dragon = Adult blue Dragon = Touch AC 8 = DR 5/magic
    Dragon = Ancient blue Dragon = Touch AC 5 = DR 15/magic

    Dragon Turtle = Touch AC 8 = DR none
    Earth Elemental = Touch AC 10-7 by size = DR none to 10/- by size

    Giants (verys) = Touch AC 8-11 by type = DR none (all)

    skip, skip, skip,

    Kraken = Touch 6 = DR none
    Linnorm, Craf = Touch 10 = DR 10/cold-iron
    Linnorm, Ice = Touch 8 = DR 15/cold-iron
    Linnorm, Tarn = Touch 10 = DR 20/cold-iron
    Neotheld = Touch 4 = DR 10/cold-iron
    Sea Serpent = Touch 8 = DR none
    Shambling Mound = Touch 9 = DR none
    Slug, Giant = Touch 4 = DR 10/slashing or piercing. (bullet can do blunt)
    Treant = Touch 7 = DR 10/slashing
    Xorn = Touch 10 = DR 5/bludgeoning (bullet can do piercing)

    .................
    Just a short list, left out a lot.


    If you enchant a gun with the Distance ability (PF phb, page 470)

    ..................
    "Distance: This special ability can only be placed on a ranged weapon. A distance weapon has double the range increment of other weapons of its kind.
    Moderate divination; CL 6th; Craft Magic Arms and Armor, clairaudience/clairvoyance; Price +1 bonus.
    ..................

    Will this allow the first range increment to be doubled??

    It sounds like it will.

    Range listing on guns = listed here for reference.

    ""Range and Penetration: Armor, manufactured or natural, provides
    little protection against the force of a bullet at short range. When
    firing upon a target within a firearm’s first range increment, the attack
    resolves against the target’s touch AC. At higher range increments, the
    attack resolves normally (including taking the normal cumulative –2
    penalty for each full-range increment). Unlike other projectile weapons,
    most firearms have a maximum range of five range increments.""

    Distance Pistol = now first range 40 feet
    Distance Musket = now first range 80 feet


    1000 gp gun Can i kill and rob the gunslinger yet, just for the gun.

    .........

    1500 gp musket gun = 20% pawn shop = 300 gold profit each.
    1000 gp pistol gun = 20% stolen property = 200 gold profit each.
    10 gp black powder = 20% pawn shop = 2 gold profit each.
    1 gp bullet = 20% pawn shop = 2 silver profit each.

    Gunslinger start out with =
    Firearm: At 1st level, a gunslinger gains either one
    musket (along with 50 doses of black powder and 50
    bullets) or two pistols for free.

    Musket & Powder/shot = 2050 gp = 20% fence = 410 gp resale profit
    2 Pistols and powder/shot = 2550 gp = 20% fence = 510 gp resale profit

    ..........

    Trained Hireling = 3 silver wages per day = 2 gold 1 silver a week
    Untrained Hireling = 1 silver wages per day. = 7 silver a week
    Profession = 1/2 profession check in gold a week.


    Touch attack and High level creatures.

    Most Magic spells that do touch attack to high level creatures have to get throw Spell Resistance, Saving Throws, Elemental Immunity, and Resistance.

    Guns Touch attack have to get throw Damage Reduction.

    ..........

    Even if you take a -4 penality, if the creature has +5 or more natural/armor then it is worth shooting it. If your fighting a demon with +20 natural armor (DR 10/good). Have a cleric align you gun, before you shoot and the DR disappears.

    ..........

    Was this the intent?


    See Invisibility Sight
    Aura moderate divination; CL 8th
    Slot none (see below); Price 18,000 gp; Weight 1 lb.
    Description
    You can attach this sight to a single two-handed firearm.
    When this is done, the sight becomes part of the weapon,
    but can be removed from that weapon with a full-round
    action. A firearm wielder can choose to spend a full-round
    action to make a single shot with a firearm that has this
    sight, ignoring the invisibility of that creature. You cannot
    use the sight to see or locate invisible creatures, only to
    target them with a firearm attack.

    Construction
    Requirements Craft Wondrous Item, true seeing; Cost 8,000 gp

    Question
    1) The item caster level is listed at CL 8th level. The spell True seeing, at its lowest class is Cleric as a 5th level spell. This would mean that a cleric could cast true seeing at 9th level Caster Level at the earliest. = Should the CL for this item not be CL 9. ??

    2) The last line in the description " You cannot use the sight to see or located invisible creatures, only to target them with a firearm attack ". Leaves me confused. How does one target a creature with a firearm attack if they can not located or see the invisible creature.

    How about = "You cannot use the sight to see or locate invisible creature with other attacks, but you can see and locate invisible creatures only when attacking with the firearm attack".

    Which makes more since.


    Think Killing Blow should be renamed Deadly Blow.

    The gunslinger ability called killing blow, only get target down to 0 hp, to gain the grit point. So the name is kind of misleading when i read it.

    I think Deadly Blow sounds better, and is a better description of the effect that was described.


    Wizzit TA&A Washing Barrel

    Aura faint universal magic CL 3rd
    Slot -- Price 1002 gold; Weight 30 lb (empty)

    DESCRIPTION: This empty barrel is enchanted with universal magic. Dirty cloths are placed inside the barrel, and the lid is closed. After an hour, one can open the lid, and the cloths will be clean and dry. If the lid is removed before the hour is up, all the cloth will continue to be dirty. Usually 12 to 15 loads can be done in a 24 hours period, assuming time to load and unload the barrel.

    Construction Requirements Craft Wondrous Item, Prestidigitation; Cost 502 gold

    Wizzit TA&A Washing Barrel, best on the market. No need for a dryer, as it cleans and drys all in a hour. Wizzit is the way to go, for your laundry needs. Need to get out blood, gore, and grass stains; not a problem with the TA&A Washing Barrel, ready to serve all your washing requirements for that castle, tower or temple near you!!


    Arrows in the PF PHB, what kind are they.

    Do they have metal tips ?
    Do they have arrmor heads ?
    Do they have nothing, just sharp pointed wood ends ?

    Just wondering, was watching "Robin of Sherwood", and noticed they were shooting arrows with just wooded tips.

    Then i look in the PF PHB, and did not see what there was listed. The picture of Crossbow Bolts, shows them as all wood (no metal), and was wondering if the arrows listed in the PHB damage area were also all wood with no metal.


    Gem of Cure Light Wounds

    Aura faint Conjuration (healing) CL 3rd
    Slot -- Price 300 gold; Weight 1/10 lb

    DESCRIPTION: This crystal blue gem, shimmers with a rune on it. Those who touch the gem to another living creature, and speak the command word, cause the gem to cast Cure Light Wounds, and cure 1d8+3 hp worth of damage. Using the gem, is a standard action, which cause the gem to vanish.

    Construction Requirements Craft Wondrous Item, Cure Light Wounds; Cost 150 gold


    Robin of Sherwood

    Now on Hulu

    Reminds me of
    Ranger = Robin
    Rogue = Scarlet
    Barbarian = John little
    Priest = Fryer tuck
    Fighter = The city guards

    Herne the Hunter = Druid/Ranger

    .........

    Anyway, found it on hulu. Little different than most robin hood shows.
    Kind of Cheesy, but it makes me like it even more than normal.
    They have a little mysticism & magic in this version, not a lot, but some.


    Ant Haul spell, is it to good for a 1st level spell

    Yes i love the spell, love what it does, etc etc.

    But is the duration two long for what it does. Would you have allowed the spell to be reversed, with that duration.

    Oliver McShade wrote:

    Like to see a new spell

    ANT CRUSH
    School: transmutaion; Level: alchemist 1, cleric 1, druid 1, ranger 1, sorcerer/wizard 1, summoner 1.
    Casting Time: 1 standard action
    Components: V, S, M/DF (small loadstone)
    Range: touch
    Target: creature touched
    Duration: 2hours/level
    Saving Throw: Fortitude negates. Spell Resistance: Yes

    The target's carrying capacity is diminished by a factor of 3 (see table 7-4: Carrying Capacity on page 171 of the Core Rulebook). This does not affect the creatures's actual Strength in any way, merely the amount of material it can carry while being penalized from this spell. It also has no effect on encumbrance due to armor. If the creature wears armor it still takes the normal penalties for doing; in addition to the normal penalties for being encumbered. Ant Crush counters, but does not dispell Ant Haul.

    Guess what i am getting at is, would you allow the reverse of the ant haul spell (Ant Crush) to be reversed as a 1st level spell??


    When druids were changed from 2nd ed over to 3rd ed.

    Why were they not changed to a spontaneous caster class??

    The old 2nd ed Ability requirements were Wis 12, Cha 15.

    So with such a high charima requirement back in 2nd ed, why did they drop that in 3rd, and not make druids a Cha based caster.


    How many Spells can you put on a Scroll ??


    I was thinking about the Druid who would be taking the Heavy Armor Proficiency at 1st level.

    I Noticed in Transmute Metal to Wood spell, they listed that:

  • Armor = Is reduced by -2 Ac. Armor losses -1 AC any time it is struck by a natural attack roll of 19 or 20.
  • Weapon = Take a -2 to attack and damage rolls. Weapon splinter and break on any natural attack roll of 1 or 2.

    Wooden Armor
    Medium
    Scale mail AC +3
    Chain mail AC +4
    Breastplate AC +4
    Heavy
    Splint mail AC +5
    Banded mail AC +5
    Half-Plate AC +6
    Full Plate AC +7

    So i was thinking if you made a Full Plate suit of armor out of wood to begin with, say with Craft Carpentry or Craft Armor, right from the start. Then this would give a Druid with Heavy Armor feat at first level with Full Plate armor AC +7.

    Would you then be able to use a Mending spell to repair the damage from the natural attack rolls of 19-20, that would cause the AC lose, each time it was hit??

    Would there be any reason why this would not work ??


  • Was looking at a druid, and wanted to know if

    "Improved Initiative" +4 would stack with "Aspect of the Best: Wild Instinct" +2 to initiative.

    I thought they would stack, but double checking to see if there was some rule i did not know about that would not let them stack ??


    Posted Changed.

    See 3rd post down.


    How many summoning spell can you have going at the same time.

    I know that in past, we have played that you can have any number out. But this does not make since when you look at other spells and how they react when cast together.

    Just Wondering if some people play Summon Creature spells using the Combining magic effects rule on page 208. As:


    • Different Bonus Types
    • Same Effect more than Once in Different Strengths
    • Same effect with Differing Results
    • One Effect Makes another irrelevant


    Does your Favorite Class have to be the first class you take a level in ?


    What ever happened to Slings.

    Back in 1st, 2nd ed... every Blunt restricted class used slings as range weapons.

    But in Pathfinder, i rarely see anyone mention them now.

    Did something happen to Slings, to make them Obsolete in Pathfinder ??


    Is there any way to cast Antimagic Field on some other target other than yourself.

    I can see wanting to use it on another target like a Fighter or other melee character loaded down with Magic items.

    I do not see any purpose on casting this spell on oneself (wizard), or very rarely (Cleric).

    ??


    Will the Bestiary 2 have updated Summon Monster charts for clerics and wizards.

    Mainly asking because near the top end, 8th and 9th level spells, the picking on what can be summoned is very slim vs alignment.


    Just wanted to double check to make sure i understand this spell correctly.

    When used vs normal evil creatures.
    When a 7th level cleric gets this 4th level spell it does = 3d8
    At 8th level it does = 4d8
    At 10th level it does = 5d8 (maxes out)


    When you make Potions with your mage or cleric

    What Flavor does your potion have for which spell?

    What thinking about Apple blossom for Cure light wounds.

    Any idea or suggestion for the other types??


    Service

    How much do Scribes charge??

    Per Page of Written ??
    Per Page of Line drawings ??

    Or would you pay them by the Day ??

    For like copying books, scrolls, posters, etc.


    How many pages?
    How many creatures listed?
    How much would it cost?
    Who would be making them ?

    I keep seeing DM say you need knowledge checks to know about monsters. But even as Hobbies, we (players and DM) both buy Monster Manuals up like crazy.

    So, Adventures who battle creatures for a living, would go research monsters to learn about them. In large citys, would not the Adventures guild, Mage guild, Zoology guild, etc have books, on creatures. Would not adventure want to buy monster books and read up on as many creatures as possible. Just wondering were, how, who, and when one would find these books.


    So if i wanted to create a Magic long Bow +1 that can shoot fireballs (range 600 feet) (damage 5d6) (5th level caster level) once per round, and have Unlimited useage.

    I would need:
    Masterwork long Bow = 375 gold
    +1 Magic weapon Bonus = 2000 gold
    Fireball spell caster level 5 (3x5x2000) = 30,000 gold

    Anything else needed to be added ?


    Can you have a bow that does both Flame & Frost for +1d6 fire damage +1d6 cold damage. ??


    Was looking stuff up on web when i ran across Dungeon Squad game. Though it was a cool idea, but wanted something simpler. Came up with this idea below

    (PS=I call this Version = "THE ALL MIGHT D4, and how it has fallen")

    Non-Combat: Just role-play stuff out. If you need a skill check, just roll your "Movement/Skill" number vs a "Skill check AC number". For the most part skills can not be used in combat. If skills are used in combat, the person doing the skill needs 5 rounds of un-interrupted use. If anyone forces the person doing the skill to make a "AC check" or "movement" then the skill fails and needs to be started over.

    Combat or Movement = ((Not both)): Player can move or make an attack but not do both during the same round.

    Hit Points = 10 points to start with.

    Initiative = 1d20 = High roll goes first. If their is a tie, those who are tied re-roll again to see which of them goes first.

    Defense/Skill check AC = 1d12 = This is your AC, Dodge, Defense, Luck, and everything else rolled into one. Roll this once per combat round, for your AC score. Any damage score must must beat this score, and the difference between the two is how much damage that is inflicted. (example: You role 1d12 and get a 6 score. The gnoll roll 1d10 and gets a 8 score. AC 6 - 8 damage = 2 damage to HP. So you take 2 hp damage to your hp).

    Next player get 1d10, 1d8, 1d6 : The player then assigns each of these to one of these : Melee, Range, Movement/skill, . (example: A fighter might choose 1d10 melee, 1d6 range, 1d8 movement).

    Melee: Melee is physical combat. It will effect everyone; that the player choses; within one 5' (or one 10' based on GM floor map), square that is next to the player at the time of the melee attack.

    Range: Range is range combat. The player picks one target to effect, that is within range, (roll the "Movement" die, that is how far you can shoot this round). ===GM option: Depending on how range is roll-played out, and purely at GM option, 1d4 target might get effected by range. All target must be next to the previous target; like in a circle, line, square, etc. The player only get to select the first target, while the GM gets to select all remaining targets=== Note: This is assuming Bows, Sling, Handguns, laser pistols, etc. If you let the player use long range riffles, laster riffles, bazooka, missal launcher, etc then multiple movement roll by a factor of 10. On the other hand, if your dog fighting in space with spaceships.. just assume the movement score rolled is in Parsecs, Miles, Baseball fields, the length of a battle Cruiser, etc. Distance is Relative; to what ever the GM says it is.

    Movement/Skills:
    (Non-Combat) This is how good you are at skills. If you want to be the smart person who can work the computers, the thief picking the lock, the tracker following footprints, etc, etc, then choose this as your 1d10. The GM will roll a opposition check 1d12 AC, to see if you succeed. Luckily since skill are usually done outside of combat, a failed rolled can sometimes be re-rolled again. (example: Your car is broken. You would keep working on it till you succeed a skill check. How long each check takes is up to your GM, so five fails might be any where from 50 minutes to 5 days based on what your GM says. Ya Time is Relative; to what ever the GM says it is. Note: Sometime you only get to do a skill once, like disarming a trap, disarming a bomb, jumping throw a window, climbing a tree, etc.
    (Combat-Range): See above about Range. How far you can shoot.
    (Movement): This is how far you can move during a combat turn on your own ability to walk/run/flap your wings/swim/etc. Movement is Relative; to what ever the GM says it is. In other words, if everyone if diving a car or piloting a fighter ship, then the distance moved would be relative to that distance the GM say it is.

    Creature Level: Everyone start off a level Zero normal. Your level is added to your starting Hit Points. Your level is added to any roll you make. (example: a 3rd level character would roll Initiative +3, roll their AC +3, roll any damage or movement +3, etc).

    Then you add Magic: (player get to choose a magic item or to be a spell caster)

    (Magic Item): 1d4 = Player at start of game gets to add a 1d4 to one thing: Initiative 1d20, AC 1d12, Melee, Range, or Movement/Skill. This 1d4 is added to any roll the player makes, but the roll can not exceed its max number + character level. (example: A 4th Fighter with 1d10 Melee with 1d4 magic flaming sword. Can roll 1d10 = 5, 1d4 = 3, and get a 8 score + 4 for level to end up with 12 score. On the other hand if he rolled a 1d10 = 10, 1d4 = 3, he would max out at 10 (max number) plus 4 for level to = 14 max damage score.)

    (Magic Spell): Well this idea is not fully developed yet :). The idea is that as you gain more levels, more spell effects become open to you. Spell effects very in what they can do. ((See your GM for Spells))
    Direct effects = like damage, slow, stun, that effect a target or target creature has to beat there "AC" roll; which mean that most even or high level creatures will not normal be effected. This is magic weak spot. The difference in the d4 roll vs target AC is duration effect lasts. (example: 8th level Mage cast slow 1d4 = 3 +8 caster level for 11 score. 2nd level troll rolls a 1d12 = 4 + 2nd level for 6 score. 11 - 6 = 5 rounds the troll is slowed.)
    Indirect Effects = Like area effects such as fog, slowing vines, wall spells, etc. There effect lasts 1d4 + caster level. The effect will effect everyone; both friend and foe; in the area of the effect. (example: 5th level wizard casts Wall of stone inside a cave to buy time for rogue to pick a lock, the wall prevents movement or combat from either side. The wall of stone lasts 1d4+5 rounds).
    Buffing Other only: Same as Magic Items, for their next round (or 2 if they used up that ability this round). Again, other only for balance reasons.
    Healing is a Direct effect & can not be done in combat = So you have to beat the target "AC score" even if that target is a friend. (example a 5th level caster rolls 1d4 = 3 +5 for level = 8 and the 3rd level target rolls 1d12 = 2 +3 for level = 5. The heal works, but only heals 3 damage. === GM might put a time limit on how often or how much time between healing spell has to pass before another one will work; Based on how the GM wants healing to be done in his game world.===

    Note=Any spell that effects a target AC directly needs to be rare, high level 15-20, and only effect it by 1d4 max.

    ((spell examples: Like said before work in progress.... just making these up off the top of my head as examples))

    Note = any spell effect that uses a d roll, if effect by target level. So a 1st level Slow (area) cast by an 8th level mage would have 1d4 + 8 range and effect 1d4 +8 squares.

    1st level spells

    Slow (target) = Range: 1d4 range = Target is slowed down, and takes a -1 to Initiative and movement. Duration is based on difference to spell vs AC.

    Slow (area) = Range: 1d4 range = Area is 1d4 squares (what is a square, ask your GM, could be 5' or 10' depending on his battle matt)=(Player shapes the square as he likes, as long as they all touch each other). Target is slowed down, and takes a -1 to Initiative, movement or skills. Duration is 1 round.

    3rd level spells

    Slow (target) = Range: 1d4 range = Target is slowed down, and takes a -3 to Initiative and movement. Duration is based on difference to spell vs AC.

    Slow (area) = Range: 1d4 range = Area is 1d4 squares (what is a square, ask your GM, could be 5' or 10' depending on his battle matt)=(Player shapes the square as he likes, as long as they all touch each other). Target is slowed down, and takes a -3 to Initiative, movement or skills. Duration is 3 round.

    Held/Petrified (area) = Range: 1d4 range = Area is 1d4 squares. Target is frozen in place for 1 round Duration. (Note: If they say Petrified, GM might make duration 1d4 rounds, but add +1d4 to petrified targets AC while petrified), depending on how player and GM want to role-play it out.

    Fog (area) = Range 1d4 = Area is 1d4 squares. Target suffers 1d4 penalty to Initiative, Movement, Skills, and range attacks.

    5th level spells

    Wall of Stone (area) = Range 1d4 = Area is 1d4 squares. Wall is placed that blocks attacks or movement between wall. Duration is 1d4+caster level vs "AC opposition roll by GM", and yes this might mean the spell just down right fails.

    Last= What level of acceptable reality do you want:
    (Comedy): Anything goes, like it does in cartoons.
    (Simple)-Most liked version: If it is even remotely possible, it is allowed (example: goblin surgeon coming at you with 2 tiny surgeon blades, and doing 1d10 melee damage, due to his skill.)
    (Ordinary): Melee 1d10 is long sword, 1d8 is short sword, 1d6 is dagger, 1d10 range is long bow, 1d8 is short bow, 1d6 is sling, etc, etc,etc, GM can make a list of what can do what.
    (Realistic): Ok forget everything listed above, good luck with writing your own 1000 page book or books.

    So what is a 1d10, 1d8, 1d6 melee look like. Anything the player wants it to be. From a Battle axe barbarian to a Robot with green LED eyes, to a Kung-Fu Un-Armed Fighter, to a Squirrels waking you with its tail. As i said before check with you GM for "Level of acceptable reality do you want".

    So what is a 1d10, 1d8, 1d6 Range attack look like. Again, Anything the player want it to be. From a Bow and Arrow, to Bazooka, Rail gun, missile launcher, Heat-Ray Vision, or anything else ranged. As i said before check with you GM for "Level of acceptable reality do you want".


    Was wondering about converting Pathfinder into a Mega-Damage magic system.

    Was thinking Magic spells would do : 1 damage = 1 mega-Damage

    +1 AC on magic armor would convert into = 10 MD.

    (examples: 5d6 fireball would do 5d6 MDamge. While a +2 magic Chain Mail +6 AC, would convert over 80 MDamage.)

    (example: Mage Armor is +4 AC... would convert over to 40 MDamage.)

    Main problem is monster conversion: (just a rough guess at this point).

    Any creature that requires Magic, silver, cold iron, etc become MDamage.

    Hp: 1 hp = 1 MDC
    AC: 1 ac = 10 MDC (Dex, Dodge not counted)

    (example Pixie would have 4d6+4 MD + 20 MD (+1 natural +1 size).


    cut from another thread to posted to here to keep other tread clean.

    .......................................................

    Someone else mentioned that this would be moving in on Erastil turf. So now my only question is how do i go about kicking that lawful, animal lover with a bow out of the way, while keeping my own Neutral good alignment:-)

    Any idea how one Good church takes over another Good church :)


    Gods and Domains.

    Ok, so Deities get 5 domains.

    Ok, officially when creating Deities. The Gods have to select the alignment domains that match their alignment

    Neutral Good = Good, plus 4 more
    Chaotic Good = Chaotic, Good, plus 3 more.
    Chaotic Neutral = Chaotic, plus 4 more.
    Chaotic Evil = Chaotic, Evil, plus 3 more.
    Neutral Evil = Evil, plus 4 more.
    Lawful Evil = Lawful, Evil, plus 3 more.
    Lawful Neutral = Lawful, plus 4 more.
    Lawful Good = Lawful, Good, plus 3 more.

    (Plus = is equal to any non-alignment domains).

    True Neutral = Any 5 (non-Alignment) domains.

    Noticed this is how the PF phb gods are set up.
    .................

    Just checking before i work up some more gods.


    Soften Earth and stone: When this spell is cast, all natural, undressed earth or stone in the spell's area is softened.

    later it say
    ... this spell does not affect dressed or worked stone....

    So my question is

    If you plow a field does this count as worked or dressed stone ??

    if so...

    How long (how many months or years ) after you plow a field, would you have to wait before it would go back to being considered a natural field ??

    (This question brought to you by your local farmers/gardener guild)


    Blessing of Fervor PF APG p205-206

    Ok, just checking to make sure i understand this correct.

    If i cast this spell, and include myself as one of the targets. Then next round i could cast any 0-2 level spell; as if i had used one of the enlarged, extended, silent, or still feats. Without increasing the casting time or using up higher level slots ??


    Ok, my Search Fu is just off tonight, because i could not find it while searching the message boards backfiles.

    Vampiric Touch Spell page 364 PF phb

    So my question is how does these temporary hit points work ??

    (example. Wizard with 30 hp. Takes -5 hp damage, now down to 25hp. Cast spell and gains +10 hp.)

    Now after the hour has worn off, does it drop back down to 25 hp or does he drop down to 30. ??

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