![]() ![]()
I'm playing one right now, I've decided not focus on damage but instead I'm the skill monkey and scout of the group. I recommend Psycrystal affinity, leave it behind with the party and use it like a walkie talkie while you scout ahead. It has come in handy on numerous occasions, with me being at 6th level and able to get a +40 stealth modifier I tend to be at least 50-100 feet ahead of the party it nice to be able to call for backup if needed. ![]()
Since I had wondered the same question I'll see if I can help you understand why the question was asked. Like pcs, Druids animal compaion and summoner's eidolon gain an ability score increase for every 4 hd they have(it's listed in the special section). We were wondering if the spirit/undead compaion is the exception to (what appears to be) the rule, or was it missed accidentally. While I think it's odd, you're the designer and thus what you say goes. ![]()
I'm playing a cryptic with an 18 int so I understand. I've dealt with it by accepting that I can't do it all, I can focus on damage or being the groups skill monkey/scout. I chose the skill monkey/ scout role, so I've only put 1 point in the knowledges and none into autohypnosis. Even so there are a bunch of skills that I've just put 1 or 2 points into just for favored class. Since you want to focus on damage I recommend putting just a point into stealth to start, between size, racial and class skill bonus you're at 9+ points and dex. After you put 5 ranks in the knowledges you can grab the one pattern feat then you can use the points to work on other skills. ![]()
I had idea for a weakness but not sure how balanced/priced. Cold Blooded(-2 R P): Prerecquisite: None; Weakness: Members of this race are fatigued when in temperatures less than freezing. After a hour they must make a dc 14 fortitude save or be exhausted. The condition last until they are exposed to a temperature above freezing for an hour. Help with wording and balance would be appriciated. ![]()
SycoSurfer wrote: The Greater Beast Totem which I wouldn't get until 10 would bump the damage to 2d6 instead of 1d8 so this was basically a prereq to get the 2d6 later on. I could delay it, but at lvl 6 when you get 2 attacks so basically 4 claw attacks the 4d6 going to 4d8 could be nice. Then at 10 having 6 claw attacks at 2d6 each it could be a pretty good take. It would be almost like a flurry of blows from a barbarian. Hate to be a downer but, natural attacks don't work that way, you'll only ever get 3 attacks: the 2 claws and the bite. They would be made at full bab or full -5 if it's a secondary attack however. Edit: I believe you could however, use a one handed weapon and get all your normal attacks plus a claw and bite. The natural attacks would be at -5 and only plus half str but it would give you 5 attacks at 10. ![]()
Ninjaxenomorph wrote:
I should have worded that differently, I meant I wanted a weapon enhancement version of the spell, so you wouldn't have to keep casting the spell. For the heck of it I made it and posted it in the home brew section. ![]()
I saw the saw the spell weaponwand from the inner sea magic guide and thought it would make a useful weapon enhancement. So here is my attempt at it Wand Storing When the command word is spoken the weapon opens revealing a space large enough to hold a wand. After a wand is inserted the weapon returns to it's original shape. A character who wields the weapon is also considered to be wielding the wand as well. You can attack normally with the weapon or use the weapon as if it were the encased wand. If the effect created by the wand requires an attack roll to successfully strike a foe, you may make the attack roll as if you were making an attack with the weapon at its highest bonus (including any bonuses the weapon would normally receive) rather than just a normal attack with the wand—doing so does not allow you to add the weapon’s damage to the wand’s attack roll, but instead allows you to use your skill with the weapon to boost your chance of hitting with the spell. Moderate Transmutation; CL ?; Craft Magic Weapons and Armor Weaponwand; Price +2 I'm not sure what the CL should be, also not completely set on the price. A +2 means a cost of 18000 minimum, assuming average wealth by level 7 at the earliest though 10th is more likely,but I'm not sure balance wise what it should cost. Thoughts? ![]()
After looking at the descriptions of rings, staves and wondrous items, I think you're right Gauss. In all of the other items, the requirements start with the crafting feat required and with the CL being listed before the description. It would be clearer if the stat block looked like the other items. ![]()
MagiMaster wrote: That should be 10,000 gp. 1 * 1 * 2000 * 2 for one spell and 1 * 1 * 2000 * 2 * 1.5 for the other. The 2s are from the 1 min/level duration multiplier. Otherwise it's a cool item. Ok, thanks. I see my mistake, I was calculating based using the multiple similar ability part, but didn't notice it was only for items that don't take up space on the body. A quick question, I saw that the dc increase by +5 for every prerequisite you don't have, does that mean a fighter with master craftsman and create magic armor and weapons could create a +1 flaming weapon with out needing the spells? ![]()
My first attemp at this, so here goes nothing. Gloves of Switch Hitting
Description These leather gloves have a pattern of alternating arrows and swords. When worn, any weilded weapon's damage is calculated as if it was a size larger than it is. Construction Requiremets
![]()
It wasn't anything special, but our gm gave us a +1 flaming burst spear, expecting us to sell it. Instead our group barbarian took it and used it to great effect. It was great watching the dm's face when the guy crit'ed with the spear, which he did a surprising amount, that he expected we'd never use. ![]()
To be fair, when you compare the traps with the skirmisher archetype hunter's tricks they really aren't that bad. Part of the traps problem is that they take a full round action to make and deploy. Unless you have time to set up multiple traps, their use is limited/circumstantial, compared to hunters tricks which can be used with little planning. I agree with tark that more trap selection would help, and feats and/or trap modifying abilities would be nice. ![]()
There is a feat that I found that might make it worth max ranks in it, its in a 3pp book called book of drakes Drake Dart (Combat)
Thoughts? ![]()
I love the flavor of the trapper archetype, but have to agree with, what appears to be, the majority of people on the boards that its underpowered. Any suggestions on how to impove it? An idea I had was to impove the animal compaion. At levels 6,10, and 12 your effective Druid level rises by 1, so that at 12 level your compaion is as strong as a druid's of equal level. At 8,14,16,18 and 20 your animal compaion gains a +1 enhancement bonus to it's attack to a maximum of +5 at 20th. I think this makes up some of the power that you lose by not having any spells. ![]()
nexusphere wrote:
actually you can take claws. according to final version pdf, you can only apply it to limbs (legs) once though. |