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Quixque's page
29 posts (31 including aliases). No reviews. No lists. No wishlists. 1 alias.
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Nostagar wrote: Ok, how exactly is it done?
If you make a half-human/half celestial creature, what is its effective character level for the purposes of taking other classes?
Ex: you're making a half-celestial paladin. You are only allowed to be effectively an 8th level character. How many paladin levels are you allowed to take?
I've been trying to figure out how this works in Pathfinder, but can't figure it out.
That would be because pathfinder got rid of effective character levels. Templates are intended primarily for the DM to enhance NPCs. If you want to play a half-celestial/dragon/fiend/etc.. in Pathfinder, it requires more of a discussion with your DM as to if he/she thinks it is too powerful for the campaign in relation to the other characters.
Whereas some templates, such as werecreatures, were made more playable and comparable with tieflings and other previously +1 ECL races, the half-templates remained the same as far as power boosts go. Depending on the DM, campaign, and other characters, I could imagine your DM allowing a half-celestial as 6th level instead of at 8th level like the other players.
In other words, there is no ECL adjustment. An 8th level Paladin half-human/celestial would be an 8th level character in regards to everything, including XP requirements. However, the ability bonuses, special abilities, flight, and other qualities & defenses may make the character more powerful than the other players at the same level.
These differences can even out over time, but not always. Really, it's more of a DM call than a hard rule in Pathfinder vs 3.X.
Phneri wrote: Hey all. I run a homebrew Pathfinder campaign that's sitting around 8th/9th level. We're at 4-5 and I'd like to get to 6-7 so that we have a sizable group for the days some folks can't make it. We have an adult group in the 20ish-40 range and generally go for a weeknight game (Mondays have been good lately, but we're flexible). We generally run out of my place right off the orange line.
Give me a reply here with some kind of contact stuff or ping me at phneri on the gmails.
I've recently moved to Springfield, VA and am looking for a new group. I have been playing D&D for around 20 years and now prefer Pathfinder. If you are still looking for players, I'm interested.
quixque at gmail dot com
I've recently moved to Springfield, VA and am looking for a new group. I have been playing D&D for around 20 years and now prefer Pathfinder. If you are still looking for players, I'm interested.
quixque at gmail dot com
Eyolf The Wild Commoner wrote: The only ones I like.
Signature Spell
Maybe Imp Hold Charge..
I think everything else is either perhaps O.P., Unbalancing, or just not appealing.
What about the feats are O.P. or Unbalancing? I would love suggestions on cleaning the feats up.

Eric The Pipe wrote: Quixque wrote: CALCULATED ATTACK
.... this would result in every class taking this, i would take it as a monk with wisdom, that way i at least one less score to worry about.(i wouldn't allow it) I agree that it would be overpowering if the feat allowed you to use a primary mental ability for any attack roll. However, the feat only allows use of your primary casting ability when making attack rolls for spells that you cast. Perhaps adding the prerequisite of "Ability to cast spells" would help clarify that it applies only to spells?
Eric The Pipe wrote: Quixque wrote: CONTROLED RESPIRATION
fix the bit about autohypnosis, that skill has always been week and not useful. i can't think of a player that would take this unless it was part of a chain This was intended as a regional feat for an area of one of our home campaigns and originally used Concentration for checks. What is the issue that you have with using Autohypnosis for the check? Do you have any suggestions for replacing the mechanic? Simply doubling the duration of holding your breath seems a bit much to me, but I would like to have your opinion.
As to Autohypnosis, we will have to agree to disagree as to its usefulness as a skill. I think being able to make a free skill check to overcome fear, resist ongoing poison effects by a skill check, and other useful effects regarding dying is pretty useful.
Eric The Pipe wrote: Quixque wrote: EXTEND SPELL LIST
not bad Thank you. I strive to get reactions like this from the GM. It is a sure sign that the feat isn't over or under powered.
Vic Wertz wrote: Quixque wrote: The iconic Pathfinder Savant, Akmanya, is carrying around a masterwork zumm'ra. What is a zumm'ra and which book can I find it in? It's a Kelesh double clarinet (mentioned on p60), and so would be treated as any masterwork musical instrument. Thank you very much. Seems I read it a little too fast.
The iconic Pathfinder Savant, Akmanya, is carrying around a masterwork zumm'ra. What is a zumm'ra and which book can I find it in?

Over the years i have made a few feats for my characters either as a way to make them the way I envisioned or upon GM request (regional feats and such). I recently converted them to PfRPG (very easy to do) and removed feats that would no longer apply due to rule changes. Thinking that others might like at least a few of the feats, here they are.
CALCULATED ATTACK
Prerequisite: None
Benefit: When making an attack roll for spells the caster may use his primary casting ability bonus instead of the relevant physical ability.
Normal: Attack rolls are adjusted for Strength or Dexterity.
CONTROLED RESPIRATION
Prerequisite: Iron Will
Benefit: When not exerting his self, a character may automatically slow down his heartbeat and rate at which he uses energy. This extends the length of time a character can hold his breath when not active to twice the normal duration. If a character is fighting, swimming, or otherwise active, and attempts to use the feat he must make a DC 20 Fortitude save or autohypnosis check. Roll separately for each attack, save, or skill made in a round. If the check fails, the character immediately tries to breathe even if he would have been able to hold his breath longer without using the feat.
Normal: A character may hold his breath for a number of rounds equal to his constitution score.
Special: This feat may be taken multiple times; increasing the duration the character can hold his breath by an additional multiple of 1. (1st – x2, 2nd – x3, 3rd – x4, etc…)
EXTEND SPELL LIST
Prerequisite: Cleric
Benefit: You add the spells of one clerical domain to your cleric spell list, allowing you to prepare these spells normally.
Normal: Domain spells can only be prepared in the bonus domain slot.
Special: This feat may be chosen multiple times, each time applying to a different domain. You cannot learn domains inappropriate for your god or alignment.
IMPROVED HOLD CHARGE
Prerequisite: Ability to cast third level spells
Benefit: You have gained a greater understanding of magic in relation to touch spells, allowing you to hold a touch spell even while casting another spell, using another form of attack, or other activities. You may hold the charge of a touch spell that is at least two (2) levels lower than the highest level spell you can cast while performing other actions without the spell discharging. The spell is still discharged as normal upon making a successful touch attack. You may hold the charge of only one (1) spell at any time.
(ex: a fighter/cleric casts cure serious wounds prior to entering combat, during combat he is gravely wounded, as part of his full attack action, he discharges the spell on himself as either a secondary attack or one of his iterative attacks with all requisite penalties.) (ex: a monk/sorcerer casts shocking grasp at the start of combat, before he is able to enter the fight, a companion goes down, he moves up to tend her then attacks an opponent with his flurry of blows, discharging the spell with one of the attacks.)
Normal: An instantaneous effect touch spell may be held indefinitely until discharged or casting another spell.
LARGE SUMMONING
Prerequisite: Spell Focus (Conjuration), Augment Summoning
Benefit: Any summoned creature is one size category larger than normal granting it a +4 size bonus to Strength, a -2 size penalty to Dexterity, a +1 bonus to Natural Armor, a -1 size penalty to Attack and Armor Class, and a +1 size bonus to CMB and CMD. Adding this feat to a spell increases its level by 1.
Normal: A summoned creature is normal for its type.
Special: This feat may be applied to a spell multiple times, at a cost of 1 spell level per size increase.
BODY MASTERY
Prerequisite: +5 base Fortitude save, ability to cast any spell from the polymorph sub-school or the change shape ability or the wild shape ability.
Benefit: You have gained a great deal of control over your shape-changing abilities and can change aspects of your body instead of the entire form. (i.e. grow claws, wings, natural armor, etc. of a form, without changing your entire body.) Stats do not change unless the entire form is changed.
Normal: You can change your entire body into a new form.
Special: If duplicating an aspect of a particular creature the character must be familiar with the creature, having fought one or spent time studying a living or dead specimen. Attack modes duplicated are scaled to the character’s size. A character may only have one aspect of a creature in effect at a time from lesser body mastery.
MARK OF HUMANITY, QUICK-THINKER
Prerequisite: human/humanoid crossbreed (half-elf, half-orc, etc.)
Benefit: A character with this feat has inherited more traits from his/ her human parent. The character learns quickly and receives one (1) additional skill point at 1st level plus one (1) additional point each level thereafter.
Special: This feat can only be taken by a 1st level character.
REFLEXIVE CHANGE
Prerequisite: Able to assume an alternate form as a swift action.
Benefit: You are able to assume an alternate form at any time you wish, even when it is not your turn or when you are surprised. You can activate your ability as an immediate action in response to another’s action. Thus, you can gain the benefit of your alternate form in order to prevent or ameliorate an undesirable event. For example, you can choose to change shape when an enemy attacks you (gaining a higher AC, additional hit points, etc…), or casts a spell at you before you know the results of the attack. You must be aware of the attack, but you may be flat-footed.
Normal: You assume an alternate form only on your turn
ROCK CATCHING
Prerequisite: size Large or larger, ability to throw rocks either by feat, class, or racial ability
Benefit: A character of at least large size is able to catch small, medium, or large rocks (or projectiles of similar shape). Once per round, a character that would normally be hit by a rock may make a reflex save to catch it as a free action. The DC is 15 for a Small rock, 20 for a Medium one, and 25 for a Large one. The character must be aware of the attack in order to make a rock catching attempt.
Special: A character that also has the Deflect Arrows feat may choose to deflect rocks or other massive projectiles.
SHIELD-ARM
Prerequisite: Improved Unarmed Strike or natural claw attacks, Two-weapon Fighting or Multi-weapon Fighting or Multi-attack
Benefit: An individual trained in shield arm has toughened the bones and skin of the forearms and learned ways to deflect blows of even the sharpest blades and bolts. The character receives a +1 shield bonus to AC whenever not using a shield and unarmed. A character may only use the shield-arm when not flat-footed and against attacks that the character is aware of.
Special: This feat may be taken once for each arm the character has, increasing the bonus by +1 each time.
SIGNATURE SPELL
Prerequisite: Spell Mastery, Access to spells at least 2 levels higher than chosen signature spell
Benefit: The character chooses a spell that he/she has chosen with Spell Mastery to become their signature spell. The character is then able to cast that spell spontaneously by forfeiting a previously prepared spell of equal or higher level.
Special: A character may take this feat multiple times. However, he/she may only have one signature spell of each spell level known. Only spells memorized for their wizard class may be forfeited.
SUPERNATURAL TRANSFORMATION
Prerequisite: Spell-like ability, 21st character level
Benefit: The character chooses a spell-like ability that he/she has to become a supernatural ability. As a supernatural ability, the effect cannot be disrupted in combat, does not provoke an attack of opportunity, is not subject to spell resistance, counter-spells, or dispel magic, and does not function in areas where magic is suppressed or negated (such as an anti-magic field).
Special: A character may take this feat multiple times. Each time it applies to a different spell-like ability.
TAINT OF THE DEMON LORD
Prerequisite: Touch of the Abyss
Benefit: The fey’ri has grown even closer to his/her demon forefathers. A fey’ri character gains one (1) additional special ability from the restricted list (damage reduction, dimension door, enervation).
Special: This feat may be chosen multiple times, each time it applies to a new ability.
TOUCH OF THE ABYSS
Prerequisite: Fey’ri, Fiendish Bloodline
Benefit: A character with this feat has grown closer to his demonic heritage. He or she gains the use of an additional ability from the fey’ri chart. Though closer to his/her demon bloodline, the character still can only have one (1) of the three (3) restricted abilities (damage reduction, dimension door, enervation).
Special: This feat may be chosen multiple times, each time it applies to a new ability.
CHAIN MASTERY
Prerequisite: Exotic weapon proficiency with spiked chain, base attack bonus +3
Benefit: Through extended training you have learned new versatility when wielding a spiked chain. By wrapping a portion of the chain around your forearm, you may wield the spiked chain as a one-handed melee weapon. While so positioned, you cannot be disarmed nor are you able to drop the chain if a trip attempt is failed. Alternately, you may wield the weapon in one hand similar to a whip with a 10 foot reach. As with a whip, you provoke attacks of opportunity while wielding the spiked chain in this manner. Switching your grip between the three positions (two-handed, one-handed, whip) takes the same action as if drawing a weapon.
Vic Wertz wrote: So if we had an item called Seoni's Slippers of Smiting, you can rename them Sexy Sorceror's Slippers of Smiting, Steve's Slippers of Smiting, Slippers of Smiting, or Slappy Shoes, or whatever.
Didn't Bill Cosby's mom have a pair of those?
Master/Mistress of the Hunt: in charge of the hounds, falcons, and any other hunting animals, ridding the immediate environs of dangerous beasts, as well as ensuring the castle's larder is full of wild game. In an evil kingdom, the position could also be in charge of hunting intelligent beings for royal sport.
wraithstrike wrote: Off-topic:I just showed the BMX bandit video to some friends a few days ago. Off-Topic: The only BMX Bandit video I'm aware of if an 80's Australian film featuring a young Nicole Kidman. What video are you referring to?
Of course, if you allow feats from WOTC's "Complete" line, a wizard could take alacritous cogitation allowing him to cast 1 spell spontaneously each day. Combine this with a wizard's item familiar and he can then spontaneously cast 2 spells per day. One would be available by leaving a slot unprepared, regardless of having a bonded item with him, and the other would be available with his bonded item.
Thereby a wizard could qualify to be a dragon disciple. I'm not sure if it would be worthwhile except for the improved melee combat abilities, but that may be sufficient for some.

Credits.. appreciated. :)
I like the concept.
The mana pool and powers could be a good way to get around removing the PHB2 spells while still granting the flavor.
- Regarding the primary casting stat, I'm on the fence. A Charisma based warrior/caster seems more like it should be a Blade Dancer, a character who reacts to the moment, fighting with finesse and deception. Though spontaneous casters, the Duskblade has always felt like a character whose strength relied on knowledge and preparation rather than improvisation.
- Umbral Sight: Think about switching the ranges for blindsense and blindsight or decreasing the range of the blindsight to 30' and keeping blindsense at 30' at 10th, but increasing to 60' at 16th. This keeps the more powerful ability at a reasonable range while keeping the lower ability as useful. As to the name, I don't know, maybe Umbral Senses or Arcane Senses? Not sure, but since only 1 improvement to his perceptive modes relies on sight, maybe change that one word out?
- Quick Cast: Why have it cost mana to activate? It's already limited by the number of times per day.
- Dimension Hop: You've stated that he can spend more than 1 point to teleport an additional creature. Can he teleport an additional 10' per point of Charisma bonus for each additional point spent?
- Mana: How many points can be spent in a round? Is there a max?

Anthony Kane wrote: PHB:II Updating the Duskblade and the Knight
Blade of Spell & Sword (Su): By 20th level the Duskblade has mastered the art of combining sword play and spell casting, marrying the two into a unified deadly whole. Whenever the Duskblade uses their quick cast ability to cast a touch spell as a swift action they may apply the effects of the arcane channeling (full attack) ability to it as well. In addition to the touch spell affecting every melee target struck in that round, the spell does not discharge at the end of the round. Instead it remains locked in the blade for a number of rounds equal to its spell level, and adds an additional bonus to hit and damage for that many rounds. Once a number of rounds equal to the spells level have elapsed the spell then discharges normally.
I like your updating of the class. Probably because it is so similar to my own. We ended up dropping BAB to average instead of raising the HD. Reasoning: fig 10/wiz 10 (or sorc), or fig 1/wiz 9/e.k. 10 would end with the same +15 attack.
I think I'll steal your quick cast progression and capstone abilities for our game, though I do have a question regarding the last sentence there. By "discharges normally" do you intend that the spell then goes off as if it was cast normally, or that it then ends with no further effect as with other channeled spells? While the former interpretation makes the ability far more powerful/useful, I think it would be a bit much in comparison to the base classes' capstone abilities.
For "Arcane Attunement", we completely rewrote the ability. First, we moved all of the spells over to the cantrip list that he can choose from. Second, we worded it thusly: "A duskblade marries spellcasting and bladework so completely that while wielding a melee weapon he casts spells as if he possessed the eschew materials and somatic weaponry (complete mage, pg 47) feats." This served to clear up how he can cast effectively while wielding a sword and shield without outright granting 2 additional feats.
The wording in PHBII implies that duskblades can only learn 1 spell per level, period. Since we reduced the combat power by dropping his BAB to average, we decided that a duskblade learns one spell automatically each level, but that he may otherwise increase the number of spells that he knows through research. Since he has a highly constricted base spell list to choose from, we thought this was not too powerful.
This may have been asked/answered already, but my mind is slow this morning and not up to reading 125 posts to find out...
In regards to the Artificer:
1) What Ability is used to determine the DC of spells that he incorporates into his Weird Science Inventions?
2) Is an Artificer able to craft additional Weird Science Inventions due to a high Ability score?
3) I am assuming that the table indicating the number of Inventions also determines the number of spell abilities that can be incorporated into an invention. For example, a 3rd level Artificer could have two first level and one second level spells incorporated into between one to three Inventions. Is this correct?
neceros wrote: The spiked chain from Pathfinder core rule book is 4 feet now. Intentionally done so people stop trip spamming I assume. Yep, 4 feet. I'm mostly OK with that, but I do think that such a short chain should be a one-handed martial weapon and not 2-handed exotic. If you fold the chain in half and hold both ends in one hand, you have a basic flail.
Thanks for the read and advice. I submit the altered feat to the DM for approval on our next game night.

Thanks for the incite into the mechanics and possible abuse. My thought process behind this was not even about getting the chain back to 3.x usage, but to make it work similar to what I think it should.
With only a 4ft length of chain, it would seem more unwieldy to me to use it in two hands rather than one. In regards to the secondary effect of using a chain like a whip, I meant it to be used just like a whip in most regards except AC providing immunity to damage. Therefore, the wielder would not threaten anyone with it in that grip.
As for shifting the grip costing the same time as drawing a weapon... I think you are right and it should be a swift action. I should have reread Short Haft when I put this together. I misremembered the feat and believed it was a free action. I felt that was too easy and wanted to require a little more time, hence same as drawing a weapon.
How's this for a rewrite?
CHAIN MASTERY
Prerequisite: Exotic weapon proficiency with spiked chain, base attack bonus +3
Benefit: Through extended training you have learned new versatility when wielding a spiked chain, granting you two new ways to use the weapon.
By wrapping a portion of the chain around your forearm, you may wield the spiked chain as a one-handed melee weapon. While so positioned, you cannot be disarmed nor are you able to drop the chain if a trip attempt is failed. Alternately, you may wield the weapon in one hand similar to a whip with a 10 foot reach. As with a whip, you do not threaten the area into which you can attack and you provoke attacks of opportunity while wielding the spiked chain in this manner just as if you had used a ranged weapon.
Switching your grip between the three positions (two-handed, one-handed, whip) requires a swift action.
For your consideration and construction criticism, I present to you a feat of modest proportions.
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CHAIN MASTERY
Prerequisite: Exotic weapon proficiency with spiked chain, base attack bonus +3
Benefit: Through extended training you have learned new versatility when wielding a spiked chain. By wrapping a portion of the chain around your forearm, you may wield the spiked chain as a one-handed melee weapon. While so positioned, you cannot be disarmed nor are you able to drop the chain if a trip attempt is failed. Alternately, you may wield the weapon in one hand similar to a whip with a 10 foot reach. As with a whip, you provoke attacks of opportunity while wielding the spiked chain in this manner. Switching your grip between the three positions (two-handed, one-handed, whip) takes the same action as if drawing a weapon.
Nethys wrote: Skill points are retroactively gained in the case of permanent Intelligence boost.
PRPG, Ability Score Bonuses wrote:
Permanent Bonuses: Ability bonuses with a duration greater than 1 day actually increase the relevant ability score after 24 hours. Modify all skills and statistics related to that ability. This might cause you to gain skill points, hit points, and other bonuses. These bonuses should be noted separately in case they are removed.
Your God of Knowledge,
Nethys
Also, page 8 of the conversion guide appears to state that permanent increases to Intelligence grant retroactive skill points.
PRPG Conversion Guide wrote: Finally, permanent alterations to your character’s Intelligence score now affect his number of skill points. Table 4–1 (on page 87) summarizes the number of skill ranks granted by each class per level.

peter Andreasen wrote:
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Lion’s Shield
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I really like this item for its levelling properties, drawing the to-hit from wielders attack bonus... but then I noticed the "base" in "base attack bonus" and got sad and frustrated ....(really!)
is it really limited to BAB only or what kind of bonuses and multipliers would apply to the shield?
would personal buffs like divine might cut it? - what about AO buff?
what about damage bonuses like sneak attack or smite evil
As that it is the object actively making attacks with no input from the bearer, only the object's properties would affect the attack and damage. When activated, the shield would be treated as a small animated object, giving the shield a Strength of 10. Therefore, it wouldn't have any bonuses or penalties to attack and damage.
It's reasonable to further enchant the shield as a magic weapon (or cast magic weapon/ greater magic weapon) which would give the shield bonuses to attack and damage when animated as well as when used by the bearer to shield bash. A tower shield version could also be crafted that would be a medium animated object with a Strength of 12.
A generous DM might also allow Strength enhancing spells to affect the shield if cast on the shield itself.

The 3.X Dragon Disciple can easily be viewed as a melee oriented PrC. I think that was more of a side effect of the intent of the class, which was to gain the half-dragon template. It's attachment to Sorcerers always seemed to be more for convenience and to strengthen the Sorcerer idea of having their magic come from a touch of dragon blood in their family.
I believe that there are other PrCs that attempted something similar: Acolyte of the Skin (outsider), Alienist (pseudonatural), Elemental Savant (elemental), and Pale Master (undead). The only difference is that Dragon Disciple is the only PrC that gave you every ability of the half-template, power for power, plus a couple of nifty extras (bonus spells and wings no matter your size.)
With the 3.X versions of the classes, I see little reason to restrict most of those PrCs to spell casters with a little tweaking.
****Edit to add****
That said, from a DM point of view I think the PfRPG version of the Dragon Disciple is worlds better. Unless the Bestiary Half-Dragon is far different than the MM version you no longer become a half-dragon and your spell casting actually improves. I think they should have more PrCs like this for the other bloodlines wherein you delve deeper into your heritage, gaining greater abilities related to that heritage. It's a focusing of the character on a specific aspect of themselves to improve, which is one of the things that a PrC should be for.
As a player with a Duskblade, I loved becoming a half-dragon with the 3.X PrC. It allowed access to racially specific feats that are not accessible to the new version. With the PfRPG version, I still consider it one of my favorite PrCs and the loss of access to the racial feats and the massive strength boosts is well made up for by increased casting ability.

The Battle Dancer from the Dragon Magazine Compendium, is a good pairing for a Charisma based spellcasting class. Like monks they are unable to wear armor, but receive an AC bonus of +1/5 levels and add their Cha to AC instead of Wis. They have good reflex saves, unarmed damage progression, and various tumble/dance based movement bonuses.
For a lot of arcane spell nastiness, a Wizard/Duskblade can be a good combination. They both have the same primary casting stat, the duskblade gets an inordinate amount of spells per day (though not enough melee touch spells in my opinion) that he casts spontaneously through his melee weapon as part of his attack, and the wizard can learn any number of spells. This allows the gestalt character to memorize defensive and non-combat or just-in-case spells without minimizing his combat effectiveness.
For something completely different, a Psychic Warrior/Dragon Shaman could be an interesting pairing.
For diverse capabilities a Psion, Sorcerer, or Wizard paired with Cleric would be devastating.
Their are just so many complementary and/or interesting pairings available.
I like what I see so far and most of the items that caused me a little confusion were cleared up by previous posters, so thanks to all of ya'll. However, Seoni's ray attack bonus seems off. If it is still adjusted for Dex, shouldn't it be +7 (base +5, Dex +2) and not +6?
Trying to think how best to answer this in regards to my group is making my brain hurt. We have/ had 4-5 DM's that rotate with no defined schedule. Each has their own campaign or campaigns running. So, lots of characters for each player. I'll try for some sort of organization in my rambling answer.
PHB/PfRPG Core Classes
PHB2
ToB: Book of 9 Swords
[b]Other books[/]
Suffice it to say that while we often stick to the core classes, our group likes to branch. As to prestige classes, in 3.x if a game continued past 8th level, most characters would have a prestige class. So far with PfRPG, the base classes are interesting and flexible enough that only 3 characters have taken the prestige route.
Gamer Girrl wrote: In pfRPG, there is no mention that Mage Armor does not stack with physical armor ... nor does 3.5 ... nor does 3.0. Is this noted somewhere I am unaware of? D&D 3.0 - DMG page #177
D&D 3.5 - DMG page #21
PfRPG - page #157
PfRPG only discusses the restriction in the magic section since that is where most bonuses will be coming from. The 3.5 DMG had the largest write-up of the three editions so far. Hopefully the final PfRPG will have a more complete write-up about it.
In a nutshell, bonuses or penalties of the same type do not stack excepting: dodge, untyped, racial, and some circumstance bonuses. Also, natural armor from magic will stack with inherent natural armor. Though, I think every spell that grants Natural AC states that.
Pendagast wrote: From the beginning I was deadly, Silly deadly. The sorcess had a habit sincelevel one of buffing me to the point where it was literally impossible for the baddies to damage me. The rest of the party would sit back and watch me kill them all. I am curious as to what spells the sorceress was buffing you with that boosted your AC so high as early as 1st level. I've not had the opportunity to play an arcane caster yet in Pathfinder, but from what I remember, there are only three 1st level spells that boost AC: Mage Armor, Protection from Evil, and Shield. Of those, Shield doesn't stack with a physical shield and is self-cast only and Mage Armor doesn't stack with physical armor.
Not trying to start anything, just curious. For all I know, ya'll are using spells from other source material or house rules that would affect it.
That is pretty, but is the app available or usable for other touch screen devices? The iPhone gets a lot of press, but t's not the only game in town. My LG Vu feels lonely without the grimoire now.
There are a lot of excellent ideas posted so far as people's "one thing". As many have stated, it is quite difficult to choose just one thing that I would like addressed.
So, with little preamble, I would like changes to iterative attacks after moving. Something along the lines of the following would be great.
up to a 5ft step ------ all iterative attacks
up to half-move ------ one less attack per weapon, minimum 1 attack per weapon
up to full-move ------- two less attacks per weapon, minimum 1 attack per weapon
greater than full-
move (i.e. charge) --- only one attack

For me, the problem with 2nd edition psionics was two-fold: a d20 roll to activate powers and the refresh rate for power points (primarily the refresh rate). A few minutes down-time and all your powers were restored, whereas traditional spellcasters required lengthy rest periods to recover. This system was easily abused and psionics were banned in our games.
With the coming of 3.x, these issues were resolved; psionics had the same disruption potentials as casters and were no longer virtual perpetual motion machines. With those changes, psionics were reintroduced into our game table. However, due to the negative connotations from 2nd edition, they are rarely played.
This dearth of activity at our table means that the only aspect I consider unbalancing in 3.x for psionics hasn't been an issue yet. Their needs to be a cap to damage dice for psionic powers. For example: a typical 1st level magical attack spell has a maximum of 5 dice of damage, whereas a typical 1st level psionic power has a damage cap of however many points that you can use in that round. I mean, da**, a 15th level psion with a 13 primary stat (just for example) could spend 15 points on mind thrust (a 1st level power) to do 15d10 damage on a failed DC 19 will save. WTF Assuming a psion with a 18 primary stat, the save DC would be 22.
I love the ability to augment a power by using more points, more personal energy, but there should be a cap on how much damage can be done based on the power level. So, add damage caps comparable to spellcasters and I will be a happy DM. Maybe not a happy player, but you can't have everything.
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