Fiendish Fire Giant

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KaeYoss wrote:
Drejk wrote:


KaeYoss, could you please bring me a vial of bottled chaos.

Get it yourself. I just created an entropic font in your back yard. Take as much as you want.

You might have problems finding a bottle that won't turn into.... I have no idea what on contact.

After much trial and error I dipped a slightly autistic, left-handed, near-sighted weasel into the font and it turned into a vial.

You are welcome, Drejk.

As for the beta test: you have my... ah hell, I'm in.


Frostflame wrote:


I hope you didnt misunderstand I meant anticlimactic in the sense just when the players think everything worked out and they saved the day, it is the exact opposite. You did a great job as A DM nothing cruel at all. You created an elaborate plot and executed it perfectly and set up a recurring villain that the PCS will be constantly looking over the shoulders to deal with. After all the mastermind was an old black dragon so no less could be expected. However I have a question didn't your players have access to divination magic to try and get more information on the situation, or at least investigate further to gather clues, or did they blindly rush off? (I would like to play a session a with you)

The PCs had access to divinations, but did not think about it at the time. I played the tempo pretty fast and heavy so there was little downtime and a constant feeling of urgency.


Clockwork pickle wrote:


maybe anticlimactic was meant as "taking the wind out of their sails" ?

I thought it was a great, elaborate, deception, myself.
how did they react when they realized that after all that effort they were just rubes?

sad? stupid? mad?

did they even get it or did you have to explain?

Thanks for that... I figured it might have been from over simplifying the campaign that took a few months down into one post.

I had the Assassin talk as she fought, and let the truth be known. They felt like complete dunces when they realized how completely manipulated the had been.


Frostflame wrote:
Good storyline, not cruel but highly anticlimatic. Although jarnoths tactics are more common amongst Greens then Blacks +1

The Players didn't find it anticlimactic... maybe I should have just kept that example to my self.


I can sum it up in one word that still strikes a nerve with my players... Jarnoth

The campaign started normal enough... standard fare really. Goblin raids on a town resulted in a NPC Mage getting killed. the party investigated and were eventually able to determine the town woodsman (Ranger) had done the deed and framed a small tribe for it. the confrontation took place outside of town and went kinda like this:

Ranger hears them coming and ambushes from up in a tree with Entangle. All of the PCs fail the save, then arrows rain down from the trees.
They eventually win the combat, but can't take him alive.
They find a note on the body referring to a army massing and signed "J"

At this point they hear rumors that the queen of the realm has been kidnapped (or ran away with) her paladin protector. This was just story line fluff at this point.

The party goes to investigate the army mentioned in the note and eventually find it. a PC wizard is brave and uses some kind of shape change to get in and learn the army will be moving on the town tomorrow, and is able to poison the ale of an Ogre on the way out. The town follows the wizard's advice and sets up fortifications in the town square and braces for the attack. The next morning the army rides right into town lead by an Ogre Magi who after looking around a bit and finding the hard core of resistance at the town square... orders the outlying structures sacked and burned.

The wizard, dumbstruck with angry town folk glaring at him, states "I'm not a tactician, I'm a wizard!"

They have to break cover to save what they can of the town and eventually fight the Ogre Magi who with flight is able to stay out of range and rain pool cue sized arrows down upon them. (party is hating arrows at this point). They eventually defeat the Ogre Magi and find instructions on him to meet up with the rest of the army and prepare to attack the capital... signed "Jarnoth"

The party takes the warning to the king who begins ramping up defenses, and tasks them to retrieve his wife from the blackguard that took her. the Kings investigators have tracked them to an island so the party goes out to confront the Blackguard at the entrance of a cave. The Blackguard open dismisses any love for the queen saying that he kidnapped her for his true love, and even if they make it past him there is no way they will save her. Large fight ensues and Blackguard dies, saying that "Jarnoth will make you pay."

The party enters the cave and descends a tall spiral stair into a huge cavern filled with water... the stairs carved into a stalactite which ends on a small island. there is a 5' wide stone bridge barely under the surface of the water leading 20' across to another island where the queen's hand can be seen waving frantically from under a stone covered pit. Glimmering at the bottom of the lake is a horde of gold and items, and one PC spots a break in the surface of the water rippling in a serpentine motion. At this point everyone is thinking DRAGON! So when the 4 Alligators attack they are caught off guard... one PC in heavy armor is dragged off the island and begins to sink like a stone. I allow him to be saved, but not before he spots a HUGE form swimming underwater... Much bigger than the gators.

Their adrenaline still pumping from the gator fight they decide to risk the bridge and make it 1/2 way before Jarnoth's (an old Black Dragon) head breaks the surface on the opposite side of the island and breaths a line of acid directly down the bridge hitting every PC before sinking back into the water. I explain that if they want a reflex save they are off the bridge and swimming. (Every one declines the roll.) They rush across roll the boulder away and grab the queen. on the way back across the bridge Jarnoth leaps over the bridge and splashes down on the other side. The splash makes the party make a reflex save to avoid being swept off the bridge. They make it back to the stairs and begin the long climb battered, burned, half-drowned, and scared to death. Jarnoth surges out of the water to stop them from escaping. The party's ranger has a cracked idea and makes a called shot at the dragon's eye. Jarnoth roars loudly and drops back into the water apparently injured.

As the party heads back to the capitol they keep eying the skies for shadowy forms. They pass the devastation of war where the humans have completely decimated the foe... it was a slaughter. They are lead directly to the throne room and to the king with the rescued queen.

The queen, upon getting close to the king unleashes with a Cone of Cold and drops the disguise.

WTF?:
The "Queen" is actually a half-breed daughter of Jarnoth and the Ogre-Magi who had lead the army. Jarnoth had used the army of humanoids as a ruse to draw attention from the real threat, knowing there was no chance of victory. The half-breed daughter had seduced the Queen's Defender and turned him Blackguard. They then kidnapped the Queen. The Queen was disposed of (eaten), and the party was allowed to "rescue" the assassin. Yes, the whole thing had been an elaborate plan from the start. Even the ranger's shot to Jarnoth's eye had done no damage... it was just a ruse to let them think they had gotten away, not let go.

The PCs defeated the assassin and managed to revive the king who was on deaths door, but to this day wonder what other plans Jarnoth might already have in motion.


by all means... please do!

:D


1 person marked this as a favorite.

On the topic of Cursed Items:

I had a rogue come across a skeleton in a dungeon which had a black ring on one of it's hands. Upon pocketing the ring (so the party wouldn't see it) the skeleton crumbled into dust.

Said rogue decided to try it out immediately and was shocked when the ring started to talk to him! The ring introduced itself and informed the character that it would heal him and would cast necromantic spells for him in return for the pain the PC would inflict upon others.

Every 5 points of damage would become 1 charge with a maximum of 100 charges.

Each charge could be used to heal 1 hp or to fuel necromantic spells (1 for 1st lvl, 3 for 2nd lvl, 5 for 3rd...)

The ring then warned the rogue never to remove it. "It would be a bad thing to do."

Slowly over the next few sessions the rogue, who was having a ball with his new ring, was noticed by the other players as not having much appetite and becoming unhealthily thin and pale. When the other characters finally made the connection to the new ring they tried to talk him in to removing it. He refused, of course, so they jumped him in the hopes of saving him from himself. The rogue fought for all he was worth and the other players eventually had to cut the finger off to separate the two.

The party leaped back in shocked horror as the rogue crumbled into dust... all of his HP had been converted into charges.


After informing the PCs that they would be fighting against a necromancer with plans of lichdom they rolled up characters accordingly...

I remember a Paladin and a cleric, as well as others who spent lots of coin on Holy Water.

After hacking there way through 3 dungeon levels of undead, ranging from Skeletons and Zombies to more exotic less identifiable kinds.

Eventually they get to the grand chambers and can hear the chanting just beyond. They have almost prevailed! There is but a single guard on the door, and spotting bone peaking through holes in the clothing they attack with a holy vigor only to find that their holy water is useless, and the darn thing refuses to be turned!

They eventually destroy it, but have completely worn themselves down to the point the boss killed them all.

The evil-ness?:
The last guard was a Bone Golem.

I figured a Necromancer shouldn't be so stupid to defend himself with only one type of magic.


Pendagast wrote:


Quot errot demonstrandum, eh? We have a mathematician (or an engineer) here folks!

Bachelors of Computer Science actually, so a bit of both. I did so enjoy my Logic and Critical Thinking course in college... quite astute!

Pendagast wrote:


Anyway, we have a half-elf/half-orc in our campaign, mechanically hes a half-orc, just the elf flavor for flair. He's a tall, thin, gangly half orc (15 str, 14 con...wimpy by half orc standards)
...
Physically, we looks like a green skinned half elf with tusked teeth and red eyes, thinner than orc ancestry, more muscled and sinewy than elven ancestry.

Remarkably similar to what I had house ruled... I also gave the Orc Blood as well as the Elf Blood abilities (I didn't figure that would be overpowering) I had a plot device (a minor artifact) that had different abilities depending on the bearer's race... only that combination of bloods could unlock it's full power though.


What does Psionics mean to you?

Psionics is forcing a change on reality through force of will alone. (No flinging balls of bat guano or polishing a glass rod with a bit of wool, nor waving holy symbols required.) ...this requires rigorous discipline and a willingness to believe the unbelievable which ties it nicely to the Far Realms and madness.

This opposed to Arcana, which is more of a science of tools and implements and words of power (Sorcerers take to this science naturally with an innate understanding of it's principles.)...

Also contrasted from Divinity, which is serving an other planar entity or elemental force in order to ask for their intervention on your behalf.

Corrolary: In order to bend an iron bar I could:
A. Apply the Principa Magnetoreous which states that by applying an oil made of.....
B. Appeal to Desna to bend it for me.
C. Realize the truth, that there is no sp... er Bar, and that I only need bend my self.

Good examples of psionics that are not called psionics:
The Saga of Recluse by L. E. Modesitt Jr.
The Riftwar Saga by Raymond Feist
The writings of H.P. Lovecraft

How can I get you to buy a psionics book and use it in your campaign?

Print one! :D

Collaborate with DreamScarred Press... they are made of win!

Drop the psionic races... there are no Arcane nor Divine races. Best of intentions aside, this only serves to alienate psionics from the mainstream. Allow for psionic variant core races with alternate favored classes... (or maybe an option to forgo the favored class skill or HP bonus for a +1 power point per level. :) )

What is an absolute deal-breaker?

Do NOT limit psionics to mind only effects unless you are going to rewrite every other caster in the system and impose similar limitations. There are entirely too many mindless and immune to mind-affecting monsters out there for this.

I look at the other 2 branches capable of performing such feats.
Can a Cleric blast with energy? Enslave a mind? Move instantly through space and time? Yes.... as can a Sorcerer, a Wizard, a Druid, or a Bard.

Keep the point based system! (moo)


Heh, I also once played a full human throwback bred from a pair of halforcs in a Orc dominated tribe.

:D


that is one thing that has always bugged me...

A human can have a child with a Human, an Elf, or an Orc.
An Elf can have a child with a Human or an Elf.
an Orc can have a child with a Human and an Orc.

...why can't a Elf have a child with an Orc?

if the similarities are close enough both ways for humans doesn't it follow that they would be for Elves and Orcs?

A = B = C; therefore A = C

qed.


Pendagast wrote:


I cant possibly see any difference between male/female or female/male differences in an elf/human union as there are no differences in real world human races like oriental/occidental or african/american; when it comes to which sex had the parentage, or fetility for that matter.

Bear in mind that those are races of a single species, and what is in DND (naming convention aside) is multiple species. A more apt comparison would be Homo Sapiens mating with a Homo Erectus which likely would have different results based on parentage as many genetic traits are dominant or recessive on gender specific chromasomes.

This is the case with Ligers. The gene that controls growth is on the X chromasome (female side) for Tigers, resulting in larger females than males. But on the Y chromasome (male side) for Lions, making the males larger than females. Put a Tiger X and a Lion Y together and you get a double dose of growth.

Pendagast wrote:


As far as half orcs go, since they are much farther from humans than elves, I have trouble seeing a male human and a female orc.
The male orc is obviously a case of forced intimacy on the female human.

Never underestimate what a guy will do to survive... torture lowers lots of inhibitions (as do drugs and alchohol).


Don't forget my biggest pet peeve...

WereRats should NOT EVER be more powerful than WereWolves. Period.

( What kind of insanity made the designers decide that it was a good idea to make the Canines have to gang up to fight a single Rodent? )


Slime wrote:
Honorable Rogue wrote:

Just expanding on the idea that Halflings are good with slings I came up with...

Halfling Staff Sling:

...

The Jai Alai is also a good fit for those stats and double as a club in melee.

Ooo... and we could call it a Hoopak!

:|


Sweet!

Thanks again.


selios wrote:

I know that some changes were posted by Jason, but I can't find all of them, I only found the new barbarian rage and paladin.

Can someone point me to the other changes posts please ?

can you post links to those changes as well?


@Gnome-eater

I can't use the online character sheet without registering?

...why bother with that if I don't game online.

Maybe if you had the option to use the forms to fillout and then print it off without registering, or register and be able to save the character and use it in games online.


@Salama:

I really love the fillable PRPG beta character sheet you created... any chance of having the at least some of the fields auto calculate?


Steven Hume wrote:

i got long time items and spells in my games to deal with this problem(1st used in 2nd) so the combating them is fine, but even in the cannon rules there is no way to stop a psionic creature using its powers when captured, which IMO is wrong. Even if striped naked they can STILL use their powers SO there should be some way to nullify their powers so that when the psions goes and breaks the law, and gets thrown in jail, he just doesnt walk through the bars and leaves. ALL other caster types can be nullify by simple means(hands tied, mouth gaged) but psionics dont have that build into their class, cities and towns WOULD have something in place to allow this( in my game it is iron helms straped on their heads) cause if not then why would any city or town even allow psions to enter(even if they could detect them)

having a powerful psionic item to stop them EVERY TIME ONE causes problems in a city is unrealistic. I like to have a bit of realism in games and so i would like that SOMETHING was added so a city guard could throw a psion in jail, is that really too much to ask??

Well, if your psionics were the same as magic then a Null-Magic wing of the local prison would keep Psions and wizards and evil cultists all contained... barring that you would need to have a Null Psionics Field and a Null-Magic feild....

But Law enforcement on the cheap eh.... alrighty I'll bite
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DRUG EM! ...seriously, if they are in a stuppor they stay put.

or infect them with Cascade Flu and/or Cerebral Parasites

or have them lashed up to where they cannot comfortably rest in order to recover their powers.

or have a guard on duty to come poke the psion with a stick every hour to prevent a solid 8 hours of rest.

or have a court yard infested with Brain Moles

or all of the above?

.
.
.
If you only drug them and keep them wasted the Psionic members of your brute squad ("I'm on the Brute Squad." ... "You ARE the Brute Squad.") ...or Diplomatic Corps (evil gryn) can stop by during their shift to recharge via Power Leech ... but it's only really worth while for Psions >7th level.


Steven Hume wrote:


i notice you didnt comment on the whole HOW to you capture a psionic creature and stop them from using powers? that is my biggest problem ATM or more the point the PCs problem as they can safely capture a psion and get into out of them cause the min they are up they can start using powers. i didnt say that 2nd was a good system i said in 2nd they gave a way to limit them by saying helms interfer with their powers(like armour does with mages) That IMO makes sense and gives them a weakness they sorely need to balance them, wizard have problems casting in armour, psionics the same for helms.

I run psionic are diff as well in my games so that makes a differences as well

Just arm your brute squad with +1 Mindcrusher Suppression saps and beat them into submission. they'll rip through any protective psionics that are active, and when they wake up it'll be with a headache and without power points... this solution also prevents them from using any Psionic Feats as you can't focus if you have no power points.

The main issue here is that in portraying Psionics as different you inadvertantly make psionics more difficult to combat. if you used the default rulings that Psionics are the same you could just have a single wiz/sorc/cleric with Dispel Magic and not need the Suppression enchantment on the saps.


Re: GP cost for Powers with an XP component...

What if you used a Ability Damage or Drain mechanic (Presumably CHA to be neurtral between INT and WIS Manifesters) instead of a gp cost.

Charisma 0 means that the character is withdrawn into a catatonic, coma-like stupor, helpless.

Lesser restoration (potion) 300 gp cures 1d4 points of temporary ability damage


I did suggest a will save mechanic earlier in this thread...


My rational is that it makes a Dump-stat useful, allows for a decent Intimidate check, and links the intensity of persona and rage.


Consistancy, Not Exceptions.

I think that Barbarians should follow the rules and have a D10 like everyone else.

...to make up for the loss of HP and to discourage Barbarians from using Charisma as a dump stat they would get a new class feature:

Imposing (Ex)
A barbarian's presence and personal intensity is tied closely to their hulking size and stamina. Barbarians may add their CHA Modifier, as well as the normal CON modifier, to their Hit Die for determining Hit Points.

.
.
.
Thoughts?


Consistancy, Not Exceptions.

I think that Barbarians should follow the rules and have a D10 like everyone else.

...to make up for the loss of HP and to discourage Barbarians from using Charisma as a dump stat they would get a new class feature:

Imposing (Ex)
A barbarian's presence and personal intensity is tied closely to their hulking size and stamina. Barbarians may add their CHA Modifier, as well as the normal CON modifier, to their Hit Die for determining Hit Points.

.
.
.
Thoughts?


Sure there have been times when I told a rogue they couldn't take ranks in (whatever) due to some reason or another... and I've also told Fighters they couldn't use steel weapons in a campaign.

but there is a big difference between a DM saying that in my campaign you can't do something and the rules book saying you can't.

I guess what I'm saying is that if the majority (by far) of characters can't do it should it really be a skill in the first place?


Very Interesting....

Kudos for doin' the dirty work!


Alpha 3 wrote:

You cannot take this skill without a natural means

of flight or a reliable means of flying every day (either
through a spell or other magical manner, such as a druid';s
wild shape ability).

Are there any other skills that have requirements like this?

Will there be a clause added to "Swim" to prevent desert dwellers from taking ranks?

Will I be able to purchace ranks in "Burrow" for my dwarf?

If I play a Gith plane hopper will I be able to take ranks in "Astral shifting"?

Will new breeds of aberrations require ranks in the new and improved "slimy tenticle shuffle" skill to get around competently?

.
.
.

I think it's absurd to say "Hey, there's a new skill! ...but you cain't use it."


Sweet! the topic is still alive, ...just in a seperate thread.

Please see my suggestion here for replacing Concentration as a skill without rolling it into Spellcraft.


Sweet! the topic is still alive, ...just in a seperate thread.

Please see my suggestion here for replacing Concentration as a skill without rolling it into Spellcraft.


Any other non standard uses for Concentration?

I remember someone mentioned The Book of Nine Swords?

Edit: it was Tome of Battle - the Diamond Mind discipline requires it for something.

Basically what I did is carried over the DC to a Will save if there isn't another skill (besides Concentration) involved. if another skill IS involved I set the Bonus to the other skill DC equal to 2 for every 5 of the Concentration check DC.

(ie. a DC 15 concentration check turns into a +6 modifier.)


Pathos wrote:
Rageheart wrote:
Or just add 5 to the DC of the skill check, to keep it a single roll.
That's doable, but what if he suffers a successful AoO? Skill DC + damage (or half) dealt? Also, is adding 5 sufficient to differentiate between varying sources of distraction? Vigorous or violent motion, for example.

Maybe not I was suggesting the mechanics of the rule... as for the difficulties maybe something like this:

Distraction modifiers wrote:


+2 Use a skill defensively
+2 Weather is a high wind carrying blinding rain or sleet.
+4 Weather is wind-driven hail, dust, or debris.
+4 Vigorous motion
+6 Violent motion
+6 Entangled.
+8 Extraordinarily violent motion
+8 Grappling or pinned.

+half of damage dealt Damaged during the action.
+1/4 of continuous damage last dealt Taking continuous damage during the action.

+half of Distracting spell’s save DC Distracted by nondamaging spell.
+half of Distracting spell’s save DC Weather caused by a spell, such as storm of vengeance.

If there is not a applicable skill, such as when casting a spell, make a Will save DC 10 + the above modifiers. Casting a Spell defensively adds further to this check twice the level of the spell.

Possible applications in other areas of the book:

Equipment:
Ignoring caltrop wounds to move at normal movement requires a Will save DC 18 (ala Autohypnosis)

Death and Dying:
If reduced to 0 hit points (disabled), you can make Will save DC 20. If successful, you can take a normal action while at 0 hit points without taking 1 point of damage. You must make a Will save for each strenuous action you want to take. A failed Will save in this circumstance carries no direct penalty—you can choose not to take the strenuous action and thus avoid the hit point loss. If you do so anyway, you drop to -1 hit points, as normal when disabled. (ala Autohypnosis)

Psionics:
If you have 1 or more power points available, you can meditate to block out the distractions of the world to become psionically focused. Meditating is a full-round action that provokes attacks of opportunity. This is a very difficult task and requires a Will save DC 20 and may be modified by other distractions. When you are psionically focused, you can expend your focus on any single Will save you make thereafter. When you expend your focus in this manner, your Will save is treated as if you rolled a 15. You can also expend your focus to gain the benefit of a psionic feat—many psionic feats are activated in this way.


Pathos wrote:

Why couldn't the old Concentration DC's for interrupting a skill that provokes an AoO be added to the beginning of the skills section?

Using Skills Under Duress
Some skills, when used, may incur an attack of opportunity when threatened by an opponent or when being distracted.

When such an attack/event is triggered, the character attempting the the skill check must make a special skill check to maintain their concentration to complete the task at hand.

(Then use the old DC's from the previous Concentration skill.)
_______________________________

Or just add 5 to the DC of the skill check, to keep it a single roll.


SirUrza wrote:


No, I'm talking about an example used earlier about trying to pick a lock while being called names. Serious or not, the situation doesn't exist.

What in the world do yo mean it doesn't exist? A rogue cannot be ribbed by others in a effort to make him fail? seriously that situation cannot happen? ever? at all?

SirUrza wrote:


As for being hit while spellcasting, I've yet to hear a good reason why avoid spellcasting fumble isn't part of your spell training. Seems to me a perfect fit for spellcraft.

I've yet to hear a good reason why snorkeling isn't part of Dragon Riding school, either.

The part about Wizard/Sorcerer/Cleric/Druid/Bard Acadamies neglects to say that it IS part of the training... By the rules if the rules do not say something IS, then it's not. (Oh and there is also not a part about Wizard Acadamies.)

The thing is if avoid spellcasting fumble is part of your spell training, and by assumption Spellcraft, why is Spellcraft not a Mandatory skill in order to cast Any spell. I can have a 20th Level Arch mage raining death on all... without a single rank of Spellcraft.


Herald wrote:
Hmm, I think that the knowledge skills are still usable for nonspellcasting classes. Though not in this game, the Artificer should have Knowledge because he doesn't cast spells.

Merge Spellcraft, Psicraft, Knowledge Arcana, and Knowledge Psionics into a single INT based skill which I'll call Lore. Alternately, omit the Psionics skills for a non-psionic ruleset, with the understanding that if Psionics are added later they also willl use Lore.

It's still usable by non-casters who want to be experts on all things unnatural. (ancient mysteries, magic traditions, arcane symbols, cryptic phrases, gods and goddesses, mythic history, ecclesiastic tradition, holy symbols, ancient mysteries, psionic traditions, psychic symbols, and cryptic phrases) You can use this skill to identify constructs, dragons, magical beasts, undead, psionic monsters, astral constructs, and psionic races their special powers or vulnerabilities.

Noncaster uses and DCs: wrote:


15 + spell level ... Identify a spell being cast. (You must see or hear the spell’s verbal or somatic components.) No action required. No retry.
20 + spell level ... Identify a spell that’s already in place and in effect. You must be able to see or detect the effects of the spell. No action required. No retry.
20 + spell level ... Identify materials created or shaped by magic, such as noting that an iron wall is the result of a wall of iron spell. No action required. No retry.
20 + spell level ... Decipher a written spell (such as a scroll) without using read magic. One try per day. Requires a full-round action.
25 + spell level ... After rolling a saving throw against a spell targeted on you, determine what that spell was. No action required. No retry.
25 ... Identify a potion. Requires 1 minute. No retry.
20 ... Draw a diagram to allow dimensional anchor to be cast on a magic circle spell. Requires 10 minutes. No retry. This check is made secretly so you do not know the result.
30 or higher ... Understand a strange or unique magical effect, such as the effects of a magic stream. Time required varies. No retry.
50 + caster level ... Identify basic property of magic item
70 + caster level ... Identify all properties of magic item
50 ... Quick identification of alchemical substances and potions
Actual casters would also gain the benefit of: wrote:


13 ... When using read magic, identify a glyph of warding. No action required.
15 + spell level ... Learn a spell from a spellbook or scroll (wizard only). No retry for that spell until you gain at least 1 rank in Lore (even if you find another source to try to learn the spell from). Requires 8 hours.
15 + spell level ... Prepare a spell from a borrowed spellbook (wizard only). One try per day. No extra time required.
15 + spell level ... When casting detect magic, determine the school of magic involved in the aura of a single item or creature you can see. (If the aura is not a spell effect, the DC is 15 + one-half caster level.) No action required.
19 ... When using read magic, identify a symbol. No action required.

... Makes it as nice as Tumble for a rogue!

Herald wrote:
As for your solution, I need to think about it. I like the idea that you have a mechanic that doesn't have one skill substituting of another.

I'm rather proud of it too... :D

Please, let me know if you find fault with it.


Herald wrote:


First off, I can agree to disagree. I can see everyone's points and I think very well of all of you. I will not resort to flames, I promise. Really no matter what I write please understand that I like you guys and I like this game.

Aww gee :D

Herald wrote:


I don't think that concentration is a good skill for monks at all. Zen is not about concentration. It's about harmony. (Not that all martial arts is about Zen)

Mediation and mind over matter, walking over hot coals... I would say that maintaining a mental state is more in line than harmonizing with the flames cooking your feet.

Herald wrote:


In closing that is my biggest complaint. Concentration is too spread out. It keeps interfering in activities that it shouldn't.
...
I don't think I said just that. I said that I believed that concentration is (IMHO) inferior to training. I don't really see how anyone trains in concentration. I've seen books on how to get organized, but I hardly see how that matches.

How would you say that you trained anyone to concentrate? IMHO you do or you don't.

Concentration really seem like a feat rather than a skill.

See we don't disagree at all! You think Concentration is not really a skill too! My whole issue whith the way things are in the Alpha is that they are trying to merge two disimilar concepts into one skill.

I do not think that Concentration fits the Feat mold though as everyone can concentrate, but with varying levels of success.

My position regarding the Skills:
--------------------------------------------------------------------------- ---
Merge Spellcraft and Knowledge arcana.

Merge Psicraft and Knowledge psionics.

PURGE (not merge) Concentration.

Make Concentrating on a skill check a modifier to the actual skill check.

Have abilities that do not require skill checks (yes I'm looking at you Spellcasting, gaining Psionic focus, walking across coals) force a Will save with DCs based off the old Concentration skill.


Herald wrote:


You're mixing up Knowledge: Arcana with Spellcraft...

Well, they do both allow you to identify spells that are being cast... But no, Spellcraft is the skill used in the process of creating magic items.

Herald wrote:


and you're not actually trying to to focus, you are trying to adapt. I do not agree that the examples put forth in this situation shows how an individual is focusing.

Trying to adapt to the damage I already took? ...how does that work exactly?

Herald wrote:


Focus is a way of doing things one way. Focus is not the way you would try and work your way out of most problems. Adaptation is a much better way of handling problems.

Yes, but we are talking about how hard it is to cast a spell in a storm, not that the prudent thing to do is to cast from inside a cave.

Herald wrote:


Being skillful is being able to approach a problem in more than one direction.

If I'm a wizard I should be skillful enought that I can compensate around problems like being grappled, varing light conditions, ect. If wizard acadamies teach wizards how to duel, I'm sure that they teach wizards how to adapt in adverse conditions.

Well, Concentrate was a class skill, but that doesn't mean it was a mandatory subject at Hogwarts.

Herald wrote:


Focus doesn't really play well into a Wizards/Sorcerer theme either. Wizards Are tapping into the comic forces the exist in the world beyond our senses. (My viewpoint anyways). They percieve forces that we can't quite reach and they cast spells the bridge the gap persay and allow magic to form in the game world. Focus doesn't quite get it. Just because you can memorize the words doesn't mean that you can cast the spell. A wizard is more than just his spellbook.

And thus the higher your level, the better you are at ...skillfully adapting to things like a rapier in yer sleen.

Herald wrote:


Focus does work well though for Psionics. The idea that you have mystical power, but it's locked away deep in your mind and you are trained to unlock that power, is thematicly popular. Focusing really works. And it rolls together nicely into Psicraft.

Not really, Psicraft is the skill used for making Psionic items

Herald wrote:


I don't buy your counterpoint. If you continue to focus your going to get another axe to the head.

And If I hit you with a rapier, (And I happen to own one, have been trained with one, not that I'm implying a threat) you better adapt or I'm going to play you like a fiddle. There is no way your going to get away with continue with what your doing.

Just like Mr. Myogi said. "Best block punch, no be there."....

Yes, a High Armor Class would be preferable to being hit... that wouldn't make you make a check at all! But what we are talking about here is the ruling that you have taken damage.

"Damaged during the action." (DC = 10 + damage dealt )

Dodging, or avoiding, or simply staying home that day does not answer the situation at hand. You have been hit, Not what?


Most if not all skills can and maybe should allow an alternate stat, much like your example above... I don't think you should need to burn a feat for something like that.

My take on Skill stats and alternates: (untried)

ME wrote:


Acrobatics Dex/Str
Appraise Int/Wis
Bluff Cha/Int
Climb Str/Dex
Craft Int/Wis
Diplomacy Cha/Wis
Disable Device Dex/Int
Disguise Cha/Wis
Escape Artist Dex/Str
Fly Dex/Con
Handle Animal Cha/Int
Heal Wis/Int
Intimidate Cha/Str
Knowledge Int/Wis
Linguistics Int/Wis
Perception Wis/Int
Perform Cha/Wis
Profession Wis/Int
Ride Dex/Wis
Sense Motive Wis/Cha
Sleight of Hand Dex/Cha
Spellcraft Int/Wis
Stealth Dex/Cha
Survival Wis/Con
Swim Str/Con
Use Magic Device Cha/Int


Herald wrote:
Matthew Morris wrote:
  • Casting a spell while entangles.
  • Spellcraft covers this nicely.

    Why? knowing the best types of components and materials to use in making a Wand of Magic Missle does not logically translate into the ability to focus your mind on the task of casting a spell while distracted.


    tussock wrote:


    More just throwing ideas in the ring. Those all could be Will saves, with DC's a little more static, or completely static to be easy to remember.

    Will DC 15 to cast on the defensive. Will DC 20 when damaged, or in a grapple. +4 to will saves when defensive or grappled with Combat Casting. It takes a long time to get +13 saves, much longer to +18. All the classes have good Will saves, even if the Int/Cha casters do miss out a little.

    Seeing as how Concentration (or Spellcraft, now) is almost always taken by those who might use it, does the game need the skill point tax?

    That is Kinda what I proposed isn't it :D

    There just needs to be a definite ruling on how to deal with these situations.


    Rageheart wrote:
    That is why in the early part of the thread I suggested a compromise solution using a Will save... the higher the Character Level the easier thay will be able to ignore distractions. Granted this approach favors some classes over others, but those classes are traditionally the more methodical ones... it kinda makes sense.

    Fleshing it out a bit more: <paraphrased from the d20 RSRD>

    "You must make a Will save to prevent being distracted (by taking damage, by harsh weather, and so on) while engaged in some action that requires your full attention. Such actions include casting a spell, concentrating on an active spell, directing a spell, using a spell-like ability. Using a skill that would provoke an attack of opportunity or requires your undivided attention does not require a will save to prevent distraction, but imposes a increase to the DC of the skill check. In general, if an action wouldn’t normally provoke an attack of opportunity or require your undivided attention, you need not make a Will save to avoid being distracted.

    If the Will save succeeds, you may continue with the action as normal. If the check fails, the action automatically fails and is wasted. If you were in the process of casting a spell, the spell is lost. If you were concentrating on an active spell, the spell ends as if you had ceased concentrating on it. If you were directing a spell, the direction fails but the spell remains active. If you were using a spell-like ability, that use of the ability is lost."

    Will Save DC ...... Distraction
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    10 + damage dealt ...... Damaged during the action.

    10 + half of continuous damage last dealt ...... Taking continuous damage during the action.

    Distracting spell’s save DC ...... Distracted by nondamaging spell.

    10 ...... Vigorous motion (on a moving mount, taking a bouncy wagon ride, in a small boat in rough water, belowdecks in a stormtossed ship).

    15 ...... Violent motion (on a galloping horse, taking a very rough wagon ride, in a small boat in rapids, on the deck of a storm-tossed ship).

    20 ...... Extraordinarily violent motion (earthquake).

    15 ...... Entangled.

    20 ...... Grappling or pinned. (You can cast only spells without somatic components for which you have any required material component in hand.)

    5 ...... Weather is a high wind carrying blinding rain or sleet.

    10 ...... Weather is wind-driven hail, dust, or debris.

    Distracting spell’s save DC ...... Weather caused by a spell, such as storm of vengeance.


    Actually here is the Rub, I do NOT advocate keeping the Concentration skill.

    OK, pick up your jaws and listen...

    I do say we need a way to handle all the possible situations which may occur in it's abscence. for simple scenarios like distracted climbing and Diplomacy a increased DC on the skill check works fantasticlly.

    (did anyone here think I argued against that?)

    For everything else, including spellcasting the ideal solution to me is NOT a skill check! situations not based on skills should not be resolved by a skill check.

    Your example is perfect, you don't go right back into what you were doing because you now have 10 ranks in Collate, but because you have the time and experiance in what you do.

    that is why in the early part of the thread I suggested a compromise solution using a Will save... the higher the Character Level the easier thay will be able to ignore distractions. Granted this approach favors some classes over others, but those classes are traditionally the more methodical ones... it kinda makes sense.

    Do I expect Paizo to use this idea? Not really, but they are welcome to... I just want a system that works.


    KnightErrantJR wrote:
    Psicraft/Martial Lore work pretty much the same way as Spellcraft for arcane and divine spellcasters, so I really don't have a big problem with it.

    How is Lore of any kind supposed to fortify the mind enough to ignore effects like Pain, weather, bumble bees and feathers... those things that do not involve spellcasting at all, do not come from a source that forces a saving throw, and happen frequently in many a core setting.

    KnightErrantJR wrote:


    I know there probably will be some examples, but for the life of me, outside of psionics/Book of Nine Swords abilities, I have a hard time thinking of any uses for concentration from the "core" rules.

    Reread the thread, I have listed 3 ... off the top of my head.


    SirUrza wrote:

    *nods*

    Psicraft = Spellcraft for Psionics.

    Use Psicraft for Concentration rolls.

    This shouldn't be an issue. Last time I checked there was no Taunt skill in the game. Those few abilities that can distract you, put penalties on you, and even then, it was a Will Save, not Concentration you use against them.

    And it isn't (I'm so regretting even mentioning Psionics in the first post. If you ignore that post and continue reading you will sse that I have focused on core rules set situations where the Concentration check being rolled into Spellcraft (or any other skill) doesn't really fit the bill.

    As far as those few abilities that can distract you, what is the DC on the will save or skill check to avoid dropping an item you are keeping away from halfling wenches who are tickling you? (there, a 3rd example.)

    KnightErrantJR wrote:
    ... I don't really think the skill is needed, so I'm definitely in favor of the "roll in" to Spellcraft.

    Not needed, so roll it into Spellcraft? gads, why not roll it in to Alchemy instead. Because it does not fit the purpose of the skill. Period. Spellcraft is a Knowledge skill (Based on INT), How is knowing 3rd level Necromantic spells are tinged blue and reek of sulpher supposed to help me shake off the ogre's club and finish my spell?

    KnightErrantJR wrote:
    DeadDMWalking wrote:


    Haven't any of the feedback results shown this to be the case?

    What type of feedback are you referring to? Do you mean people reading the PDF and not liking what they read, or are you talking about people using the skill, as written, in a playtest and seeing if it works?

    I'm not trying to be flip here, but I while I think customer opinion is very important, I also think that some changes really need to be judged in the context of actually be used in the game.

    How about feed back from gamers who have used systems like D&D since they had to ink their own dice with the little white crayons that came with them. Honestly, in an Alpha test the idea is to rough out the product, stir up ideas and I beleive that the feed back (from qualified gamers or not) is helping do just that.

    KnightErrantJR wrote:


    In my games, so far, no spellcaster has come out as being too powerful due to this change. I've had spellcasters loose spells because they couldn't make a concentration check, just like when spellcraft was separate from concentration, and I've had NPCs and PCs alike make cast defensively checks.

    Honestly Spellcasters arn't my concern either it's the non spellcasters who may find themself in a position where they need to Concentrate on something to the exclusion of all else, which is the void left by getting rid of this skill.

    KnightErrantJR wrote:


    So far, nothing seems to be an issue, and no other use for concentration beyond spellcasting has come up for concentration, to underscore a problem with the loss of the skill.

    Um, did it three times in this thread... once in this post.

    KnightErrantJR wrote:


    Also, while I've not seen a ton of support for Spellcraft annexing concentration, I've also not seen a huge out pouring of outrage either. I've seen a few people that didn't like it. I don't think there is a lot of passion for or against this, since its not really a "core" D&D feel issue, but more of a mechanics fiddly bit.

    I could be wrong though, its just my take.

    How is mechanically removing a Core skill not a Core issue? If I have a Psion or even a Ninja (Complete Adventurer) who can Jump like mad does that make rolling Jump into Athletics not a core issue?


    Pneumonica wrote:


    I want Autohypnosis balled into Concentration largely because DMs do it anyway, regardless, so it might as well be written in so that I'm not wasting points on a skill that spellcasters get for free.

    Absolutely, ideal uses for concentration as well (or even the Will save variant), specifically:

    Ignore Caltrop Wound
    If you are wounded by stepping on a caltrop, your speed is reduced to one-half normal. A successful Autohypnosis check removes this movement penalty. The wound doesn’t go away—it is just ignored through self-persuasion.

    Willpower
    If reduced to 0 hit points (disabled), you can make an Autohypnosis check. If successful, you can take a normal action while at 0 hit points without taking 1 point of damage. You must make a check for each strenuous action you want to take. A failed Autohypnosis check in this circumstance carries no direct penalty—you can choose not to take the strenuous action and thus avoid the hit point loss. If you do so anyway, you drop to –1 hit points, as normal when disabled.


    Wicht wrote:

    How heavy is the boulder and how strong is the Paladin? Those are the two questions I would ask.

    Depending on the answer I would adjust the DC. The Paladin must make a strength check. (Or alternately, Paladin must make a constitution check). ((A Third possibility would be to make this a Fortitude Save. I could see doing that as well))

    Light Load - DC = 1+damage
    Medium Load - DC = 3+damage
    Heavy Load - DC = 5+damage
    More than a Heavy Load - DC = 10+damage

    The boulder is easily too heavy for the paladin to move himself, it's all he can manage to hold the boulder in one place. Now if he were just going to wait it out, a CON check sounds like a good answer. if he were trying to lift the boulder then I'd say a strength check was the choice. but if he just needs to hold still and ignore the goblin trying to find a chink in his armor he needs to simply devote himself to ignoring the distractions.

    Wicht wrote:
    Rageheart wrote:
    My point is that Spellcraft is not required to cast spells AT. ALL.

    it is required however to create new spells or magic items.

    And under Alpha rules it is required to cast spells in difficult situations. ;)

    Being required for creating new spells and items does not make it essential for a wizard.

    and simply saying it's required to cast spells in difficult situations in the alpha is a cop out as much as saying that a swim check is required. the description and flavor of the skill does not lend itself to that approach.


    Wicht wrote:

    Spellcraft is not just the identification of spells, it is a knowledge of how spells work, a familiarity with the concepts and workings of magic. Actually I think the rule makes spellcraft more useful.

    At first I was like you and wondered what do to about concentration in situations other than spellcasting. But the rule change does give a boost to a skill that was already too much like Knowledge (Arcana) for me as it was.

    My point is that Spellcraft is not required to cast spells AT. ALL. It does not determine your ability manipulating magic. I can have a Lvl 20 Wizard with 0 ranks in Spellcraft. I can NOT have a 20th level rogue Climber with 0 ranks in climb. I would completely back rolling Knowledge (Arcana) and Spellcraft together.


    Wicht wrote:
    Rageheart wrote:
    Wicht wrote:
    My suggestion would be this: When a PC takes damage, instead of making two skill checks (one concentration, one something else) make one skill check and increase the DC of the roll by the amount of damage taken. Thus Spellcraft is what is used for casting spells. Climb would be used when climbing, etc.
    And what about situations in which no other skill applies?

    Without a concrete example I would say that if there is no applicable skill it is probably an ability check and I would handle it the same.

    Scroll up I've given 2.

    Wicht wrote:
    If it is a task the PC would normally succeed at, make it a base DC of 1, 5 or 10 and go from there.

    OK, at least it's a guideline of sorts... As a DM I do not want a rule removed without something to take it's place. now how do I determine if the Paladin would normally succeed at holding back the boulder while a goblin stabs his spleen? (one of my earlier examples)


    DM Jeff wrote:

    Well, I haven't read it yet (still downloading) but....Um. Well, how do you make checks to cast on the defensive then? If you are hit for damage when casting do you just shrug it off? Something must take the place of this.

    -DM Jeff

    Basiclly you roll the same skill which defines your knowledge of what spells and magical effects look like and allows you to identify what spells are being cast at you.

    Spellcraft.

    (Don't agree with it but ok.)