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So my theory is if I use Telekinetic Projectile to throw a Thunderstone at a target it will do the damage as stated in Telekinetic Projectile only. But then I wondered what happens to the Thunderstone after it hits the target the spell ends? So if the target is standing on any hard surface like a stone floor or any other hard surface wouldn't the stone fall to the ground after the effect of the spell which would then trigger the effect of Thunderstone when it hit the ground which would be right after the end of the turn/action? This would be 1d10 damage to start during the turn and once the turn ends the location of the stone would be 1d4 additional damage. this idea grew from a goblin NPC who placed a gallon bucket of thunderstone on top of a partially open door for the pc's in one of our games.
So looking over many pdf's in the last few weeks I have seen some amazing things. But it makes me wonder. Could someone create a Module which on the front inside cover has a part where you could select your groups APL? Then the content of the module it would adjust the events and NPC's to meet the newly selected APL.
UPB’s “To create an item, you must have UPBs with a total value equal to the price of the item to be created. At the GM’s discretion, you can scavenge similar items for parts, allowing 10% of the scavenged item’s value to count toward the UPBs needed. Even magic and hybrid items are created using UPBs, as the Mysticism skill is used to form the materials into runes and specific implements for rituals utilized in the creation of magic devices. “ So my question is can you break down an item into UPB’s or does it break down into something like Light Armor UPB’s or Medicinal UPB’s for crafting only. And is there an ability or device that can take an object and turn it back in UPB's?
I don't know if this has been brought up but I must say I love the character folio. But it saddens me because everything has to be done by hand. In this day and age, I don't understand why we can't have an editable Player Character Folio. Hell, I would pay an extra couple bucks more for one over the normal pdf price just for that feature. Who else would be willing to do the same?
In the list of additional spells, one gets for picking their connection. It states for Mindbenders the following: Spells: 1st—6th mind thrust; replaced by 1st—lesser confusion, etc... My Question is, can I take Mind thrust as my normal list of spells or am I unable to take it altogether because of my connection?
This is a Homebrew project of mine and just looking for a little feedback on this to help balance this out. Tome Master – Unlike other wizards a Tome Master sees his spell book as more than just another book filled with spells. To the Tome Master it is alive, fueled with the magic of each spell written within. This belief is so strong that reality brings it into being.
So I have been chewing through forums about this and from what I understand is this. With all the additional feats that follow both feats. A person with TWF ITWF GTWF will have their normal attacks plus any penalties that apply would allow at 20th level (4 main hands and 3 off hands). Then with MWF for those of 3 arms get at the same level and same class only 6 attacks (4 main and 2 off hands). Now with a 4 arms races with the same setup this gives them (4 main and 3 off hands). MWF only has one feat which lower the penalties for off hands and since there is no further feats under this feat there is no additional off hand attacks in later swings. So correct me if I am wrong the difference between the two feats choices is one does three off hand over three attacks out of four and the other gets three off hands with the first (based on a 4 armed race).
So I have been reading the Bestiary 5 book and saw the race Astomoi and loved them, that is until I read the following caption. “Telepathic Senses (Ex) Astomoi can’t speak or see, but can mentally sense the area within 60 feet, as per darkvision, and can speak telepathically. An astomoi can’t see anything beyond 60 feet. An astomoi must provide thought components for spells that normally require verbal components. It can use language-dependent abilities with its telepathy, but not abilities that depend on audible components.” So this limited distance is not that big of an issue in most combats but in roleplaying it kind of different. For the most part the Astomoi world is only 60ft from them. They can never see the sun or the clouds nor can they see the stars. They are all too far away for them to see. This will affect long range classes and abilities from being useable, as well as navigation. Think about this, you could not sail a ship because it over 60 feet long or you can’t see the road is blocked up ahead because it out of your sight. Any flying creature who can reach you from farther the 60 feet you will never be able to attack back because your world does not exist that far away. Now one might be able to use blind fighting to resolve this but one must remember you can sense anything over 60ft away at all. It’s all guessing. A shortbow has a range of 60ft. you can’t even shot the full range of a long bow. Can’t see the castle is on fire before you get to the gate. Now I have not yet found anything that can extend this ability as many other races can see up to 20+perception skill*10. Now as a playable race this hinders them a lot. I can’t begin to imagine how a GM could use this in evil ways to toy with one’s character. So with such a limited ability how can one make this a playable race? Now if there is a correction or way around this please let me know. |