Lamatar Bayden

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On the other hand, I've heard regarding "art" related skills it's slightly different. I was given the example: Profession(painter) would represent someone who paints houses for a living, craft(painting) would represent an artist.


Depends on how you do leveling and downtime. If you let people level up between fighting the dragon's minions and the dragon itself in the adjacent room, then of course you don't spontaneously acquire a spellbook or gun (unless you had an appropriate form of backstory reasoning, like "I use my newfound magic powers to make a spellbook as my first act of arcane might!" or "I cobbled together this gun in five minutes from stuff those kobolds dropped."). If you only level up during downtime, then of course the player acquires a spellbook or homemade gun as part of their exploration of this new avenue of knowledge.


I believe a gunslinger's firearm is explicitly listed in their starting equipment section, and a wizard's spellbook is not. I'm pretty sure when you multiclass you specifically do not gain anything listed under starting equipment in your new class. This gets a bit confusing since the gunslinger's firearm is also listed under a class feature, which means a gunslinger would start with a battered firearm even if they are multiclassed.


I think they said it would be the same length of books, but also they're still only charging the current price for subscribers.


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If you're looking for a mythological reason, it probably goes back to Fafnir, and the old iconography of dragons as personifications of greed.


Isn't master summoner explicitly called out as being mostly for solo adventures, and being DM discretion to allow otherwise?


Something that might be interesting would be running with the fact that if a creature summoned by a summon spell is killed, it can't be re-summoned for 24 hours. You could extrapolate that to "if all of your eagles from this casting go down, you can't summon eagles again until tomorrow". Could encourage either diversification or being more cautious with summons.


On the other hand, it also isn't gradated at all, which kind of breaks verisimilitude over time. It's roughly equivalent to just plus or minus 4.5 anyway.

Personally, my favorite change was actually standardizing spell levels across classes, and causing spells to scale with spell slot level rather than caster level.


Worth noting that low-light vision doesn't counteract the concealment of creatures in dim light, it just doubles the effective radius for normal and dim light from light sources.


I know eidolons have their own will to some extent. I don't remember where it's from, but I remember reading that eidolons will by default obey most commands, but they will refuse to follow an order that would be pointless or having no other effect but to harm them.


MurphysParadox wrote:

Summon Monster takes a standard action to cast but one full round until it appears (casting time). You still get your move action for the round you start casting. The spell completes at the start of your next turn, so you get your normal set of actions on the second turn.

Casting time of 1 round is not a full round spell. You can't finish it the turn you started by using your standard and move action like a fighter can make a full attack.

You're misreading that, it takes a full round action to cast a spell with a 1 round casting time, and it completes at the beginning of your next turn so you get all of your normal actions on the round casting is completed.


Orfamay Quest wrote:
Rastrum wrote:
The fact that you can't use a weapon for ranged attacks when a bayonet is affixed is a worse issue in my opinion.

But historically accurate, I'm afraid. Early bayonets were uniformly plug bayonets because the other designs tended to fall off.

Honestly, there wasn't that long of a period after the invention of bayonets before non-plug varieties became prevalent; it seems like in a world with dwarven craftsmen, magic, etc., it wouldn't be much of a stretch for someone with gunsmithing and a craft skill to invent a socket bayonet. I would guess it was more of a balance concern than a realism one, since we already have stuff like axe muskets, but they deal reduced ranged damage from the standard models.


The fact that you can't use a weapon for ranged attacks when a bayonet is affixed is a worse issue in my opinion.


I'm pretty sure it's total number of weapons, not weapons per person. It's not completely bad as it still can grant special qualities, and it also grants rage powers per the upcoming errata without the restriction on types of actions inspired rage normally applies.