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206 posts. Alias of John Landan.


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No, the spellthief cannot steal the spell effect, so the effect cannot be suppressed on the target.

Strange Luck, with D. B. Sweeny. Awesome show.

Here's an obscure one: "Dr. Syn, The Scarecrow of Romney Marsh"

1963. From the Thorndike novels. Starring Patrick Mcgoohan

You'll have to go through them all and catalog their condition no matter where you try to get an estimate. I would recommend Noble Knight Games. They specialize in resale of out of print game books.


Send them an email with a description of your stuff and include a note on each one's condition (there is a page on their site for doing this). They'll get back to you with an estimate to buy your stuff.

It seems to me that if your direct citations from the DMG did not convince your DM, then nothing will. It is his game so I would tell him his ruling must be considered a house rule and leave it at that.

How about The Golden Age trilogy by John C. Wright?

A far future setting some would call utopian, others dystopian.

Have you considered the Battle Sorcerer varient class from Unearthed Arcana? It has medium BAB, d8, light armor prof and casting, one one-hand or light weapon prof. It has one fewer spells per day for each level and one fewer spells known for each level, but sorc gets a lot more per day. You would need to switch from INT to CHA.

Are wrote:

It will be +19 on the touch attack, and then +23 on the trip attempt.

It's not that strong, since the opponent also gets Spell Resistance, and a Reflex save, before the trip attempt.

Actually its +19 touch attack (CL 12+ Int +5 + spell's Str +2) and +6 trip attempt (Spell's Str +2 + 1/3 CL +4). You don't add BAB to trip attempts, not in 3.5 anyway.

You might try William Hope Hodgeson's The Night Land. Its pre-cthulhu and the language is a little heavy, but it was written at the turn of the last century.

The tentacle beast in your example. Why did it grapple and damage and then let go? If its because the DM knows about the spell, then you have a bad DM who is metagaming to the disadvantage of the players. If it is because the tentacle beast fears flames, then it should never have grappled the PC in the first place.

If the case is that the flames are dormant until the PC's turn and the PC is grappled, then they activate; then the tentacle beast should never have let go before the PC's turn.

Something you may want to do with the PC in the future: Grappling is a two way street. If a grappling creature wishes to just let go, the opponent can force it to make a grapple check to do so. If it fails, they are still grappling.

brent norton wrote:
well tonight is Attila vs. Hannibal any bets?

I would bet on Attila because the first one listed in the episode title is aleays the winner.

Have you ever read The Thin Man? Or seen the old movie with William Powel and Myrna Loy?

The detective, Nick Charles, is a retired investigator that lives on his rich wife's fortune. She wants to see him do some detective stuff like in the old days and talks him into taking a case.

Great example of a wealthy detective. Simply make the money someone else's. Inheritance, marriage, found treasure; something like that.

In Races of Destiny, the Illumian race has a racial feature called power sigils. You get two that each boost a stat; together they form a power word that does something else. One of them allows for Strength as a casting stat, another allows for Dexterity.

If you use the half-golem template on an illumian, which makes sense since illumians are pretty near constructs anyway, and use the strength casting power word, you might have a good non-Int caster.

I use the house rule that though Divine Metamagic has no prerequisites, you must still qualify for the accompanying metamagic feat.

Other than that, I wouldn't sweat it too much.

However, in the case of Sudden metamagic feats combined with the Divine metamagic feat, I would hold to the once per day part of the Sudden description. Divine Metamagic allows for the use of turn attempts instead of additional spell levels, but it doesn't change anything else in the spell or the accomapnying metamagic feat.

In the Magic Item Compendium is an item called Dimension Stride Boots. I am pretty sure that's what you're looking for.

As a DM, I would rule that the initial touch attack or whatever kind of attack initiates the grapple, suffers from the same chance to hit an illusion as any other hit.

But once hit, the grappler would be able to tell the grapplee by sense of touch. I believe Mirror Image only emulates sight and sound.

Rather than re-doing a setting that has already been done, I would like to see an original setting.

Something more along the lines of a planetary romance combined with space opera and pulp adventure. I totally agree that magic and elves need to be left to fantasy settings.

Flash Gordon and Buck Rogers.

Also somethiong with multiple sub-settings; like different planets having different tech levels/alien creatures/bizarre villains.

The scariest movie I ever saw was My Little Pony. I watched this with my little niece and caught myself singing one of the stupid songs. The horror... The horror...

My experience has been if the question comes up, Is a game is dead? Then the game is dead.

But if no one else has interest in it any longer, the question doesn't even need to be asked.

Zurai wrote:
You really think that stupid paladins get a free pass on doing things that should cause them to fall, just because they chose to make Intelligence a dump stat? Iomedae, the champion of oppressed women, gives the male half-orc paladin a free pass on oppressing women just because he's too stupid to know better?

I never suggested that he should get a “free pass” to break the paladin code because he is stupid. I suggested that since the character is stupid, he would behave in a manner that would cause him to break the code. Any consequences of that behavior should still apply.

Perhaps being a stupid half-orc, he would be prefer being a fallen paladin. Or perhaps a road to redemption is the player’s goal with character development. Without knowing the player or the group, I wouldn’t judge.

I think that judging the character as oppressing women based on an incident that happened once, and may have just been a joke, is kind of oppressive in itself. I haven’t read anything in any post about what the player said of his intentions.

As a DM, I let the players play their characters as they see fit. Any consequences of that are up to me. As a player, I wouldn’t play long in a group that told me how to play my character without hearing out my justification for that character’s actions. Would you?

Fighter: Illumian Duskblade
Mage: Human Warmage
Cleric: Aasimar Favored Soul
Rogue: Derro Spelltheif
Bard: Tattooed Varisian Human Beguiler

Back-up fighter/rogue: Varag Scout

I had a cleric3/monk4/sacred fist5 with VoP in a party and though he got quite powerful, no one considered it too powerful. Nor did anyone gripe about his share of the loot going to charity.

The massive donations to whatever local good church was nearby got us a lot of free healing and rooms for the night.

As far as treasure shares are concerned, our group doesn't split everything down to the copper. If an item is usable/desireable to a PC that PC gets it (If two or more PCs want it, it goes to a vote). The benefit to the others is that that PC is now in a better position to help keep the others alive and the party as a whole successful. No one has to pay off the other PCs for an item that they may want or need (I have known other gaming groups that do it this way). Cash money, gems and unwanted items all get sold and split evenly.

But in order to make VoP work, the DM must be strict about the restrictions on the PC with VoP. My guy came across a relic extremely holy to my faith and it was a hard call leaving it to others. He could not even carry it because it imparted benefits to anyone of the faith who possessed it.

One thing to keep in mind is that the character is a paladin of Iomedae, but is also a stupid half-orc.

The character's behavior should be based on the race as well as the class and should take into consideration all of the character's ability scores.

If he is not acting overtly evil or chaotic, he is not in violation of the paladin codes. If his INT score is below average and he comes from a somewhat uncouth race, he should be doing stupid or rude things occaisionally; if he does not, then he is metagaming his actions and not properly roleplaying. Paladin codes are about being lawful good, not respectful or polite.

But if the character's behavior is disrupting the group, then it must stop. If it isn't disrupting, then I would have no worries about it.

Just finishing Orcs by Stan Nicholls. A totally different take on orcs. Makes me want to run an orc campaign.

I'd like to see a not necessarily evil, but kind of on the dark side adventure. Maybe set in the Darklands, involving orcs, drow, goblins and derro.

Also an adventure that feature an old-fashion treasure hunt. One that doesn't involve saving the town/city/nation/region/world. Just greed and power for the PCs.

I believe in Frostburn, there is a special material called blue ice. Since it isn't metal, it is usable by druids. It is statistically the same as mithral, but because it is concentrated non-melting ice, you must have cold resistance of some sort to wear it or take cold damage each round. That's a lot of rounds when not in combat.

A druid in one of my games got it and enhanced it to have cold resistance built in. I don't remember the cost but it wasn't too bad.

When I DM, I usually award XP for any means of defeating the trap, including setting it off and surviving. However, due to the relative ease with which they are defeated, I generally only give one half XP for traps, hazards or haunts; or any other immobile encounter.


The only way to make this special ability line up with the rules and what is fair, is to make the cost double its unsplit cost. Furthermore, any additional enhancement to the weapon must have its cost doubled for that weapon.

Otherwise though, its an interesting concept. Really its better suited to an artifact or unique weapon than a regular magic weapon.


French Wolf wrote:

What about the Vault of Larrin Karr by Necromancer Games? It doesn't have the city but it looks like Lilith has found a perfect source for that.

Where am I going to find the money for that Great City now my birthday has gone?

Cheers and it sounds like your players are lucky.

I will second the suggestion of The Vault of Larrin Karr.

There are a few towns in it. One is sizable and could be increased in size to a big city without too much plot interferance.

Get one of the spell programs that are free shareware, like Spellforge, to go with Heroforge; or my preference Spellgen.

They allow you to put your list together and print it out in a format that details the effects of the spells in a fair amount of detail.

I don't recall which sources are included in Spellforge, but Spellgen has everything, including the spell Compendium.

You can also customize lists to suit your specific character or campaign.

Very handy.

David Fryer wrote:
Russ Taylor wrote:
David Fryer wrote:
What about Battle Beyond The Stars. It's the Magnificent Seven in space, starring John Boy Walton. And the main villians ship has breasts on the front of it. Amazingly, this stinker managed to launch the careers of James Cameron and James Horner.

I brought that up on the chat a few weeks ago :) I call it the moose ship.

Don't forget it also had George Peppard AND Robert Vaughn.

The ship and a bunch of space footage made it into Space Raiders, which is even worse.

Oh, another winner:
Laser Blast.

That one *did* get he MST3K treatment.

And don't forget that it used leftover sound effects from BSG. And I didn't forget George and Robert, I just didn't want to tarnish their memories by linking them to it.

And don't forget the ship that looks like a uterus and ovaries.

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Somatic components only require one hand available. A two-hand weapon needs two hands to wield it, but only one to just hold it. Wizards cast cast spells while holding a staff all the time. So it is okay to cast while holding a two-hand weapon.

Now, two one-hand weapons may be an entirely different matter.

The thing about a first level spell countering all those charm and compulsion effects, is that the first level spell can be countered with another first level spell. It gives an enchanter a very good reason to take the protection evil/chaos/good/law spells. To counter those spells when used against him.

I have magic shops in my world, but they don't have everyhting under the sun available at all times.

First I enforce the gp limit for the location. Then, if a PC wants a specific item, I do a d20 roll against the caster level of the item; if it succeeds, it is available, if it fails it is not. If the item is of use to only a specific race or class, I add/subtract a modifier to the caster level of the item as appropriate to the town's relationship to that class or race.

Any item can be commissioned, within the gp limit. The time it takes is determined by the gp cost. One day per 1k gp, if I recall. Any change to an existing item is by definition, a commissioned job.

If the PCs are just browsing to see what is available, I will roll a few random items of appropriate gp value to the gp limit of the town.

Set wrote:
Eric Mason 37 wrote:
Animal statistics are the normal versions of those creatures. I think there is a lot to be said for making the transformations stat modifiers instead of stat replacements... Like "you can't have your cake and eat it too" ;)

My thoughts exactly. A bears heightened Strength is a racial bonus, just as a Half-Orc's is, so why not just have the Wild Shaped character replace their current racial bonus with that of the new form they've assumed? All physical racial modifiers for Dwarven, Half-Orcish, Gnomish, Elvish, Halfling, etc. are dropped in favor of the new form's racial modifiers, because the character *isn't an Elf* at the moment. He's a Black Bear. Not a high-Dexterity graceful and elegant 'Elf-Bear.' Just a bear.

A Gnome Druid would still be happy, exchanging her -2 racial penalty to Strength for a +8 racial bonus to Strength in Black Bear form (or an exciting +16 when she can take Brown Bear form), but if she dumped Strength and had only an 8 before her racial penalty, she'd still be a below average strength bear. If, on the other hand, a Human Druid chose to have a 12 Strength, his Black Bear form would be two Strength points higher than the average Black Bear.

This is a minor drawback for a character that wants to dump Strength, Dexterity or Constitution, as their Wild Shape forms will be weaker than the average Wolf, Bear, whatever, but it will also be encouragement for a character who wants to focus on Wild Shape efficiency to throw some build points into physical ability scores, so that her Wild Shape forms will be stronger, faster and tougher than the 'average bear.'

Suddenly, the only real 'dump stat' for a Druid becomes Intelligence, as spellcasting calls for Wisdom, Wild Empathy calls for Charisma and optimal use of Wild Shape calls for at least average, if not above-average, scores in Strength, Dexterity and Constitution.

Is it 'MAD?' Maybe yes, if the Druid wants to be awesome at *everything.* But if she's got a plan, she can adjust her build...

This idea was kicked around once before IIR.

The issue is that "simplification" of the polymorph spells/abilities was necessary because every creature needed to be looked up every time a shape was changed. So they changed it to stat mods, so nothing needs to be looked up. Big time saver.

But the formula as originally written in severly nerfs small casters and makes no provision for other sizes than small and medium casters.

So now a caster that is smaller than small must convert his stats to small and then add the spell formula (still nerfing little creatures); casters larger than medium must convert to medium first then apply the spell formula. This gives a giant (pardon the pun) strength advantage to large and larger casters. It also means size changes must be looked up, defeating the original purpose of "simplification".

A gnome druid with a normal strength of 7, has a strength of 13 if he wildshapes into an elephant. A stone giant druid that wildshapes into a cat has a strength of 17.

From previous posts, this is to some peoples' tastes. I don't care for this particular mechanic at all. I would rather use the 3.5 rules for changing shape.

Rules as written: yes.

However, the rules are unclear whether it is obvious that a character or creature has readied an action. If the caster is aware that the warrior has a readied action to move up to him, he has options; cast defensively, 5' step back, etc.

If the caster is unaware of the readied action, he has no options but to cast the spell as declared and suffer the AoO.

It is also possible to be aware that an opponent has a readied action, but not know what that action is.

By the way, I have a copy of the original edition of Boot Hill.

Ubermench wrote:
I would go for aces and eights like Taliesin Hoyle sugested earlier. It is the most detailed and authentic wild west RPG out there.

What system does Aces & Eights use?

I'm more familiar with Sidewinder: Recoiled, which is d20 Modern. But it is all-included rules, you don't need d20 Modern to use it. It is also a very good setting for western and is compatible with any other d20 material you might care to use.

What the player wants to be doing isn’t possible according to the rules. You cannot make combat actions when not in combat.

The sequence of events should go as such:

1. The character does his thing at the door, then opens it. By the by, opening the door requires at least one hand, a crossbow is a two hand weapon.

2. NOW you start combat. Determine who sees/hears who, and who’s surprised. Roll for initiative.

3. Surprise round. Anybody not surprised can take go in order of initiative.

4. Regular combat. Everybody goes in order of initiative. Rinse and repeat.

If the player is surprised and doesn’t make initiative, he doesn’t go first.
If the player is not surprised and doesn’t roll highest for initiative, he doesn’t go first.
He has to be unsurprised and have highest initiative to go first.

If you have to, start combat before he opens the door. Put everybody into initiative beforehand. Anyone unaware of the other group is considered surprised until they are aware. Have everyone act on their initiative and let the player go on his turn; remember opening a door is a move action. The other players can hold till he goes.

These talks have been going on for over two years now. At one time Guillermo del Toro was set to direct, but the Director's Guild screwed it up. John Favreau was up at one point too.

My house-rule in 3.5 was to leave the save DCs and damage as is, but the save is for half damage; rounded down, so zero damage was still a possibility.

The real problem for me was that the weak DCs made it so that no matter how many times a PC got bit, there was almost never any poison effect. Not to bring reality into a fantasy genre, but when a snake or spider bites something, there is always some amount of poison injected.

I made it so that if you got bit or stung or whatever, there was usually at least some damage. Unless the poisoned creature had the feature mettle, which allowed a save for no damage.

This made poison much deadlier, and poisonous creatures were to be avoided and mostly got attacked from range. Food and drink provided by strangers and the untrustworthy usually got tested or had detect poison and or purify food and water spells cast. Tactics and behavior of the PCs changed to avoid getting poisoned.

Michael Smith 844 wrote:
Hey, does anyone know what the Archivist's starting gold is?

I don't think it is included in the description. I went with the same as a cleric. The weapons and armor that archivists are proficient with are close to the cleric, so that starting gold is appropriate.

For a purely support PC, I would consider an Archivist from Heroes of Horror.

Race Human, start with a level of Dragonfire Adept, with the invocation Draconic Knowledge (+6 to knowledge checks). For feats take Draconic Heritage and Draconic Knowledge (a different thing than the invocation, gives +2 to knowledge checks). Max the knowledge skills.

For second level and beyond go straight Archivist. With maxed ranks and the bonuses from the Draconic knowledge feat and the draconic knowledge invocation and an INT modifier of +3, you would have a +16 to your knowledge checks, guaranteeing the +1 Dark Knowledge, and having a good shot at the +2 tier and a possible shot at the +3 tier.

With divine spellcasting (cleric, druid, paladin and ranger), the Archivist can boost, buff and heal the party with numerous spells, providing a really high level of support. But not a lot else.

At higher levels take the feat that grants dark knowledge to dragons/ constructs and the one that does fey/giants.

I would second senses. But energy shield is great too, the damage increases with the aura bonus.

In one game, we had a dragon shaman and a druid that worked together summoning animals and then using them to be hit by the enemy forcing them to take fire damage. The druid even used the summoned beasties to deliberately provoked AoOs to do this; attack then step 10 feet back. They did this while invisible.

Scouting ahead is usually a good idea. Scouting that far ahead is splitting the party, which is almost never a good idea. Never go so far that your comrades, especially the healers, cannot get to you.

Death by snu-snu.

If you feel like being generous, let the rogue live. But have him suffer massive charisma damage from the snu-snu ritual. Then let him use his rogue skills to escape. Later you can haunt him with a young harpy tracking him down, seeking out her "daddy".

I've always thought of barbarian rage as an emotional power derived from the life force of the barbarian. An undead barbarian would be poor at it.

OTOH, hate/anger/rage may be the only emotions left to a particular undead, that has been stripped of all other vestiges of life. In which case the charisma driven rage would be a suitable replacement for the constitution driven rage. The hit die modifier for charisma is a good precedent.

Two Weapon Fighting specifically says it can be used with unarmed strike. Flurry of blows only says a full attack in necessary. Since an off-hand attack also requires a full attack, they don't necessarily preclude each other, but a DM could make the call otherwise.

If I were DM, I would allow it, but the penalties are going to stack. So a first level monk with two-weapon fighting would flurry at -4/-4/-4. That's a fairly deep penalty for an extra attack.

bden wrote:

A touch attack is not the same as a melee attack(unarmed or natural)

since you only need to touch its a lot easier.(no weapon focus)
that is why you bypass armor and natural armor and cant use your stength bonus but you can use your agility modifier on the attack roll
(i think its the only way you can use your agility modifier to an attack roll without weapon finess i have to check on this one)
i think it was explained for the warlock or it was my DM's call

If you want you can make your touch attack
an unarmed attack ,natural attack or sometimes channel your touch attack(effect)trough a melee weapon in this case you can use weapon focus but you do not bypass armor making this kind of tactic almost useless unless you have a very strong melee or natural attack plus a high stength bonus or the weapon finess feat

A touch attack IS the same as a melee attack. It just goes against the touch AC of the target. It does use strength as a modifier; unless the attacker has Weapon Finesse, then it uses dexterity as a modifier.

A ranged touch attack is the same as a ranged attack, and uses dexterity as a modifier. It goes against the touch AC of the target, instead of the full AC.

You can take Weapon Focus (unarmed strike) as a feat, but there is no provision in the Weapon Focus description for touch attacks. There is one for Weapon Focus (ray), which covers ranged touch attacks.

You cannot deliver a touch spell with an unarmed strike, natural weapon or manufactured weapon unless there is some spell effect or class feature that allows it.

If your DM says otherwise it is his house-rule(which is a common one).

In Races of Stone there is a Divine Trickster PrC. Its for gnomes, but could be tweaked if needed.

Mosaic wrote:

I have a bunch of little observations (none of which probably merit their own threads) that I'll post together here. PLEASE add and/or comment:

Standard Actions
• Casting on the Defensive (p137) says it doesn't provoke an AoO, that you have to make a Spellcraft check, etc. What it doesn't say is what you get. I assume you get the same +2 to AC you get with fighting defensively, but - as written - the text doesn't actually say this.

EDIT - I just read another thread all about defensive casting; I guess you don't get the +2 AC. Count me with those who think you probably should.

• Touch Spells in Combat (p137) - If you cast a spell with range = touch (usually 1 standard action), you can't actually touch someone to discharge it (also 1 standard action) until the next round. Seems weird. Maybe a) 'Discharging a touch spell' ought to be a move-equivalent action so you can both cast and touch in the same round, or b) make it so you can both cast a touch spell and discharge it as a Full-Round Action.

My only real new idea was the whole Second Strike thing I suggested in this thread, but that didn't seem to interest anyone... se la vi.

Move Actions
• Move (p138)
- A little table with the non-standard modes (climbing and swimming = 1/4 speed) might make it easier to reference than just reading the text.
- I see Accelerated Climbing - 1/2 speed rather than 1/4 speed at -5 to skill check. What about an Accelerated Swimming that works the same way?
- Crawling - Is one considered Prone while crawling? If so, this would be a good place to explicitly say so.

• Direct or Redirect a Spell (p138)
If concentrating to maintain a spell is a standard action, why is directing or redirecting it just a move action? Seems like this ought to be a standard action too.

• Draw or Sheathe a Weapon (p138)
If with a +1 BAB one can draw a weapon as part of move...

To respond to Mosaic’s first two points:

1) Casting on the Defensive. This lets you cast the spell with no attack of opportunity, it has nothing to do with AC. The cost of this is the concentration check.

2) Touch Spells in Combat. You can use it in the same round that you cast the spell. The touch attack is included in the standard action required to cast the spell. You get to cast and attack. What’s more, you can cast then move then do the touch attack. Its in PFRPG under Combat, Actions in Combat, Cast a Spell, Touch Spells in Combat (page 137).

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