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. http://www.nobleknight.com/ 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.
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:
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.
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.
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.
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.
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?
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.
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.
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. Jack
French Wolf wrote:
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:
And don't forget the ship that looks like a uterus and ovaries.
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:
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.
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 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.
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.
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 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).
Mosaic wrote:
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).
|