Kabran Bloodeye

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I'm trying to do a simple warlock conversion and thought about doing it as a sorcerer archtype. I've seen alot of other versions, most very well done, but its not what I'm looking for.
This is what I have so far.

Eldritch Blast (Sp:): As a standard action the warlock can cast a 60-ft eldritch blast of energy, this is a range touch attack. At 1st level the eldritch blast does 1d6 points of damage, the blast damage increases by 1d6 every 2 levels after 1st. As a trade off the warlock loses his ability to cast his highest level spell (thus a 1st level warlock can cast cantrips, but not 1st level spells).

The only thing is I'm not sure if this works with most of the sorcerer's bloodline abilities. The other idea I had was to replace the sorcerer's bonus spell or feat with the ability to use a touch spell with the eldritch blast.


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These are some new curses I came up with based on the 7 deadly sins.

Wrath
When injured you go into a rage and you must attack, although you do have a choice of the target, at the end of the round you can make a Will DC 10+ the total damage taken to come out of the rage. Also, you will never give quarters to an enemy. While in the rage you gain +2 morale bonuses to Strength and Constitution and lose -2 to AC. At 5th level any damage you inflict causes 1 point of bleed. At 10th level your Strength and Constitution bonus changes to +4. At 15th level you gain a +2 bonus to confirm crits.

Greed
With you everything has its price and you must be paid for every item and service, you are often found counting your coins for fun. You gain the floating disk spell as a bonus spell and have a +2 bonus to Appraise checks. At 5th level any pouches, pockets or bags you carry will hold double the normal amount, while on your person or for 5 rounds after being removed. At 10th level you know the exact value of any object. At 15th level you gain analyze dweomer as a bonus spell.

Sloth
You are lazy to the bone and are constantly fatigued, you gain mount and unseen servant as bonus spell. At 5th level you gain a +2 bonus to Will saves that force you to do something. At 10th level you gain teleport as a bonus spell. At 15th level you become immune to exhaustion.

The other sins are pride, lust, envy, and gluttony.
I was also thinking of possible curses based on the seven vitues: chastity, temperance, charity, diligence, patients, kindness, and humility.


Sorry if this has been brought up before but I seem to be missing page 548 of the main book (on PDF).


Sorry if this has been asked already, but I'm working on converting some (if not all) of the domains from the spell compendium over to pathfinder domains and I was wondering if I could post them here?
This would help me get some feedback as well as help others who would like to use them in their game.
Also, I'm using the spells from spell compendium and was wondering what other people are doing in their pathfinder games with regard to this book?
Thanks in advance.


According to ENWorld they are about to announce 4th edition in a couple of hours. If you go to Wizards web site they have only the count down to 4adventure. So I guess it's true what people having been saying about 4th edition is on its way.
To me this explains why they have been pulling all their licences, either way I'm not sure I'll buy into it, been playing since 1982 and Dragon was always one of the big draws for me into the game. Now that they have slain Dragon, I'm really not interested.
I may change my mind but I've got a ton of 3.0 and 3.5 books and now no monthly support for the product.


I'm still waiting for mine in the mail, but from what I've seen they recommend that you don't use them against the players or that you use them only for major bad guys. I instend to let the players spend an Action point to negate the crit (turning it into a normal hit and doing so before the cards are drawn).
My question is how are other people using or going to use theirs?


I've just had two new players join the group in the last month and they are power gamers/munchkins. To a certain extent I don't mind players looking to make the most out of their character's but these guys are always looking for ways to manipulate the rules.
So what should I do? I like them as players for the most part but as a DM I don't feel that it should be the players vs the DM, with them trying to out do each other. The DM should provide challenges and provide an opportunity to be part of a story (without railroading the players).


I was surfing the web today when I came across a site for 1st edition AD&D (which I started with many moons ago) and I thought I might share that site as I know there are people out there who still enjoy that edition. Here it is below:

www.dragonsfoot.org

I didn't read any of their stuff but they sure have a variety with adventures, monster books, class book, ect.


I'm looking for people interested in playing some 3.5 D&D and other games. I run a home brewed campaign that is some 10 years old and have been DMing since 1982. Also, I'm looking for non-smokers as my wife has severe allergies and the smokers we have in our group seem to need a smoke break every 15 minutes or so, which really drags down the game.
Scott


After reading the article on the Domain Powers in Dragon #342 it got me to thinking of a new type of Feat called Domain Feats that can only be taken my those clerics who have one of these Domains. I’m not sure if this has been done before so let me know if it has. Here are a few ones I came up with real quick

Air

Erosion (Domain)
Spells cast against Earth elementals are harder for them to resist.
Benefit: The clerics spells DC are raised by +2 versus Earth Elemental creatures.
Prerequisite: Must have the Air Domain as one of his chosen Domains.

Impact (Domain)
This clerics spells are more disruptive to Earth elemental creatures are they are infused with power from the plane of Air.
Benefit: Spells cast again creatures with the Earth descriptor do an additional +2 damage per damage die.
Prerequisite: Must have the Air Domain as one of his chosen Domains.

Soft Landing (Domain)
The cleric has a limited control over the air itself allowing him to be lifted up by it and fall softer.
Benefit: Damage from falling is reduced by -2 per die, with a minimum damage of 0.
Prerequisite: Must have the Air Domain as one of his chosen Domains.

Animal

Animal Healer (Domain)
Your healing spells are more effective on animals than people.
Benefit: Any spell with the Healing descriptor adds +2 per die when healing an animal.
Prerequisite: Must have the Animal Domain as one of his chosen Domains.

Chaos

Conflict (Domain)-Chaos
Your spells are harder for lawful creatures to resist.
Benefit: Spells cast against a Lawful aligned creature have their DC raised by +2.
Prerequisite: Must have the Chaos Domain as one of his chosen Domains.