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![]() Hi there! I was just wondering if there is a specific reason that Beguilers have more spells known than wizards or sorcs begin with, as well as more/the same spells per day? Initially I thought it would be due to a much more constrained spell list, but that doesn't seem to be the case. Even compared to the Arcanist, which was supposed to be the best of Sorc and Wizard combined, it outpaces them in both spells known and per day. I can't see a reason, mechanically or thematically, that they should have a more extensive repertoire of arcane magic than all 3 of these. I see that they are unable to gain spells from abilities that would grant them from other lists, but in my experience those aren't very common anyway and if you're playing a full caster you don't really need it. Not to mention being able to prepare spells you don't actually know. ![]()
![]() I had almost forgotten about this! My submission is #20. Bat People Batfolk (10 RP):
Batfolk (10 RP) Batfolk are small, cute, and clumsy. They tend to bump into things and scare people unintentionally, but are all-around pleasant creatures. Type: Humanoid (Batfolk) Ability Scores: +2 Con, +2 Wis, -2 Dex, -4 Cha Size: Small, and suffer a -1 penalty to CMB and CMD, but gain a +1 AC and attack, and a +4 bonus to stealth Speed: 30 ft base speed Languages: Batfolk begin play speaking Batfolk. Batfolk with high Int may select Common, Dwarven, Undercommon, or Aklo. Darkvision: Batfolk have darkvision to a range of 60 ft Light Blindness: Abrupt exposure to bright light blinds Batfolk for 1 round; on subsequent rounds, they are dazzled as long as they remain in the affected area. Echolocation: Batfolk have Blindsense to a range of 30 ft as long as they can speak. Gliding Wings: Batfolk take no damage from falling (as if subject to a constant nonmagical feather fall spell). While in midair, Batfolk can move up to 5 feet in any horizontal direction for every 1 foot they fall, at a speed of 60 feet per round. A Batfolk cannot gain height with these wings alone; it merely coasts in other directions as it falls. If subjected to a strong wind or any other effect that causes a Batfolk to rise, it can take advantage of the updraft to increase the distance it can glide. Shadow Blending: Batfolk in dim light have a 50% miss chance instead of the normal 20% miss chance. This does not grant total concealment, it just increases the miss chance. Shady: Batfolk increase their miss chance by 5% when they have concealment or total concealment. Greater Swarming: Batfolk are used to living and fighting communally with one another. Up to four Batfolk can share the same square at the same time. If two Batfolk that are occupying the same square attack the same foe, they are considered to be flanking that foe as if they were in two opposite squares. The flanking bonus increases by an additional +1 per additional Batfolk that targets the same creature. Alternatively, two Batfolk may target two seperate creatures each to gain the normal benefits of flanking. When most people think of bats, they think of the horrifying images of vampires and other scary creatures that hunt in the night. Batfolk are nothing like that. Batfolk are more closely related to the small, cute, and clumsy fruitbats that are mostly harmless creatures. ![]()
![]() Presumably, if you're casting a fireball, you've probably cast it before and know roughly how big the spread will be. You can probably judge where to aim it based on that. Plus, you should see the things people can do with grenades when playing videogames like call of duty or Dishonored. If you don't think you can judge distance or trajectories in the heat of battle, watch some intense playthroughs of those. ![]()
![]() So I'm going to be joining this campaign shortly that is starting us at level five with two class Gestalt rules. Basically, the entire campaign is going to be gladiator fights. It's not going to be a main thing that is run, just on days when we don't have enough people to run the main game. The DM said we could make things as blatantly overpowered as we want, so I want to do that because I don't very often. I haven't played a gestalt game in quite some time, and was wonder in what you all think would be best? I'm thinking of going for a pure strength focus, but I've not decided yet. What classes would you reccomend? ![]()
![]() Okay, I'm building an investigator for a campaign that my DM will be running after our current Rise of the Rune Lords. I'm playing a Half Elf investigator and i was wondering if there were any suggestions on my build, as I've never played an investigator before. We haven't done any of our stats yet, but my racial +2 bonus is definitely going into Int. I'm using the Empiricist Archetype.
The talents I am planning on taking and their corresponding levels are as follows:
I'm not sure of which feats I'll be taking, what traits I'll choose (if available), or what my main weapon is going to be yet. Suggestions would be greatly appreciated for all of these things. Also, what are the most important ability scores for this build? I'm guessing Int>Dex>Str>Con>Wis>Cha Note: I plan on being more of a support character, but one who can also hold his own in a fight. The campaign will be taking place in a war, and is self-insert, so I may not go with certain options for the sole reason that it wouldn't be something I would personally do. |