Ninja

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Organized Play Member. 35 posts (144 including aliases). No reviews. No lists. No wishlists. 1 Organized Play character. 2 aliases.


Silver Crusade

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Ishmell wrote:

I have my own system for crits and fumbles that's been adapting over the years depending on the players needs. After reading this thread I've gotten a few ideas that I'd like to implement.

I don't think of fumbling as a way of punishing, more like a way for balancing. 20 is always a hit while 1 is always a miss. Following that a confirmed 20 is always a crit while a confirmed 1 is always a fumble of some kind.

Aldaara: I like this idea for a spellcaster fumble/crit system, but what happens for aoe effects?

Stome: I see where your coming from and I can respect your opinion, but please stop with the poorly veiled insults. They only serve to distract from any constructive discussion.

Everyone: A more respectful tone goes a long way. (sorry for being so preachy, I don't know whats come over me)

That's a good question. It would be kind of silly to see a burning hands that crits on one and fumbles on another. One guy holds up a shield that reflects the fire while the other gets his eyes burned out of their sockets. The rules I posted need some work, but I think it's a start.

EDIT:

Rynjin wrote:
Malachi Silverclaw wrote:


On the previous page I posted proof that a fighter with 8 attacks (from haste, BAB+16, Greater TWF) Would roll a fumble threat 160 times over 400 full attacks, and confirm 53 of those fumbles. The farmer with a single attack would threaten a fumble 20 times over the same period, and confirm a fumble 19 times.

And this is assuming that the fighter only needs to roll a 2+ to hit with his primary attacks, and that the farmer needs a nat 20.

As I said, 53 is greater than 19, showing that 'a fighter won't ever be worse off' as very far from true.

Did you also post proof of how many of those 400 attacks would be critical threats? We'll even be nice and assume he's using a weapon with only a Nat 20 crit range.

Funny thing is, those characters only have a 5% chance to not confirm the crit.

Silver Crusade

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Female Human Paladin 1

"Stop wasting time!" Aldaara barks out at Horfil and Leotian. "Feel free to play dog trainer on your own time, but not on mine. Taking an animal, feral such as he is, is frankly too dangerous for the rest of us. How are we to know when the mutt will bite the hand that feeds it? Perhaps he will grow hungry during the night and plan to have a bite, when it's the dog's turn to 'keep watch'."

She turns to Kensington, and stretches out a hand. Speaking somewhat more calmly to her, she asks "May I have that blanket now, please?"

Hehe, barks. No pun intended.


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Hard to say. Tell him he's being a prick? Honestly this just seems like the kind of game you should just walk away from. Punishing players for a reason such as that makes for a terrible GM. I don't know the situation, but if you're not having fun, what's the point?

About Nathan Tadema

Elf Wizard (Air Elementalist) 1
Favored class: Wizard

Primary Stats (20 pt buy)
Str 10 (0 points)
Dex 18 (10 points, +2 racial)
Con 10 (2 points, -2 racial)
Int 18 (10 points, +2 racial)
Wis 10 (0 points)
Cha 8 (-2 points)

Size: medium
Speed: 30
Initiative: +4

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DEFENSE
AC: 14, touch 14, flat-footed 10 (+4 dex)
HP: 7
CMB: +0 CMD:14
Saves: Will +2/Fort +0/Ref +4

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OFFENSE
BAB: +0
Dagger: +0 (1d4)
Longbow: +4(1d8)
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Traits:

Magical Lineage: One of your parents was a gifted spellcaster who not only used metamagic often, but also developed many magical items and perhaps even a new spell or two—and you have inherited a fragment of this greatness. Pick one spell when you choose this trait. When you apply metamagic feats to this spell, treat its actual level as 1 lower for determining the spell's final adjusted level.)

Gifted Adept: Your interest in magic was inspired by witnessing a spell being cast in a particularly dramatic method, perhaps even one that affected you physically or spiritually. This early exposure to magic has made it easier for you to work similar magic on your own. Pick one spell when you choose this trait—from this point on, whenever you cast that spell, its effects manifest at +1 caster level.

Feats: Disruptive Spell, Alertness (with familiar)

Prohibited Schools: Earth

Skills:

Knowledge(arcana) +7
Knowledge(engineering)+7
Knowledge(nature)+7
Knowledge(religion)+7
??? +7
Spellcraft +7

Languages: Common, Celestial, Goblin, Elvish, Sylvan, Draconic

Racial traits:

Medium: Elves are Medium creatures and receive no bonuses or penalties due to their size.

Normal Speed: Elves have a base speed of 30 feet.

Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.

Keen Senses: Elves receive a +2 racial bonus on Perception checks.

Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word "elven" in its name as a martial weapon.

Languages: Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.

Lightbringer: Many elves revere the sun, moon, and stars, but some are literally infused with the radiant power of the heavens. Elves with this racial trait are immune to light-based blindness and dazzle effects, and are treated as one level higher when determining the effects of any light-based spell or effect they cast (including spell-like and supernatural abilities). Elves with Intelligence scores of 10 or higher may use light at will as a spell-like ability. This racial trait replaces the elven immunities and elven magic racial traits.

Class abilities:

Air Supremacy (Su): You gain a +2 enhancement bonus on Fly skill checks. This bonus increases by +1 for every five wizard levels you possess. In addition, you can cast feather fall on yourself at will. At 5th level, you can cast levitate on yourself at will. At 10th level, you can cast fly on yourself at will. At 20th level, whenever you make a Fly skill check, assume the roll resulted in a natural 20.

Lightning Flash (Su): As a standard action, you can unleash a flash of electricity. This flash deals 1d6 points of electricity damage + 1 point for every two wizard levels you possess to all creatures within 5 feet of you and dazzles them for 1d4 rounds. A successful Reflex save negates the dazzled effect and halves the damage. The DC of this save is equal to 10 + 1/2 your wizard level + your Intelligence modifier. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Spells:
0:Ray of Frost, Detect Magic, Light (racial), Prestidigitation, Read Magic, Resistance
1:Color Spray [DC Will 15], Shocking Grasp, Snapdragon Fireworks [DC Reflex 15]

Spellbook:
1st: Color Spray, Identify, Snapdragon Fireworks, Silent Image, Shocking Grasp, Windy Escape

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Equipment:
Dagger (2gp)
Longbow (??? gp)
20 arrows

Mundane Equipment:

Backpack (2 gp)
Bedroll (1 sp)
Traveler's Outfit (1 gp)
Hunk of cheese (1 sp)
Trail Rations, 20 days (10 gp)
Waterskin (1 gp)
Empty Sack (1 sp)

Money:
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