The Outcast King

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Silver Crusade

Known information at PathfinderWiki about Ragathiel

Ragathiel

I do like the description provided by InVinoVeritas above and I think I will have the left greave and sabaton be enameled either black or red in recognition of his hoof to contrast against the steel of the remaining pieces of armor.

Silver Crusade

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I am playing a paladin of Ragathiel and designed a holy symbol for him.
Chastity: Chained Heart
Vengence: Burning Heart
Chivalry: Silver Mantling
Duty: Red & Black Marks on the Mantling

Ragathiel Symbol

Silver Crusade

When you enlarge you change all 3 dimensions (height, width, depth) which is why generally you multiply by 8 not 2 for increases in weight.

(OT)
As a house rule, we made the 'Enlarge' spell give the str bonus of +2 and the 'Powerful Build' feature. As part of the magic any weapon you pick up while under this spell increases in size to that allowed by the 'Powerful Build' feature as long as it is in your possession. We do not give the increase in reach to the recipient of this spell.

There is available a 3rd level 'Improved Enlarge' that makes the recipient one size category larger with all bonuses and penalties for a size increase.

"It's not what you are doing, it's how you look doing it!!"
The Unknown bard

Silver Crusade

DoveArrow wrote:
Steven Grover wrote:
Not getting bizaarly literal, but why would it let in light of any kind, whether it is magical or natural.
Well, the wall of force spell description is pretty specific about what it keeps out, and light is not one of those things. Given that, it seems a little silly to assume that an item based on the spell keeps out anything more than the spell does. However, if that's how you want to interpret it, more power to you.

Agreed the wall of force doesnt state it keeps out light, but it does state:

SRD wrote:
Breath weapons and spells cannot pass through the wall in either direction.

Since we are dealing with interpretations here not defined game mechanics. Does the light from a Daylight spell pass through a wall of force? Which will answer my question that followed the small bit you quoted.

Steven Grover wrote:
Not getting bizaarly literal, but why would it let in light of any kind, whether it is magical or natural. If you are in a dungeon and all you have outside is a torch, does that light get through the cube force wall, what if it is a light spell on the outside, does that magical light get in?

I am just looking to define in game mechanic terms what is kept out by the various sides of a cube so that there is no need for any interpretaion.

"It's not what you are doing, it's how you look doing it"
The Unknown Bard

Silver Crusade

Not getting bizaarly literal, but why would it let in light of any kind, whether it is magical or natural. If you are in a dungeon and all you have outside is a torch, does that light get through the cube force wall, what if it is a light spell on the outside, does that magical light get in?

The definitions of what is kept out should be defined in mechanical game terms to minimize the arbitrary nature of GM/Player interpretation.

"It's not what you are doing, it's how you look doing it"
The Unknown Bard"

Silver Crusade

You really don't need to get drop a mist or fog, they can't see out of thier cube under the effects of Side 5. No light gets in, nothing to stimulate those rods and cones. We all agree on how eyes and seeing works yah? Could also make the teleporting out a problem?

"It's not what you are doing, it's how you look doing it."
The Unknown Bard

Silver Crusade

Hmm.. another magic toy needing some clarification?

Does it project out from you in all directions? If so, does it penetrate the ground or walls near you, or collapse inward to rest against the surfaces?

Does each side protect against the effects listed for lower number sides. (Probably not.)

Side 1: Keeps Out Winds, Gases. etc... mmm no real concern for suffocation unless the cube is packed with people and fires.

Side 2: Keeps out non-living matter. As you move along the ground, the grass penetrates the walls but rocks and pebbles are pushed out of the way, kind of scraping along? Is this where non-magical energy falls.. fire, freezing cold, etc...

Side 3: Keeps out living matter. How do your allies stay within the cube, nothing in the description indicates they can. Also, even harder to walk on the ground unless it is a manufactured floor. Stone, Wood, etc..

Side 4: Keeps out Magic: Same kind of problem as Side 3, very unlikely your allies will drop all thier magic items just to be protected. Also, if they are inside thier inplace and cast spells don't work like AntiMagic Shell? I am supposing that it is designed to allow the user to cast spells inside, though that is not defined either. Also what about those nasty conjured orb spells.. they aren't really magic energy are they?

Side 5; Keeps out all Things: Put all those previous sides together and its kind of a mess as to what actually is supposed to happen. The main thing that comes to mind is light.. does the inside of the cube become absolute dark with no other light source on the inside? On the flip side of that with no light coming in, you can't see what is on the outside either.

The 'Keeps out..." statement might be the problem, maybe "... cannot cross" so the selected protection prevents them from crossing or harming the wall? Still doesnt fix the light issue for side 5.

Or.. ignore the above and just call it magic and not worry about it.

"It's not what you are doing, it's how you look doing it"
The Unknown Bard

Silver Crusade

Some House Rules

1: Use Craft and Profession skill ranks as Knowledge skill ranks in that specific Craft or Profession.

2: Tumble DC is 10 (around threat) or 20 (through threat) plus the highest reflex save of opponents, then apply any normal modifiers (number of opponents etc..)

3: Cast Defensively DC is 10 plus spell level plus highest reflex save of opponents, plus normal modifiers.

4: Armor (AC bonus) converts its AC value in HP damage to non-lethal damage. Ex. Full Plate changes 15 HP damage into 7 HP and 8 non-lethal.

5: You can choose a specific Plane with each rank in Knowledge(Planes). This gives normal DCs for those specific planes and a +10 DC penalty for all other planes. (17 Outer, 18 Inner, 3 Transitive, ~Demi)

6: You can choose a specific Pantheon with every 2 ranks of Knowledge (Religion). This gives normal DCs for those specific pantheons and a +10 DC penalty for all others. (Greyhawk has a cartload of Pantheons)

7: Each +1 of enhancement on a weapon cuts through 5 points of DR. Weapons made of a specific material but not magical count as +1 for this rule. A Silvered Long Sword cuts through 5 points of that werewolf's DR. Specific material and enhancement do stack so the +1 Silvered Long Sword cuts through 10 points on that werewolf.

8: (RP)Some form of brief rhyme, doggerel or statement must occur with every casting of a spell with a verbal component. Some players have used Latin, some have prewritten, some do it on the fly. (Ex. Lightning Bolt - By the power of Watt and Ohm, let this discharge find its home!)

9: (RP)The defender of an attack gives a brief line on what caused an attack to miss, based on the bonus to AC that matched the attack roll. Normally totals of 1-9 are total misses, higher than that and something got in the way, armor, cover, dex, dodge, magic, auras & others.

"Its not what you are doing, its how you look doing it!"
The Unknown Bard

Silver Crusade

Modified with the recommendations of brock and JoelF847

Silence
Evocation (Sonic)
Level: Brd 2, Clr 2
Components: V, S
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Area: 20-ft.-radius emanation centered on a creature, object, or point in space
Duration: 1 min./level (D)
Saving Throw: Fort negates; see text or none (object)
Spell Resistance: Yes

Upon the casting of this spell, complete silence prevails in the affected area. All sound is stopped and creatures in the area are effectively deafened: Conversation is impossible, spells with verbal components are cast with a 20% chance of failure, and no noise whatsoever issues from, enters, or passes through the area. The spell can be cast on a point in space or on an unattended object, but the effect is stationary unless cast on a mobile object. The spell can be centered on a creature, but only that creature is deafened for the duration of the spell. An unwilling creature targeted in this way can attempt a Fort save to negate the spell and can use spell resistance, if any. Items in a creature’s possession or magic items that emit sound receive the benefits of saves and spell resistance, but unattended objects and points in space do not. This spell provides a defense against sonic or language-based attacks. It is countered or negated by Sound Burst and counters or negates the same.

Silver Crusade

Noir le Lotus wrote:
Silence should be prevented to be used a poorman's AMF.

I am considering changing the Silence spell into an Evocation (Sonic), similar to Light and Darkness in that it affects the enviroment in some fashion.

Silence
Evocation (Sonic)
Level: Brd 2, Clr 2
Components: V, S
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Area: 20-ft.-radius emanation centered on a creature, object, or point in space
Duration: 1 min./level (D)
Saving Throw: Fort negates; see text or none (object)
Spell Resistance: No

Upon the casting of this spell, complete silence prevails in the affected area. All sound is stopped and creatures in the area are effectively deafened: Conversation is impossible, spells with verbal components are cast with a 20% chance of failure, and no noise whatsoever issues from, enters, or passes through the area. The spell can be cast on a point in space, but the effect is stationary unless cast on a mobile object. The spell can be centered on a creature, and the effect then radiates from the creature and moves as it moves. An unwilling targeted creature can attempt a Fort save to negate the spell and can use spell resistance, if any. Items in a creature’s possession or magic items that emit sound receive the benefits of saves and spell resistance, but unattended objects and points in space do not. This spell provides a defense against sonic or language-based attacks. It is countered or negated by Sound Burst and counters or negates the same.

---
"Its not what you are doing, its how you look doing it!" The Unknown bard
---

Silver Crusade

Houserule: Use a 'move action' to pass an object, but it can be either the giver or reciever who expends the move action, while the other person uses up a free, swift or immediate for the round. It does provoke an AoO to pass an object like this.

Houserule: Anyone can use an 'Immediate or 'Swift' action in addition to thier allowed 'Free' actions to do the equivalent of a 'Free' once per round.

Houserule: Number of free actions allowed is DEX modifier capped by WIS modifier, with a minimum of 1. Your twitchiness controlled by your spatial awareness
(Ex. DEX 18(+4), WIS 14(+2) is 2 free actions per round.)

"Its not what you are doing, its how you look doing it!"
The Unknown Bard

Silver Crusade

Seldriss wrote:

As a matter of fact, there were armor bonus/malus vs weapon type in previous editions of Dungeons & Dragons.

But there rules were often ignored by most of the players, who considered they were uselessly complicated and slowing the game.

The bonus/penalty was applied to the attack roll for a specific weapon against a specific armor type, no more complicated than having to write down a set of numbers for each weapon used. Makes your choice of weapon mean more than which does more damage, it also affects your ability to do that damage. You can perhaps tell that I liked the rules and would prefer to use them again.

PS. Bring back spell component tracking and toss the non-magical pouch of infinite material into the void.

"Its not what you are doing, its how you look doing it that counts!"
The Unknown Bard

Silver Crusade

Archade wrote:

I don't mind the idea of converting lethal to nonlethal damage. Here's what I suggest:

- time should still be 1 hour (to prevent competition with magical healing)

- allow conversion of 1d4 + Wis modifier hit points to nonlethal damage.

- don't regulate times per day it can be used (bookkeeping attempts on various players is a bad idea)

- each use uses up 1/5 of a healing kit (50 gp), and nothing from a masterwork healing kit (a new item worth 500 gp)

Ta da!

I am going to bring this to my co-DMs attention for house-ruling, modified only by increasing the DC by 5(?) for each subsequent successful healing attempt.

Provides a reason to continue to improve your characters healing skill and represent that only so much can be done with short term care and a healing kit.

Silver Crusade

Having skimmed thorugh the postings, I was wondering if instead of straight curing of hit points, the skill converts an amount of hit point damage to non-lethal damage?

This allows the skill to improve the results of a cure spell and allow characters without magical healing available to regain health over a shorter time frame than a nights rest.

[b wrote:

D20 SRD[/b] .. (PF files at home)]

Healing Nonlethal Damage
You heal nonlethal damage at the rate of 1 hit point per hour per character level.
When a spell or a magical power cures hit point damage, it also removes an equal amount of nonlethal damage.

Silver Crusade

Fletch wrote:
I've never seen them in play, but I love the armor as DR concept. That's really what armor is to me. I wouldn't consider it a "fix", but I'd like to see it all the same.

We use a modified version of the Armor Conversion rule from UA.

The Armor Bonus modifier converts that much hitpoint damage into non-lethal damage. This value includes any 'Enhancement Bonus' to Armor Class. Natural Armor and Shield do NOT convert, only the Armor Bonus.

RAW still applies that if Non-Lethal damage equals or exceeds current Hit Points you go to staggered or unconscious.

We have also defined that if your Non-Lethal damage exceeds your Max Hit Points then it becomes Hit Point damage. So you can actually kill someone with Non-Lethal damage it just takes longer.

Overall this makes those who wear armor more survivable as Cure spells are up to twice as effective, as they remove equal amounts of Hit point and Non-Lethal damage. Armor wearers also tend to fall unconscious at the same time due to damage, its just that they aren't dieing (yet).

To balance this somewhat we also use a modified class defense bonus from the UA.

If you have NO Armor Bonus to your AC then you get whichever Defense Bonus is the largest from each class based on the level of that class, not from total character level. It does not matter what gives you that Armor Bonus you still lose the Defense Bonus.

These rules apply to everything that can wear armor or has classes.

Silver Crusade

I was wondering if that +1 evolution bonus applies to all weapons they use, as normally the +1 enhancement bonus is only good on the specific weapon.

"Its not what you do.. its how you look doing it." The UnGnome Bard

Silver Crusade

Tamago wrote:
erian_7 wrote:

For diplomacy, I recommend a read of Rich Burlew's thoughts at:

This Old Rule: The Diplomacy Skill

After his discussion of the topic, he even presents his own (OGC) approach to the problem.

That's actually the rule I use in my games! However, I worry that it's a bit too complex for a core book.

I use a simplified version of that in my games to keep things moving along at a good pace.

For the concentration checks on casting, I've gone with the original DCs decreased by 5 and then adding on the Reflex modifier and situational modifiers from the original rules. The purpose of doing so is not to stop players from doing the Tumble/Concentration/Diplomacy checks, but to force a decision to be made by the players on the possiblity of success.

Silver Crusade

I have always found that static DCs that interact with NPC/Monsters that have no modifier for that creatures ability/Skills/Saves to be a broken concept.

Prime examples are:
Diplomacy
Arobatics(Tumble)
Concentration

Furbur Fuzzyfist, Halfling Rogue 7th level, Dex 18
Tumble Skill w/No Magic : Ranks(10) + Dex(4)

Cannot fail to successfully Tumble around any creature that exists and is only level 7, this occurs earlier with the application of magic and feats.

---------------------------------------------------------------------
With any of those skills after a certain level you can affect creatures from kobolds to dragons and beyond with little or no chance of failure. I would recommend that the DC be set to a set value then modified by the appropriate Ability Mod/Skill/Save to represent the interaction that is occuring. The creatures reflex could be kept secret so that the players choice to tumble is not purely based on math.

You are trying to prevent an attack of opportunity from movement, so it would seem easier to move around an ooze as compared to doing so to that multi-armed sword wielding demon.

Move through a threatened area : DC10 + Reflex Save of affected creature
Move through an enemy's space : DC20 + Reflex Save of affected creature
(Increase the DC by +2 for each opponent above one that threaten a particular location))

Example:
Furbur Fuzzyfist, Halfling Rogue 7th level, Dex 18
Acrobatic chosen for Trained Skill : 1d20 + 7 + 3 + 4

3 gargoyles that have dropped among his party of 4, he needs to get past them to unlock the door.
DC 20 : Base DC 10 + 6(Gargoyle Reflex) + 4(2 extra gargoyles)

Now the player has to make a decision about doing his chosen action.