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![]() Well, I see a few mundane upgrades, and other wagon options. I could easily turn the fortune tellers wagon into a personal wagon to use for my study, which as a starsoul sorcerer is mostly a lot of star gazing. But how would I go about turning the Horseshoes of the Zephyr to Wagon wheels of the Zephyr? Mostly, how much of a price increase would it be? I'm thinking maybe because it's an unusual slot for them, but still a slotted item since you should only be able to attach one type of magical wheel to a wagon, that it should increase the cost by 50%. Objections, comments, recipes for donuts? ![]()
![]() Okay, so the question about the feat applying has been cleared, and I don't want to get into build questions so we can trim the fat by leaving out the twf stuff please. I'm sure there is a thread for how well that works together somewhere else.
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![]() So there is no real question that the catfolk claws qualify for improved natural attack. They are a natural attack, even says so in the description. But if you put the claw blades on them, thus allowing them to be enchanted like a weapon, it says that it turns them from a natural weapon to a light slashing. By definition that would mean that it no longer qualifies for improved natural attack, yet all the claws do is grant a bonus to hit and nothing to damage. So if a catfolk already had the improved natural attack feat, and put the claw blades on; would the damage on his claws reduce? ![]()
![]() Here in Cleveland till may and seriously need a d20 fix. I'm good for just about any fantasy system, would even be willing to give some super hero games a try. I don't do sci-fi very well and not interested in dnd 4th ed. What I'm experienced in is Dnd 3.5ed and Pathfinder. I'm in the Heights area. Anyone have an open spot in their group for a temp player?
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![]() So I looked through the thread, watched the preview video and didn't see this addressed so I'd like to ask a question;
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![]() Okay, so I get the mechanics of the elemental affinity and all that, so please don't touch on that here as there are enough threads about it. What I'm confused about is their energy resistance. This race is obviously geared towards the elemental bloodline, but neither entry (the Bestiary 2 race or the Core Rulebook bloodline) touch on how their resistance interacts. As well as the other three genie-kin races. So, if an Ifrit Sorcerer with the Elemental Bloodline (fire of course though it would be hilarious to take it with the water bloodline) reaches 3rd level, does his fire resistance increase to 10, or does the class resistance of 10 stack with the racial of 5 and become 15? ![]()
![]() Slaunyeh wrote:
*Face palm* Okay, please clarify what you are saying "Yes" to. Yes he can make it, or yes he would have to wait till he was level nine? ![]()
![]() Okay so lemme ask the question which is answered here, but in such a round about way that everyone keeps asking for the same thing but keeps getting the round about answers; In order to make a wonderous item, do you need to have the caster level listed for the item, not in the requirements section but the description, in order to craft it? Or can you simply make an item if you have the gold points and time to spend making it, and are able to make the craft check DC?
(He would still have to make a craft or spellcraft dc of 19 as speak with dead is not a sor/wiz spell, but a cleric only) ![]()
![]() Okay, so I've found a few things that involve going into the void of space. One is the starsoul sorcerer ability to teleport people into the void. Another is the wayfinder iridescent spindle ability- endure elements and protection from exposure to pressure from vacuum and deepwater. Now, I know they don't mean the vacuum you plug into an outlet to clean the carpet with, so I'm wondering; What are the rules for being exposed to a vacuum? I mean besides the write up for immediate suffocation and 6d6 points of cold damage as per the starsoul sorcerer 15th lvl ability. I've been looking through all the books I have, but can't find it for the life of me. Help? ![]()
![]() KaeYoss wrote:
Ah, but I did make mention that the satyr has a CR of 4, so the earliest you could play it without a special ruling is 5. Since the monster pc rules state that every three CHARACTER lvls that the party gets, the monster should be given an extra pc lvl up to half it's cr. So a satyr would effectively have a +4 lvl adjustment untill the party hit lvl 8, in which is would have a +3 with 5 class lvls. And then at Party lvl 11 have a +2 with 9 class lvls. ![]()
![]() Deadmanwalking wrote:
A satyr bard? Nooooo, where on earth did you get that idea? I mean, what good is a satyr bard XD Anyway, yeah. I agree that they got the big end of the mighty stick, but they are my favorite race to play. And in regards to the pipers... eh. Half satyrs aren't as cool as full. But as soon as I get the book, I'll take a look at them.![]()
![]() Okay, so I've looked trough the various threads on monster pc's, and I just have to say, with all the off topic arguing back and forth it gets really confusing. And the little actual useful info I find brings questions to mind about one of my favorite non-standard fantasy races; The Satyr.
Okay so figuring that they have a CR of 4, meaning that the character can be played at a minimum lvl of 5, here are the stats I have figured out (I know they are not in order I just don't care); Str +4, Dex +4, Con +4, Int +2, Wis +4, Cha +8
So there ya go, please let me know if I'm wrong about anything. I'd also like to know if I only use the fey HD for the caster lvl and DC of the Pipes and spell-like abilities, or fey and character HD. Please keep in mind that this is a public forum, so I cannot stress manners enough. Minors do have access to this after all. |