Danse Macabre

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my current favorite (and cheaper)...

Tabard of Mage Armor

Continous spell effect (spell lvl 1 x caster lvl 1 x 2000gp = 2000gp)

Always on mage armor. +4ac that also works vs incorporeal. And it can be argued that since it has an always on Armor class bonus, you can apply armor enchants to the effect. especially the skill enchants that no longer count towards the +10 limit. targeted dispell will suppress the effect but not dispel it since its a permanent effect.


DungeonmasterCal wrote:
Gondolin wrote:

I think they are pretty much okay. I might postpone the effect of no 2 till they are level three and up.

In my campaigns :

wizards cast with no dice cap for damage à la AD&D.

Neutralize poison neutralizes poison à la AD&D.

No one wants to bother with spell components, so don't waist a feat with eschew material.

And before anyoe starts griping with the die cap thingee, it doesn't unbalance our game. If you play a sorcerer you have more spells spurr of the moment, if you are a mage you studies allows to augment the potency of the spells. Add the fact that at hight level, most of the critters have dr and sr anyways so.....

I miss the uncapped damage rules. That was the first "awww, dang it" that 3.0 got from me.

my second was when i realized the fireball spell wasn't a volume but a burst effect... miss those old days of a new player casting a fireball in a hallway.

As for the more potions, steal from the 3.x Brew Master prestige class or one of the magical items they had. There was a cauldron of brewing that did make more uses or multiples at a time.


so going over all the pathfinder/3.x/D20 books, and there is very little to none summoning feats. So in an attempt to rectify this heres what i came up with. Any constructive feedback for balancing/requirements/etc is appreciated.

Augmented summoning
-Small Summoning: Summons one size smaller summons
-Tiny Summoning: *reqs Small summoning* Summons two size smaller summons
-Giant Summoning: Summons one size larger summons
-Huge Summoning: *reqs Giant summoning* Summons two sizes larger Summons
-Blazing Summoning: Summons gain fire subtype, +1d6 fire dmg
-Frozen Summoning: Summons gain cold subtype, +1d6 cold dmg
-Nimble Summoning: Summons gain +4 init, +10' speed
-Armored Summoning: Summons gain +4 natural armor
-Greatly Augmented Summoning: +6 str/con +4 dex
-Electrified Summoning: *reqs greatly augmented summoning* +1d6 electricity dmg
-Acidic Summoning: *reqs greatly augmented summoning* +1d6 Acid dmg


**Natural Cunning (Ex) Although minotaurs are not especially intelligent, they possess innate cunning and logical ability. This gives them immunity to maze spells and prevents them from ever becoming lost. Further, they are never caught flat-footed.**

Id say combo of 2 abilities. Static feat: Uncanny dodge [2rp]. and for the other i'd just modify the elven immunities[2rp](p222) to the above wording.


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i personally like the concept of the Magus.

As for spell combat, I like the idea but..
1) no somatic components= no need for a free hand. so if you memorize all still spells, go for that 2hander/bow
2) allow the offhand to not just be a spell, but maybe a wand as well.

magus arcana...
1) the usages need to be more than 1/day. either 1+int/day or 3+int/day
2) add a Weapon Intuition arcana- uses int instead of dex/str for tohit
3) one that increase spell crit range, crit multiplier, or both


1. Necromancer variant of summoner. Replace Summon monster with summon undead. Eidolan is no longer an "alien" but essentially corpse golem-esque thing. **would have to add in some anti-positive energy protections/buffs to help**

**And not the 3.5e nonsense of having to go half wiz/cleric either.

2. allow specializations with the magus.

3. A true and true battlemage. Maybe a variant, prestige class, whatever. One that focus on the MOST dmg/area possible. With emphasis on widen, extend, empower, maximize, and enhance(3.5 epic) spells. to the point he gets improved versions as class features.

4. similar to a magus... but instead of a martial caster, a rogue-ish caster. less outright boomer spells, and more subtle touch/enhance spells, more like the old spell thief (maybe?). sneak attack w/ spells?

5. a cavalier variant that has 0 to do with a horse at all. more like a dandy/Renaissance era cavalier and less the medieval archetype.

6. A sorcerer bloodline that is straight metamagic feats, not a mixture of feats. basically a TRUE spontaneous wizard.

7. Reserve feats, even if they are a straight rip from complete mage, those are some of the most useful feats a mage can get, and allow them to be taken with the wizard feats

8. SR/DR/Resists piercing metamagics, ie searing spell, corrosive spell, etc.

9. Wizard specialties that (maybe sub) specialize in a type of spell, ie Area-effect, rays, touch, lines, walls, etc. (spell-warp sniper?)

10. Mage teamwork feats, and expanded teamwork feats in general. defended casting, cooperative spell, etc... maybe a more arcane caster version of Inquistor?

11. more summoning oriented feats, currently there's 1-3? and a few in 3.5e... like the <elemental> subtype summoning, augment summoning. maybe borrow the undead ones from libris mortis?

12. feat like weapon finesse but uses Int instead, only applies to same weapons tho?

13. Make the spellcraft linked stat based off your casting stat, not just Int. (ie cha for spontaneous, wis for divine, int for arcane)

prolly more I'd like to see too..but oh well

not a class or whatever, but would be HUGE...

and actually formula/template for creating spells or raising them up.
*cost/time to research/create
*Max dice/spell lvl progression
*#dice/caster lvl progression
*effects/area/elements lvl adjustment

so if want to create an 20die max fireball, it would be what lvl? or just a wider version of fireball?

epic handbook as one that works most of the time... but some regular spells just break trying to work it backwards from epic lvl.


I tend to run the my games with alignments, but the first session of an intended long running game, I sit down with my friends/players and ask the usual questions. What are you looking to do with your char? what do you want to accomplish? Your personal play style, etc... this also includes a minor debate of alignment so we as a group define what "Chaotic vs LAwful" and Evil vs good is.

And in general, i dont even bother with paying attention to what the players claim on their sheet. I go by their current actions and use that to determine their current alignment. I do give a little leniency to paladins too lol. And like to give xp awards to those that can stay true to their alignment as well.

But i'll also be the first to admit i can be biased, I;m a 2nd generation AD&D player and my parents and their friends are what i learned the game from lol.


I'd have to say I'm a much crueler player than gm, especially since I tend to play CN. But i played chars that were "ends justify the means" and "as long as it benefits me...". But I've always warned my players that if the Mob is intelligent enough its gonna act like it.

altho I'd have to say the are a few times I've enjoyed as a GM...and gotta say immovable rod and portable hole are the 2 best items in the game.

the Immovable rod- anklet.l10ish druid jumps into a river during a huge encounter between their party+local army vs horde. while in the water one of the villians of the piece manages to get the anklet on him. several turns later another player had to fish him out(1 turn before he would've drowned). Best was when the druid got asked why he didnt just wildshape out of it tho, "didnt want to waste a wildshape use"

or

a cursed mace that slowly turned a cleric/pally of pelor into a lich... altho it was using the "good" lich template. he'd (or his fellow clerics) didnt think it was that amusing at the time.

Or

the fake door on a tower, that took 4hrs of gaming for the party to figure out.

or

the Party (l10 cleric, rogue, mage, fighter) ended up fighting fighting monk8/sorc4 and a l8 werewolf monk... i figured it should be relatively even, except when you take into account you can "hold the charge" on spells like shocking grasp, and chill touch.