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Sean K Reynolds wrote:

The judges, Vic, and Lisa have taken a look at Kevin Carter's RPG Superstar wondrous item version of the spider hook and the version that appears in Forged in Magic. We believe this is a case of parallel development, that contestant Kevin Carter was not aware of the magic item from Forged in Magic, and that he came up with the design for his item on his own. Thus, he did not violate the rules of the RPG Superstar contest, and is not disqualified.

A little late in replying, but I'm happy to hear this and glad to see it didn't keep you from the top 4. Good job!


K. B. Carter wrote:
Tom Cattery wrote:
I hate to be the voice of negativity here, and I'd have to check my sourcebooks when I got home, but the book, Forged In Magic from Paradigm Studios for their Arcanis setting had an item with this same exact name and similar function (although different execution). I really hope this doesn't cause any problems, but I'd rather get this out now than later.

Thanks for posting this. For what it’s worth, I’ve never read (or even heard of) Forged in Magic before googling it just now.

I’ll defer to the judges for comment on this one with my assurances that this is a case of convergent evoultion in creative thinking.

Like I said, I really hope this doesn't cause any problems and wish you luck with the competition!


I hate to be the voice of negativity here, and I'd have to check my sourcebooks when I got home, but the book, Forged In Magic from Paradigm Studios for their Arcanis setting had an item with this same exact name and similar function (although different execution). I really hope this doesn't cause any problems, but I'd rather get this out now than later.


It's a shame that having multiple types of perform couldn't allow for multiple effects to be maintained. Seafaring bard Yeoman Bradwick starts off playing his accordian for one effect. While playing he begins to sing, starting a second. Finally, while playing and singing, he dances a jig to begin a third. Three performances, three effects.

Granted there would probably be a distinct limit on how long he could keep all this up, but still, it seems reasonably possible to do, at least for a rew rounds.


Pendagast wrote:
Tom Cattery wrote:

Here's a thought:

Move all the base monk weapons back to simple weapons (except shuriken which is a pretty unique in its use). However, these same weapons are treated as Exotic weapons for what the monk can do with them (somewhat similar to the way that the Bastard Sword is a martial weapon that can be used differently when bought up as an exotic). Then allow the monk to use any weapon he is proficient in and purchases as an Exotic weapon to be used in flurry (and perhaps do extra damage over normal). I would go so far as to say that exotic weapons used in this way would only have to be purchased once as they already require unusual techniques to wield, giving the monk a special niche with such weapons.

A monk's basic weaponry may often be very simple, but the techniques a monk employs with those same weapons would be quite different that what the average person would use. The monk uses a simple weapon in exotic ways. And that's my point.

No the idea is just get rid of all the dumb monk weapons altogether which are basically copies of already existing common weapons.

Nunchuck = light flail
Kama=sickle

My apologies. I thought that part was an understood. Yes, absolutely fold the monk weapons back into their simple counterparts. Then make monks proficient with all simple weapons and the shuriken. Make them able to use all simple weapons as exotic monk weapons (granted, crossbows would require a feat or two to do this) and to purchase any other weapon proficiencies as exotic weapons and allow them to use all exotic weapons as monk weapons.


Update on my previous scenario:

As much as I like the idea of a Frost Giant druid, let's start with something a little closer to what our 6th level human druid might actually be up against.

We'll start with a lvl 6 Ogre druid. Starting stats are Str 21, Dex 8, Con 15, 65 hp (slightly more if max 1st lvl druid hp are used) and an AC of 13 without armor. After double-checking the spell and the various stats, the Ogre in Dire Bear form would have a Str 25, Dex 6, and AC of 17, with no change in Con or HP.

On the other hand, our lvl 6 human druid with Str 14, Dex 14 and Con 14 with 46 hp and an AC of 12 without armor. Beast Form II gives a +4 Str, -2 Dex and +4 natural armor which would give the human druid Str 18, Dex 12 and an overall AC of 16 with no change in Con or HP.

Now, let's apply the bonuses for the human druid's increase in size. This would add an additional +8 Str, -2 Dex and +2 natural armor. Additionally, the druid would gain a +4 Con and take a -1 Size penalty to AC. Applying all this would give the human druid a 26 Str, 10 Dex and 18 Con with 58 hp. AC, sadly, would not change due to the additional Dex and size penalties cancelling out the +2 natural he gets from going up a size category staying at 16.

Now we have a more even fight with our human druid giving up a small amount of HP and AC for a slightly higher strength. While there are numerous other base creatures that would give our human druid a much tougher battle, adding in the benefits for size change allow for the smaller races to keep up in the battle of survival of the fittest.


I can see the old 2nd Ed style of post lvl 10 hp being adapted as an OPTION for GM's and players who want to go a little hardcore for more challenge at higher levels without resorting to cheesey tactics on the GM's part. As for replacing the current system? It's not very backwards compatable and I'd pass on that idea completely.


The larger druids is precisely the reason I believe that a size modifier should be put into play. I'm going to have to wing this as I'm typing at work and don't have my books handy.

In PF, a Frost Giant/Lvl 6 druid takes the shape of a Dire Bear. Checking the spell (IIRC) taking a large form gives +6 Str, -2 Dex, giving the Frost Giant a Str total of 35 (base 29+6) in exchange for a small decrease in Dex.

On the other hand, let's take a lvl 6 human druid (Str, Dex and Con all 14) with a roughly average 46 hp (8+(40/2)+12+6)(First level+(Max HP for next 5 lvls/2)+Con+Preferred Class Bonus) taking the same shape. First we take the stat bonuses from the spell of +6 Str and -2 Dex. Then we factor in the bonuses from going up to a Large creature from Medium of +8 Str, +4 Con, -2 Dex. This brings the human druid up to a whopping 32 Str and 18 Con, while dropping Dex to 10. The human druid would probably need some maintenance healing, but comes a lot closer to being able to stand against the Frost Giant in its alternate form. Keep in mind also, there's additional bonuses to natural armor class for the size increase as well.

Again, forgive any inaccuracies. I'll check my math and update when I get home.


Here's a thought:

Move all the base monk weapons back to simple weapons (except shuriken which is a pretty unique in its use). However, these same weapons are treated as Exotic weapons for what the monk can do with them (somewhat similar to the way that the Bastard Sword is a martial weapon that can be used differently when bought up as an exotic). Then allow the monk to use any weapon he is proficient in and purchases as an Exotic weapon to be used in flurry (and perhaps do extra damage over normal). I would go so far as to say that exotic weapons used in this way would only have to be purchased once as they already require unusual techniques to wield, giving the monk a special niche with such weapons.

A monk's basic weaponry may often be very simple, but the techniques a monk employs with those same weapons would be quite different that what the average person would use. The monk uses a simple weapon in exotic ways. And that's my point.


Pendagast wrote:

Because turining into a T-Rex is cooler than turning into a tiny whirlwind.

Because it can still be done, just not by an 8 str gnome.

I think there should be a mechanic in wild-shaping based upon whether you go up or down a size, in addition to the other benefits of the change. Ideally, there would be a change in Str and Dex for going up or down a size category from your natural state.

This means that the same 8 Str gnome would gain more than the 18 Str half-orc out of changing into a size medium creature. While the half-orc would still be the superior melee fighter, it would make the small druids a little more viable.


Sadly, our halfling druid seems to have dropped out. Which is a shame, because something just occurred to me. Has anyone considered a set of optional rules concerning wildshaping that take into account the original size of the druid? It seems to me that a halfling druid would gain more than normal by going to a medium size creature just because it would take him up a size category. Likewise, an ogrekin druid would gain less from going down a size to a medium creature. Just a thought.


Kvantum wrote:
Set wrote:
The Scarred Lands setting had, IMO, some of the most incredible Prestige Class ideas.

Great ideas, but I always found their stuff a bit... so-so in terms of execution.

And the only way those will see an update is as 4e Paragon Paths. Fiery Dragon has the rights to Scarred Lands now, and they've gone to the GSL. :(

Wasn't some of the Scarred Lands stuff incredibly broken?


Azzy wrote:
The Jade wrote:
Snorter wrote:
Tom Cattery wrote:
Two words: RAT FLAIL
Wood(nun)chucks!
How many nuns could a nunchuck chuck if a nunchuck could chuck nuns?

A nunchuck could chuck as many nuns as a nunchuck could chuck if a nunchuck could chuck nuns.

Doh!

How many nuns could a nun-chuck chuck if a nun-chuck could Chuck Norris?


I have to agree that it is far too time-consuming. Also, it may be too cost-intensive at lower levels. That seems to be the complaint I hear from wizards in the games I run and play in.


The Tempest.


Zark wrote:
Tom Cattery wrote:


Two words: RAT FLAIL
Anyway getting back on topic, if you don't like the dancing shield, don't make it available in your campaign. I've seen exactly one character ever take advantage of a dancing shield. Are they really that common?
You mean dancing shield or A.S.? Well A.S. is very very common. Hey it's a +1 heavy shiled and costs 9170 gp if you go animated tower shield it's 9190 gp. It's nothing. If you go animated mithral heavy shiled 10020 gp.

Sorry. Meant A.S. Seems to me that bumping it up to a +4 power would fix it. Incidently, I'm the only person (said I'd seen only one) in my gaming group that has ever taken an Animated Shield. (Darkwood Shield enchanted to +1 plus the Animated). And frankly there are still people in the party with better AC than mine.


Xuttah wrote:
Zark wrote:


Like the the famous bug "great cleave + PA + Whirlwind Attack and the rats in the bag".

Not so famous that I have heard of it. Doesn't WA make GC redundant, and what's with the rats?

Now, a half-brick in a sock and we're talking real weapons...:)

Two words: RAT FLAIL

Anyway getting back on topic, if you don't like the dancing shield, don't make it available in your campaign. I've seen exactly one character ever take advantage of a dancing shield. Are they really that common?


Asturysk wrote:
Well... I currently have a human character using their human martial training to have greatclub proficiency. This is based on A&E/DMG weapon equivalency rules, as the character is an "Oriental" style character and chose to use a bokken/bokuto (being listed as using greatclub stats), which are the wooden training swords most Asian martial art sword schools use for practice. But these wooden blades are deadly in the hands of a trained wielder, and the famed Miyomoto Mushashi is said to have slain his greatest personal rival with such a weapon. As such, I can totally understand why it should be a martial weapon proficiency, at least in this context. It's not just something any person can pick up and use effectively. It requires a degree of training and skill to make this wooden sword into a lethal weapon. You can of course pick it up and swing about, but you'd just be using it with less potential than a warrior. Granted the stats are perhaps underwhelming, but from a certain point of view it is basically a blunt bastard sword. The crit range could stand to be increased a bit, to maybe 19-20, but it's not a deal breaker for me, as I picked the proficiency for story reasons.

I disagree with the two (bokken and greatclub) being considered the same for the purpose of proficiency. While it is true that the two CAN be wielded similarly, I would argue that the bokken, being lighter with a smaller striking area, would do less damage in the hands of someone not skilled in the use of its more lethal sister-weapon, the katana. Basically, because of its form, only someone truly practiced at the katana could bring the most out of a bokken. In order to get greatclub stats from a bokken, you should at least have access to it as a martial weapon (and as an exotic weapon to use it one-handed and retain the damage). The greatclub is just a large piece of wood, possibly banded with metal, that anyone with sufficient strength can swing and club the bajeezus out of things. Therein lies the difference.

Edit: Also worthy of note, making the greatclub a simple weapon is one of the few things that 4th Ed. definately got right.


Ross Byers wrote:
If opposable thumbs are a problem, then that alone could be their bonus (like how ravens just spoke in 3.5).

Maybe they give a +2 circumstance bonus to flinging poo?


Really, the place wizards shine is in the battlefield. Heavy-hitting warrior-types are the giant killers. But the wizards are able to clear the battlefield of the rabble so that the warriros can do their jobs better. While it's true that a strong fighter will outdamage a wizard on a regular basis against single enemies, the same warrior will never be able to handle waves of smaller creatures with the ease of a wizard.


Staffan Johansson wrote:
Tom Cattery wrote:
Have I missed any so far?
Add stuff beyond damage to the spells. Like Cone of Cold could do 1d6/level and slow for 2 rounds (save halves damage and negates slow).

That's true. We could add something like that. Cold slows, fire lingers for damage over time, and things like that would be good additions.


Phlebas wrote:
Tom Cattery wrote:
Phlebas wrote:

DM'ing as well for a level 3

summon always was dodgy at really low-levels, but even by 3rd level, a 3 round ally II (or d3 level I's) is a reasonable use of a spell especially as its so flexible

Actually, depending on my focus, I'll sometimes cast spontaneous Extended Summon Nature's Ally I at 3rd level, getting myself 6 rounds of help instead of 3.
nice use of the feat - hadn't really considered that metamagics work well with divine spontaneous conversions......

The only drawback is that it extends the casting by a round. Since I'm already casting for a round anyway, it's really no big deal. Plus it only gets more useful at higher levels as you get access to more and better creatures to summon.


Let's see what we've got so far for suggestions (yes, I'm adding some of my own):

1) +1 damage per die
2) +1 damage per die, scaling by level
3) +1 damage per die, scaling by Int bonus
4) Energy substitution
5) Spell Penetration
6) Caster level scaling
7) Free Heighten Spell
8) Increased damage die
9) Choose what save is used when casting (Ref, Fort or Will)
10) +2 damage per die
11) Energy penetration (breaking through energy resistance)
12) Rerolling 1’s (and later 2’s)
13) Lowering level cost for metamagic feats on evocation spells
14) +5 damage per spell level
15) +1 plus Int bonus per die
16) Increased attack progression for touch and ranged touch spells

Have I missed any so far?


Phlebas wrote:

DM'ing as well for a level 3

summon always was dodgy at really low-levels, but even by 3rd level, a 3 round ally II (or d3 level I's) is a reasonable use of a spell especially as its so flexible

Actually, depending on my focus, I'll sometimes cast spontaneous Extended Summon Nature's Ally I at 3rd level, getting myself 6 rounds of help instead of 3.


The Enchantment school is actually my least favorite group of spells. They have an extremely dual nature of being either game breaking or useless and are more dependant on the enemy having bad will saves than anything else. They're all or nothing pretty much across the board. And they're the only school where a huge majority of its spells are that way.


Maybe adding the creatures size bonus to AC to the CMB?


Saurstalk wrote:
Next Bard I intend to create will be part of the Pathfinder guild. He's not going to be a musician, but rather a storyteller and historian. I thought I'd go against the grain and have him focus on archery, too.

This is my issue with bards in general right now. You have to go against the grain to really make them interresting since the mechanics don't do the best job to support it.

My last bard was a spy for The Mother Church (different setting). His performance of choice was acting and he used a lot of his magic and skills for infiltration. In combat, he primarily worked with healing and buffing magics that he could use on himself (and others if absolutely necessary) and waded into melee with a heavy mace and the heaviest armor that spellcasting would allow.

I'm really interrested in adapting a college system, maybe an open one, that can allow for a variety of jobs, but do it easier than the current bard system.


I like your thoughts so far. I'd like to throw in my two cents.

Quote:
Anstruth: A menacing bard, inspiring fear in its enemies and courage in its allies.

This speaks a lot of the intimidating dark hero. While I don't see a lot of changes needed, they probably would have only the most basic of morale-boosting abilities, preferring instead to demoralize their enemies. "Performance" of choice would probably be of an acting variety.

Quote:
Canaith: A gypsy bard, specializing in curses and fortune telling.

I would say curses and charms are most important here since those who are truly gifted with visions of the future often seem to lack the light-heartedness of many of their fellows. Acting, dancing and music would typify the gypsy bard. They would definately have a variety of mind-affecting abilities, but lack the range of knowledge of typical bards.

Quote:
Cli: A scoundrel bard, casting wizard spells that he picks along his adventures.

I would almost say the wizard spell-casting bard would be more of a scholar than a scoundrel. They would excel at lore and knowledge, probably engaging in storytelling to inspire comrades, but lack much of the basic mind-affecting abilities of typical bards.

Quote:
Doss: A gallant, knightly or duelist bard. His abilities consist mainly of self enhancements.

I assume that the main focus of this type of bard is personal martial prowess? The Doss would probably have an expanded range of weapons and possibly armor. They might even lack the magic abilities that many bards possess.

Quote:
Fochlucan: A druid-taught bard, using animals and terrain to overcome its enemies.

Obviously, this type of bard would have fewer effects that would assist human allies, preferring animals instead, and would probably lack the scholarly range of more urban bards. Their spell selection would take on a more nature-oriented focus and they would probably gain an animal companion at some point as a druid or ranger would.

Quote:
Mac Fuirmidh: A scald or savage warrior-bard. Its abilities target his allies to give them combat enhancements.

Like the Doss, this bard would have an expanded array of weapons and armor. However, they would probably have very little knowledge outside the arts of war and their spells and abilities would be focussed on affecting as many as possible at once.


hogarth wrote:
Tom Cattery wrote:
The biggest problem I find with the current Wild Shape is that it really only lends itself to high strength characters as opposed to all characters evenly.
But why should all druids be equally good at melee, regardless of Str?

It was just a nice thing not having one more stat to deal with, that's all. Not to mention it seems silly to have a border collie (for example) running around with an 18 STR. At least on the upside, there isn't a problem with taking a form whose stats are lower than yours.


The biggest problem I find with the current Wild Shape is that it really only lends itself to high strength characters as opposed to all characters evenly.


Pendagast wrote:
Abraham spalding wrote:

Well I see the spiked chain as something like a clock pendulum, and personally like the over all idea of it in a fantasy game. However the hate comes from two ends I think:

1. The picture in the PHB is horrible and not useful.
2. People don't realise the damage a simple half inch weighted chain can do without a bladed end to it, and therefore call the weapon "impossible".

That's funny, there's at least half a dozen jackie chan movies where he fights a guy with a chain, even indiana jones foghts a guy with a chain.

The shaolin monks have used a non spiked chain since before english was a language.

Doesn't even have to be a chain. In Shanghai Noon, Jackie Chan fights with a length of rope tied to a horseshoe as a makeshift weapon.


Kirth Gersen wrote:
silverhair2008 wrote:
Have you had a chance to look over the spell Wraithstrike in the Complete Adventurer? Take a look at it and let me know what you think. By email if you prefer.
I like the spell, and if monks got spontaneous spellcasting instead of a ki pool, that would be a great asset to them... but they don't, and a 1/day wraithstrike item would run, what, 2*3*2000 = 12,000 gp minimum, which puts it a bit out of my price range...

I recall the late 2nd Ed. monk as described in the FR campaign was a divine caster using from the cleric list. It made things somewhat interresting.

In 3.5, I'm wondering maybe if the monk shouldn't have been made with fewer magical goodies in exchange for the warrior's superior attack advancement?


On a side note, we know that magical ranged weapons such as bows or slings pass on their magical qualities to their ammunition. I also figure that firing normal ammo from a Master Work (MW) launcher grants the usual +1 to attack from a MW weapon. However, what happens mechanics-wise when firing:

1) Firing MW ammo from a normal launcher?

2) Firing MW ammo from a MW launcher?

3) Firing MW ammo from a magical launcher?

4) Firing magic ammo from a MW launcher?

5) Firing magic ammo from a magic launcher?

Just curious. Sorry for the threadjack.


Mosaic wrote:
Tom Cattery wrote:
Also, I still don't understand why all the hate for the spiked chain (and by extension, the bladed scarf). In my years of gaming in 3.X, I've seen exactly one character use one.
Lots of NPCs though.

I must be running the wrong mods.


TriOmegaZero wrote:
It seems to me the best way to make a melee character is four level dips. Four levels of fighter, four levels of monk, four levels of paladin.... :)

Quiet you! :P


I remember when I ran this for my gaming group. We started in 3rd Ed. and ended in 3.5. I don't think we even finished because I finally burned out on GMing after running weekly for two years solid. I was not able to run anything of consequence until just a few months ago when I became excited about Pathfinder. I hope you have more luck with Night Below than I did.


Abraham spalding wrote:
The starknife is already in the beta, the War Razor is simply a folding Kukri, and the bladed scarf has recieved almost as much hate as the spiked chain. The earthbreaker is looking promising though.

I realized after making a slight change in a game, the earthbreaker (medium sized) is simply a large-size warhammer. Also, I still don't understand why all the hate for the spiked chain (and by extension, the bladed scarf). In my years of gaming in 3.X, I've seen exactly one character use one.


I just wanted to say that this gave me some interresting ideas.

seekerofshadowlight wrote:

Improved familiar

Your familiar gains a second personality trait, or animal form .You gain the benefits of both familiar personalities/forums. Your familiar personality adjusts and becomes a blend between all implanted personality fragments. Or if animal form an manifest as both forms
You can take this multiple times.

Combining two base familiars gives a better feel of familiars being magical creatures: Winged cats that can speak, bat-winged toads, fur-covered snakes, etc. Me likey!


I'll give this a look when I get home and see what I can come up with. Doesn't look too bad, honestly. Only thing I can say straight out is that the way I've always read Flurry of Blows, Two Weapon Fighting (and two monk weapons) is redundant at your current levels. Again, I'll give this a closer look when I get home and can access my sourcebooks.


Mind posting your build? I'd like to see what you've done and see if anything can be done about it. I'm sure others can also come up with good ideas once we see your build.


Dreaming Warforged wrote:
To serve as a off-hand weapon, and to be able to use it to its full potential, one would have to take the other two-weapon fighting feats, and use a light shield, unless I keep the short sword (light weapon).

There are a number of light, throwable weapons out there. Have you considered a throwing axe, light hammer or star knife as an alternative to the shortsword? I'm sure there are others, but I'm at work without my books right now.


Paul Watson wrote:
MerrikCale wrote:
yoda8myhead wrote:
MerrikCale wrote:
I always had these pegged as some of the more popular PrCs along with the Bladesinger. Any thoughts?
You may be correct that they are popular PrCs, but they are not OGC and that means that it doesn't matter how popular they are. PrCs similar to them may pop up in the future but direct translations are off limits. And one of the primary goals of the PRPG is to update the core rules (which is also all they can update) so if they spend all their space on PrCs that aren't core that's less room for the ones that are. They already had to drop some of the ones that were in the DMG.
what makes a Blood Mage off limits but not a Loremaster?
Loremaster was included in the SRD (System Reference Document) and is Open Content. Blood Mage was included in Complete Arcane (which is not produced under the OGL and so is not Open Content). One another publisher can legally use under the terms of the OGL, one they can't.

Although nothing is stopping a new version of the Blood Magus with a different name from being created. Let's face it: When you have a feat around called Bloatmage Initiate that deals with the use of blood magic, you have a precident for it. Technically, if a different name is used and some unique features are substituted in, then there shouldn't be any problems with copyrights and non-OGL material. No blood, no foul (pun intended).


seekerofshadowlight wrote:

cool I would like to see what ya came up with. Thats the fun thing about open content so much to build off of and spark ideals.

I use a set of feats to do the whole fiendish/celestial thing , as for the dragons and such well ya can have one that looks like a dragon[ or a fairy, a metal crab or anything else] at level 1 , and improve its power with feats.

One of the things that's particularly bothered me about familiars is that, classically-speaking, they are supposed to assist the wizard/witch/sorcerer/whatever with their spellcasting. It's one of the reasons I particularly liked the Sha'ir from Al-Qadim. Anyway, here is some of the stuff I came up with and how I tied it in, both with existing familiar abilities and with your examples. These would be added abilities within the Familiar class feature:

Magic Assistance: Deliver Touch Spells (Su): If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are within 5’ of each other per the master’s caster level at the time the master casts a touch spell, he can designate the familiar as the “toucher.” The familiar can then deliver the touch spell just as the master would. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.

Magic Assistance: Metamagic (Su): If the master is 5th level or higher and has at least one metamagic feat, the familiar gains the ability to augment its master’s spells. If the master is in contact with his familiar, the familiar may augment its master’s spells using any metamagic feat that the master knows. Augmenting a spell in this way does not change the level of the spell. The familiar may augment the master’s spells once per day at 5th level plus an additional time per day for every 5 levels thereafter. The familiar may only augment one spell with one metamagic feat per round.

Magic Assistance: Deliver Ranged Spells (Su): If the master is 8th level or higher, a familiar can deliver ranged touch spells for him. If the master and the familiar are within 5’ of each other per the master’s caster level at the time the master casts a touch spell, he can designate the familiar as the source for the ranged touch spell. The familiar can then deliver the ranged touch spell just as the master would. Unlike touch spells, there is a limit to the power of spell that a familiar can deliver. A familiar may only deliver ranged touch spells that have a spell level of equal or less to one quarter of the master’s caster level. This means an 8th level caster can cast up to 2nd level spells through his familiar, a 12th level can cast up to 3rd level spells and so on to a maximum of 5th level spells at level 20. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.

Magic Assistance: Cast Cantrips (Sp): If the master is 10th level or higher, his familiar gains the ability to use Cantrips as Spell-like abilities. The familiar casts its spells using its own attributes and can only access Cantrips that its master has in memory. The familiar is considered a wizard of half its masters level for the purposes of casting its own Cantrips.

I'd also considered some other abilities:

-An ability similar to the Metamagic one that allows the familiar to increase the caster level of a spell if it is in contact with its master.

-The ability to grant a bonus to Spellcraft checks to concentrate on spells if the familiar is in contact with its master.

-The ability to take over spells that require concentration for the caster so the master may cast other spells.

-The ability to take on higher level spells in an Imbue With Spell Ability fashion.

-The ability to fetch other spells much as a Sha'ir's gen Familiar would.

Those are just some of my thoughts. I'm just hesitant because I don't want the Familiar to be overpowered.


I remember seeing this now. I thought it looked interresting, the way you combined familiars with the psi-crystal personalities. I also liked some of the other abilities you gave them. Did you think of a way of dealing with non-standard familiars (imps, pseudodragons, larger animals, celestial or fiendish animals, etc.)?

*Edit* After looking through yours, I decided to merge some of your ideas with mine. I also came up with a few interresting ideas of my own based upon your listing.


seekerofshadowlight wrote:
I like that man I may merge this with mine

What are you doing differently?


No comments at all? No official responses?


Coridan wrote:
I'd like to see it cheaper, so people can specialize in throwing daggers much easier.

This I can see. Additionally, besides concealment, daggers are also one of the easier weapons to use while in a grapple. They are a light-weight weapon that has a higher than normal threat range (19-20), can be used in melee or at range, in either or both hands with fewer penalties and have more than one damage type (S/P). While many other light weapons do more damage, few have the versatility of a trusty dagger.


Krome wrote:
Dang it! I wanna make a halfling fighter in plate armor with a lance riding an english sheep dog!

Ambrosious! Turn around right now or I will never feed you again!


I did some house ruling in my campaign as follows:

Using Larger Weapons: You can use some weapons that are up to 1 size category larger than you are without penalty. Light weapons that are one size larger can be used as one-handed weapons. Larger one-handed weapons must be used two handed. You can used two-handed weapons one size larger, but incurs the standard penalty.

Special Notes on Larger Weapons: The short bow (including composite) and the light crossbow including repeating) can be used without penalty even if they are one size larger. However, attempting to fire a larger light crossbow one-handed incurs all the standard penalties of a larger two-handed weapon PLUS the penalties for firing one-handed.

Additionally, because the spear has small striking zone and relatively easy striking motion, larger spears (but not long spears) may be used normally as two-handed weapons.

Also,because of its lighter blade and small striking zone, you may continue to use larger rapiers as one handed weapons (although you may not use Weapon Finesse with them).

Note that in order to use a larger bastard sword two-handed without penalty, you must have spent an exotic weapon proficiency on it. Using any weapon more than one size larger incurs all the standard penalties as laid out in the PHB.

Using Smaller Weapons: You can use some weapons that are up to one size smaller than you without penalty. Two-handed weapons that are one size smaller may be used one-handed. One-handed weapons that are one-size smaller are treated as light weapons and may be used with Weapon Finesse. Light weapons one size smaller are too delicate to use properly and incur the normal penalties.

Special Notes on Smaller Weapons: Obviously, long and short bows (including composites) must be fired two-handed. Reach weapons (such as spiked chains and some polearms) must also be used with two hands to maintain effectiveness. Crossbows continue to require two hands to load, but may actually be fired one-handed without penalty.


Daniel Moyer wrote:
Would I love to throw the spiked chain in the trash and buy a Flail that has reach? You betcha, think Castlevania goodness. :D

Ah, so you want a meteor hammer?

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