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![]() K. B. Carter wrote:
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:
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:
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:
Wasn't some of the Scarred Lands stuff incredibly broken? ![]()
![]() Azzy wrote:
How many nuns could a nun-chuck chuck if a nun-chuck could Chuck Norris? ![]()
![]() Zark wrote:
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:
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. ![]()
![]() 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:
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:
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
Have I missed any so far? ![]()
![]() Phlebas wrote:
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. ![]()
![]() 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:
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. ![]()
![]() Pendagast wrote:
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:
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. ![]()
![]() 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:
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. ![]()
![]() 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:
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:
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. ![]()
![]() 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. ![]()
![]() 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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