Male weasel(Magical beast HP 12/13 AC/t/f 19/14/17 f/r/w 2/4/4 (imp ev)
skills:
climb, acrobatics +10, stealth +14 Tuboo will attempt to uproot the pod where Magnus had been standing and return with it to the group. If it weighs more than 10 lbs, it's medium encumbrance for poor Tuboo. Dragging both is, I assume, a greater risk.
Male weasel(Magical beast HP 12/13 AC/t/f 19/14/17 f/r/w 2/4/4 (imp ev)
skills:
climb, acrobatics +10, stealth +14 As Magnus' body falls limp, his familiar perks up and its eyes become wide and aware. It speaks. " I wont be long, maybe some of you could set up a distraction for me. Less guards will be better. " At that, the weasel scurries off toward the dwarf encampment and the main tent. He moves cautiously once he gets close enough.
Male weasel(Magical beast HP 12/13 AC/t/f 19/14/17 f/r/w 2/4/4 (imp ev)
skills:
climb, acrobatics +10, stealth +14 Tuboo looks to his master for assistance and he sees the gnome's skin bruise and burn in correspondance to his own wounds. He tries to avoid catching on fire himself as he returns to his keeper for the next move.
While I agree that the difference is only in the flavour, and not in the mechanics to change it into psionics or steampunk, I wonder why PF and D&D in general have chosen the mono-culture of magic, rather than using a variety. I suppose they have expanded into psionics a bit, but they still lack the tech/steampunk variant.
Hi All. I am curious what your thoughts are on this. I am wanting to build a PC who does not carry any magic items on him or use other magical effects. Let's discuss generally why the system makes these builds less easy and the role of magic in games of this nature. I personally think that magic is just flavour requiring little explanation. I have fiddled with homebrew classes that can logically steam-punk a large number of magic effects, or attain similar levels of power without needing to be decked out in glowing magic equipment from head to toe. (which makes detect magic the most powerful level 0 spell in the game in my opinion, even with the 3 turns it takes to pinpoint sources) Honestly, if the magical aura's were visible, most PC's would be lit up like christmas trees. To me, it seems a little bit too homogenous. The campaign I am looking at is starting at level 6 with average wealth. We are playing with the Armor as 1/2 DR rules, and my class (a crossover from WotC) is light armour, with medium armour available at the cost of one feat. What do you all think?
LG: Lance- Compels user to attack any evil creature until dead. Charge at +10 land speed
LN: Quarterstaff- Compels user to follow the laws of the land to the letter. Gain an extra attack at highest bonus on even standard attacks Staff extends to give +5 acrobatics bonus. +10 land speed. stun on a critical hit.
LE: Scythe- Compels user to deliver coup-de-grace on any opponent possible. improved critical, vorpal,
All weapons are holy/unholy/anarchic/axiomatic as appropriate. This is, obviously, not a complete construction, but it should spark some creativity.
My advice: CR was a terrible idea and micro-manages things way too much. I'd compare the gnoll to another cr 1 race: drow nobles. You can find the explanation there about CR and such. As I understand it, NPC vs PC levels don't affect CR. If you spent your level on commoner, that's your own fault. at least RAW, and IMO
I agree with your assertion here. One should be able to "assume an identity" by using a longterm disguise. Unfortunately, there is no given mechanic for this, so you must re-roll (or presumably take 10/20) each time you don your disguise anew. If you're looking for something longterm, then you'd have to add deterioration mechanics, which the writers don't like. For example, if you are trying to hide your skin's natural colour with dyes, what happens if you are submerged in water? what happens if you are just sweating heavily. Does a wig last forever, or does it slowly lose hairs and become less convincing? When you're preparing your own disguise, do you notice your own mistakes in applying it? In short, there are a lot of things to consider in any given situation, and these aren't even getting picky/into physics. Depending on the specific circumstances, I'd say houserule with appropriate +/-2's Let me know what you come up with.
Pretty good all in all. I do enjoy the idea of positive levels. I think they've been long needed. I would re-examine the wording on that spell re: "If a creature would gain positive levels exceeding its total Hit Dice or level, it gains instead only enough to equal its Hit Dice or level." Doesn't this suggest that energize can ONLY be used to counter enervate? because when else would someone have more levels than they have levels? I think I know what you're trying to say, but you're just not saying it yet. The negative effects are logical and balanced, but they seem like a lot of new mechanics that might bog things down. Consider making all of these spells run off of the same base mechanic (exhaustion, nauseated, CON loss, of varying degrees dependent on spell level), or consider amping up the spell level and removing the negatives altogether. You might also want to search the transmutation spells. Many of those have always seemed more life-energy oriented to me and could easily be re-flavoured. I look forward to seeing more of these actually. They are really good and they fight the "necromancy must be evil" tendency of the game creators, which I am firmly opposed to.
Ok, so to clarify, there are 4 options:
Is this savvy?
I'm interested in how you would play this. The pit is a valid target of shadow conj spell, and if someone makes their will save, what happens? Do they have a 1/5 chance of falling, but are otherwise suspended in mid-air? Do they fall the full distance, but only take 1/5 damage? Do they fall 1/5 of the way and take appropriate damage for that distance? |
