The Deep pockets ability is slightly confusing. As it is listed, does it allow you to declare, at the point of removal, what the items are, or do you have to list the items within that gold value before hand. As an example, I need a cure potion, but I currently do not have any. With Deep Pockets, can I produce a potions from my pocket under these conditions, or must I have declared that I have one prior.
historically in a army setting archers were support, but there are ALOT of fighting styles that do emfacise achery from samuri to native american. What does this tell us is the game archery unrealistic ... well a game where you turn into dragons and shoot fireballs from your hands well ... yeah! Still the piont is to have fun and play the game and remeber that with time and proper training anything can happen in fantasy or real life.
it has come to my attention that in my almost 30 some years of playing and running rpgs that when I adjust or make modifications to rules and, convert things from other rules that alot people like my work. So my question is this how do I post my work for any and everybody so that it is readily availibe to everybody without trying to build a website. I have no web experience so that is out. Still if people like my work and want to see my mods for use in thier games how do I post a continuing list of work?
the prevention of abuse then becomes the total level of the item, is cumalitive so when you hit the equilant of a 9th level spell that's it.
it I were to do the sudden metamagic feats it would be based on a time of use instead of usess per day, and the cost would change verses sudden and and standard.
a sudden would be usable for amount of time let's say for example half caster level + spell level + Char modifier + equal to rounds. this may seem broken but if you look at the time some of the higher level spells take to cast it evens out. Even taking quicken spell doesn't shave off enough to break the game.
then regular feats would be able to be daily use activated, but you would have to pay for each use as you put them in the item as you would for multiple spells, as well as that any item made this way I would put a rule in place that made it so when your finished your done with that item you cant go back and put new stuff on. So if you wanted to build the Broken Item it will take a long time alot of money... basically by the time you can build the God Item you no longer need it.
the idea that I'm toying with is somewhat 2 fold. I is to base the feat on the highest level of spell the charecter can cast at that level.
example is a feat that requires the charecter to be 5th level would look at the highest level of spells for a 5th level charecter and use that. which works up to the point of meats that raise the spell level. At this point it would get tricky ... say like maximize spell if I remeber right raise a spell level by 3. so say at 5th level you can cast a 3rd level spell so the maximize feat would cost the raised amount same as a 6th level spell. ect...
its feat first the then effect, only if the effect raises the level.
I've been looking at the treads and have a interest in both necromantic spells and feats for building upgraded undead. I have the 3.5 books and the converstion rules to you guys and gals of the night the horrors you want. If you people want them let let me know and I start converting and if you are interested in my work look un the conversyion thread at convertion 3.5 spellcasters and see my conversion of the Treu Necromancer as well as the Summon Undead spell which I am considering taking up level 9 spells.
Once again if your intersted log on and post a reply and let me know
I've been toying with the idea of putting feat into items to grant the feat when worn or used with metamagic feats I think that I make look at the level required for the feat and at the spell level that you could have and base the cost off the spell level.
secondly I've also thinking about the sudden metamagic feats, and figured they can be use if you switch them over to rounds a day like the specialty abilities. 1/2 charecter level plus charisma modifier or something like that.
Anybody have any thoughts on this?
ok folks it is done.
Alignment: Any no-good
Craft (Int), Heal (Wis), Knowledge (arcana) (Int), Knowledge (religion) (Int), Profession (Wis), Perception (Wis), Spellcraft (Int).
Level BAB Fort Reflex Will Special Spells
Rebuke Undead: The True Necromancer class levels stack with levels of all other classes that grant the ability to rebuke the undead for the purpose of determining the effective level of rebuking. The bonus from his/her necromantic prowess applies once it is gained.
1. Summon Undead I:
This spell functions like the spell Summon Monster I except that you summon an undead creature. Summon Undead I conjures one of the creatures from the 1rst level list in the accompanying side bar. You choose which creature to summon, and you can change that choice each time you cast the spell. Summoned undead do not count toward the total of HD you can control with Animate Dead or other command undead abilities. No undead creature can have more HD than your caster level + 1.
2. Summon Undead II:
This spell functions like Summon Undead I, except you can summon one undead from the 2nd level list or two of the same kind from the 1rst level list.
3. Summon Undead III:
This spell functions like Summon Undead I, except you can summon one undead from the 3rd level list or two of the same kind from the 2ndt level list, or 4 of the same kind from the 1rst level list.
4. Summon Undead IV:
This spell functions like Summon Undead I, except you can summon one undead from the 4th level list or two of the same kind from the 3rd level list, or 4 of the same kind from a lower level list.
5. Summon Undead V:
Summon undead list
Level 1: Human Warrior Skeleton (Bestiary 1, pg. 250) CR 1, Kobold Zombie (Bestiary 1, pg. 183,288) CR ½, Bugbear Zombie (Bestiary 1, pg. 38,288) CR 1, Ghoul (Bestiary 1, pg. 146) CR 1,