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![]() While you're inside a mindscape, barring certain circumstances, you're not aware of anything done to your body. Would you persist in the mindscape if your unconscious body were killed? Obviously you die once you leave said mindscape in that circumstance, but performing actions beyond your death has consequences to considre. ![]()
![]() I have a potential villain to throw against the party, a level 7 halfling rogue against a level 7 party. The NPC has +30 Stealth modifier & expert sniper feat, which in an urban environment they'll be spoiled for cover options. Even while attacking, the party will have a lot of trouble even having a clue where the attack's coming from, & I'm not even being super focused toward the build's tactic. Should I be worried about this encounter being too tough on the party, and if so, what suggestions do you have? ![]()
![]() My wife went to PAX West, followed by other travel plans, and returned home recently. I didn't attend, so I'm hearing about this now. She enjoyed herself and loved the convention, so don't think this marred her enjoyment on the whole. She tried out one of the Pathfinder one-shot tables, and evidently one of the first things asked as she was signing up was whether she was signing up for her boyfriend. While she was the only woman in the room at the time, that's not a good sign. The pregenerated 1st level rogue she was handed was heavily modified - no weapons except flasks, race switched to halfling, only knew Common while everyone else in the party only knew Elven (RP was thus difficult for her). At one point she threw a flask, rolled a 19, and was told she hit herself with the weapon. Enemies repeatedly saw through her +11 Stealth (no rolling) and bee-lined to attack her character, provoking AoOs from flanking PCs to get to her. There was no stated story reason for the aggro. No PC got below half HP through the entire adventure, except her due to the focus fire - survival was only because the players recognized what was going on and the cleric spent most (all?) of their time healing. I'm certain that's not all that happened, but just this bit is frustrating to hear about. I am disappointed that Paizo had such a DM representing their company at PAX, and I can only hope my wife's survey/review made it through the process. ![]()
![]() You cast Secluded Grimoire, then travel to the Outer Planes. Is your book presumably inaccessible? Is the Night Hag presumably a creature that leaves for the Material Plane? Because it's ability to go ethereal shouldn't work in the Outer Planes where there isn't an Ethereal. ![]()
![]() Giff
Quote:
Racial Traits +4 Str, +2 Con, -2 Wis: Great bulk and thick skin, but inattentiveGiff Giff are humanoids with the Giff subtype Medium: Giff are Medium creatures and have no bonuses or penalties due to their size. Normal Speed: Giff have a base speed of 30 feet. Natural Weapons: A giff has a bite attack that does 1d4 damage. Thick Head: Giff have a +4 racial bonus against sonic effects Iron Stomach: Giff have a +4 racial bonus against poisons Tiny Ears: Giff has a -5 racial penalty to hearing-based Perception checks Weapon Familiarity: Giff are always proficient with the portable bombard. Languages: Giff begin play speaking Common and Giff. Giff with high Intelligence scores can choose from the following languages: Aklo, Draconic, Elven, Giant, Orc, and Undercommon. Race Aging Effects
Random Height & Weight
Early Two-Handed Firearm
Favored Class Bonuses
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![]() Quote:
In order to avoid derailing, I want to point this out. It's not pure cheese, and I find the implication that it deserves nerfing for the above reasons to be poorly thought out. 1] Yes, it uses the Wizard's Intelligence, but it's still using a BAB at half and has none of the weapon feats that an equivalent fighter is throwing down. A 15th level wizard is throwing down maybe +17. 2] Let's assume 'antics' for a +1 CL, and now we have a +4 from GMW. Javelins are not ammo, so we need to be using arrows, which lowers our damage to 3d6. If you notice, we're working at a +21 attack bonus, easily surpassed by the local archers. 3] I have no idea where you're getting the 180 number, because that's implying a [u]+12[/u](?!) damage bonus per arrow. A realistic damage potential is 45d6+60 (202 avg), with an average of 111 damage against a typical CR 15 monster's AC (half its HP). 4] We're already at a 5th level and 3rd level spell slot thrown into this combo. Throwing another 3rd level spell, especially if we're using familiars to ready them instead of doing something else, only reduces the efficiency. Efficiency is the key here, because at a certain point, it's more efficient to just throw 5] The javelin not being ammunition has been covered, so I was presuming bolts. If someone manages to find a workaround to get ammo a size category larger, then our average jumps to 140 damage. Look at the final score here; our 15th level wizard of telekinesis is throwing down a damage that's comparable to archers in the DPR Olympics, except those guys are FIVE levels lower and have way more rounds of throwing down such attacks. Even if the AC was so terrible to permit a theoretical maximum of 255 average damage isn't all that mind-blowing at level 15 when you can throw down a suffocate, or have a draconic sorcerer's empowered fireball hit just 4 monsters. If you look at lower levels, a level 9 is averaging about 65 damage with a single casting of one of their very few level 5 spells (and a GMW, and some gold for a porter to carry them around) against an equivalent monster. I'm not impressed there either, since that's about 50% greater than an empowered fireball which can hit an entire group of monsters. It's like a poor man's disintegrate, statistically speaking. You just need a decent amount of preparation, additional magic to handle logistics, and does as well as a fighter...for a round. ![]()
![]() It's an established option that limited wish can grant a creature the ability to automatically hit on their next attack. Can you wish to automatically succeed on the creature's next saving throw? Can you wish for the next attack on that creature to automatically miss? Is it possible to wish for the auto-hit on a different trigger; such as on the creature's second attack, or next against against an undead, or the next attack after a certain trigger (when I say 'take that!')? ![]()
![]() Say you're making a magic item using uncommon rules, such as Ship Combat or Boons. Would you just add a line of (see Fast-Play Ship Combat) after the effect that uses language from the rule? ![]()
![]() I've seen a lot of FAQ regarding this archetype, and it's...robust. And even then, there seemed to be a lot of discussion surrounding it. What would be the problem with switching out the Fused Eidolon traits with just giving them Merge Forms at level 1? Add a line stating they always count as being within reach of the eidolon for class abilities, state that any worn gear transfers to the eidolon if the eidolon is able to wear it, and clarify that the summoner can use his own skills so long as they aren't tied to the physical ability scores. ![]()
![]() I'm looking at making an elf from the Mordant Spire, which is a little difficult since there's a grand total of two paragraphs about them in the Elves of Golarian sourcebook. and I was wondering if they're equivalent to any other culture, mainly so I can get ideas of what kind of masks they wear; or even why they wear them. ![]()
![]() What is the stance on Golarian elves and lifespan? The rules conflict notably with the flavour text. In the flavour text, they can potentially live for thousands of years, and the only real way to tell their age is by their face looking more handsome and ethereal. You almost can't go two pages in Elves of Golarian without being reminded of a lifespan that will see monuments erode into dust. In the rules, their average max lifespan is two centuries longer than dwarves, far short of a millennium (750 is the max). Conversely, dwarves are not described as a nearly timeless race (barring their craft-work), and in fact their comparable longevity is heavily downplayed. Elves physically suffer from age like any human, becoming weak and frail with time. Because of their lower Constitution, an appreciable fraction of elves will flat-out die at 350; as it's quite possible for an NPC to be two below average, and thus be born with a 6 Con, where the -6 from venerable will knock them to zero. ![]()
![]() Has your familiar ever turned out to be better at some things than its master? With the size bonus, it being better at Stealth is assumed, and it's unsurprising for Perception to be better if it's got a racial bonus (such as an owl or a hawk). Imagine a wizard with a low Charisma (don't faint in surprise), and took Improved Familiar for an imp, mephit, or especially a faerie dragon. They have a Charisma of 14 or 16, Bluff as a class skill, and it wouldn't be out of line for the chosen skills of the imp or mephit to be switched to include Diplomacy. They're nearly guaranteed to be more social, even and especially if the wizard took max ranks (I've seen it), with a 'simple' alter self if looking like a human'd help. Heck, if the wizard chose Strength as a dump stat too, then those three could be physically stronger; moreso if the imp or faerie dragon used alter self, as they'd have a 16 and 15 Strength respectively. ![]()
![]() I was given an idea by someone awhile back, as to designing a class that has spells such as color spray that continue to scale, but only retain the ability to use them a number of times per day as a wizard, falling back to the ability of a fighter afterwards. Basically taking the mechanical difference between a 1st level wizard & fighter and maintaining that difference precisely rather than proportionally. In that vein, I've designed this with the intent of being on-par with a 3.5 rogue in power, while looking like a paladin/barbarian/duskblade. I can only hope I'm meeting this goal in having it be a contributing member to a party (unlike the 3.5 fighter) without being overpowered (like the 3.5 druid). Flavour-wise, I wanted to return to a more 'true' form of Vancian spellcasting than D&D currently uses; as the Dying Earth saga limited their actual spells per day to a handful, but were generally of such power that the mere threat of its could be sufficient. Pact Maker
Amongst the easiest of favors to ask for is knowledge of martial prowess. Mantras, runes, techniques, magical herbs of enhancement, & spells of might all work towards making the pact maker a warrior of some skill. But this is nothing to the power of direct intervention, where the pact maker calls upon an entity directly for action to be taken. The confidence of its power and those who are aware of what the pact maker is capable of can mean the end of a fight with the mere threat of its use. Hit Dice: d10
Base Attack Bonus: As fighter
Spells per Day
Class Abilities
To prepare or case a spell, a pact maker must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a pact maker's spell is 10 + the spell level + the pact maker's Charisma modifier. Like other spellcasters, a pact maker can only cast a certain number of spells of each spell level per day. His base daily spell allotment is given on the above table. In addition, he receives bonus bonus spells per day if he has a high Charisma score. He must choose and prepare his spells ahead of time by getting a good night's sleep and spending 1 hour meditating and communing with extraplanar entities for spells. A pact maker may prepare and cast any spell on the pact maker spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation. As a reminder, the spells per day chart is not cumulative. With the level increase, the pact maker will lose the ability to cast spells of the lower spell levels as he gains access to the new spell level. For example, a 10th level pact maker can only memorize one 5th level spell, and additional spells per day from a high Charisma modifier only apply for level 5 spells (2 5th level spells with a Cha of 20+, 3 with a Cha of 28+, etc). Pact Maker Spell List
Patron's Blessing: At 2nd level, the character makes a pact with a specific patron from the Cerulean Void, pledging alleigance to it and serving as a one of his chosen. Available patron lords are enigmatic entities that hold little interest in the realm of mortals, so rarely demanding anything from their chosen, seeming satisfied with flattery and a simple vow to prove their pledge. The vow associated with the patron is simply a show of loyalty, and rarely has anything specific to the patron's vested interests. It is a taboo of behavior that the character must adhere in order to access his patron's blessing ability. Failure to follow the vow results in the character's inability to gain their patron's blessing for minimum of 24 hours, followed by an hour of prayer and supplication to appease their patron lord. Available taboos include, but are not limited to...
The patron's blessing can be called upon once per day, as a swift action. The character can call for an additional blessing per day every three additional class levels (2/day at 5th level, 3/day at 8th level, etc). The exact benefits vary with the patron lord chosen, and all bonuses are sacred bonuses.
Bonus Feat: Gained initially at 3rd level, and every 4 levels after that (7th, 11th, 15th, 19th), a bonus feat for the character. These bonus feats must be drawn from the feats noted as fighter bonus feats. A pact maker must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums. Mastery: At 1st level, and every four levels afterwards (5th, 9th, 13th, 17th), the pact maker gains a bonus metamagic feat from the list below.
Trackless Step: Starting at 4th level, a pact maker leaves no trail in natural surroundings and cannot be tracked. The pact maker has become something that the land no longer recognizes, and cannot deactivate this ability. Imbued Resilience (Intellect Fortress): Available at 3rd level, and must be wearing a specially prepared set of masterwork (or better) armor, requiring 100gp of materials and an hour-long ritual to attune the character to the specific set of armor. At a later point in time, the character can choose to no longer be attuned to the armor and go through the ritual again with a different set. Once attuned to the armor, the character can activate its ability as a full-round action while wearing the armor. Once activated, its protection lasts for 24 hours or taken off (whichever comes first). The effect must expire before it can be reactivated. For as long as the ability is active, the character is protected from attempts at mental control as if under the effects of a protection from law spell (with no other benefit as would be expected with the spell). Imbued Resilience (Elemental Mastery): Gained at level 5, while under the effects of Imbued Resilience (Intellect Fortress), the character is bestowed energy resistance 10 against all energy types. Forsaken Footsteps: Starting at 7th level, the pact maker is no longer impeded by natural terrain or undergrowth. The ground could be sandy, muddy, swampy, filled with natural thorns/briars and other overgrown elements; but the pact maker moves at normal speed and without other impairment. Areas that have been magically manipulated to impede motion (including, but not limited to entangle, rock to mud, etc) still affect him. Imbued Resilience (Mortal's Supremacy): Available at 8th level, while under the effects of Imbued Resilience (Intellect Fortress), the character is also warded against bodily contact from summoned creatures (as per protection from law). Water Walking (Sp): Starting at level 10, the character can cast water walk (as the spell) 3/day. Imbued Resilience (Elemental Dominion): Gained at level 11, while under the effects of Imbued Resilience (Intellect Fortress), the the character is bestowed energy resistance 10 against all energy types. This replaces the Imbued Resilience (Elemental Mastery) ability. Dual Patron: Gained at level 11, the character is able to perform the rights with sufficient eloquence to be able to gain the blessing of a second patron lord. Choose one additional patron lord. When patron's blessing is activated, both benefits are imparted to the character. Arcanist's Bane: Gained at 13th level, takes a full-round action to activate. Imbues a weapon with a single use of greater dispel magic (targetted version only), that is cast upon the first entity struck by the weapon. Caster level is equal to class level. Air Walk (Sp): Gained at 14th level, the character can cast air walk (as the spell) 3/day. Dimension Stride (Sp): Gained at 17th level, the character can cast quickened dimension door (as the spell) 3/day. ![]()
![]() Say you're a sorcerer with two-weapon fighting and the abyssal bloodline. Can you dual-wield and attack with your weapons, then use a free action to drop your weapons and attack with your claws as secondary natural attacks in your routine (four attacks)? What if you have Oversized Two-Weapon Fighting, two-hand your first attack, left one hand go to off-hand with it for your second attack, then drop the weapon to continue attacking with your two claws? While we're at it, replace this sorcerer with a thri-kreen. With Oversized TWF, can the thri-kreen dual-wield longswords with two hands on each to keep the x1.5 strength modifier while still running with only -2/-2? Or to combine the above, dual attack with the two longswords, release a hand on each to get two one-handed off-hand sword swings, and drop them both for four claw attacks. ![]()
![]() I was looking at this magic item that was included in the Council of Dust issue, and I had a question concerning one of the paragraphs. "This spell can only be reproduced while the kite is flying, a process that takes 1 minute to achieve." Does this mean that the burning hands ability the item grants effectively has a one minute cast time, or is the minute of flight a preparation, and once it's at that state it can fire off all three of its charges in 3 successive rounds? ![]()
![]() Am I to assume that it takes a standard action to initiate the aura, which lasts until you decide it should be over? Or is it on whenever? This is rather important for a first round action queue for a cleric that may or may not also whip out Holy Word or something after some of the party is hit with a fear effect. ![]()
![]() Question on this feat. The way it's worded, the doubling of damage specifically states Strength, weapon properties (such as flaming), and precision damage (such as sneak attack) being exempt. Does this mean that Weapon Specialization, the class bonus given by the Ranger/Fighter, the basic weapon enhancement bonus (the +1 part), and similar, will continue to get doubled? ![]()
![]() Phenyekashi, Plucker of Wings, Destroyer of Second Chances
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![]() Key of Closed Doors
The key creates a strong wooden, iron-barred, non-magically locked (DC 25) and arcane locked door. The lock is tied to the key that created the door. The door created is an actual item and cannot be dispelled. The key can create one door per day. In addition, the key casts open/close (close option only) upon anything it touches.
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![]() Does anyone happen to know what's happened to The Gaming Den? I've tried to go the forum for the past few days, and the internet seems to have decided it doesn't exist. ![]()
![]() In the proficiency list, last I checked, monks were not actually proficient with unarmed attacks. The bonus feat, Improved Unarmed Strike, does not grant proficiency inherently. Please add proficiency attainment in either one of these locations, so that RAW monks don't suffer an automatic -4 to all attacks. ![]()
![]() This was originally made public by the creation of the hulking hurler, but can exist due to the current rules for falling objects. That problem is the fact that carrying capacity from strength is logarithmic, while damage due to weight is linear. As of right now, damage due to falling objects are based purely off of weight, which means a block of steel does more damage than an equal size block of cork. Logically, this makes sense. However, for it to be purely linear allows those of high strength to perform acts of damage where 'escalating' is simply insufficient terminology. So, basically, it should not be +1d6 per +200lbs of weight. This allows rocs to do more damage dropping boulders than is considered sane. Just taking an off-the-cuff number, it should be +1d6 damage for every doubling of weight past 200lbs. I can go into more detail, but if you've ever been in a game where people drop things onto people, you'll see the problem very quickly unless you houseruled it. And in case you take the falling rules damage cap, that 20d6 limit is only for the falling part of the damage, the weight contribution doesn't have such a cap. ![]()
![]() This has been a facet of 3.0 since it came out, and while it is rarely even made aware of, it exists as something that is houseruled universally. Monks do not have proficiency with unarmed strikes. An unarmed strike is a simple weapon, and monks don't get a hand-waved proficiency list, rather a select list that happens to not include unarmed strike. Improved Unarmed Strike does not actually grant proficiency, but makes you count as armed for purposes of AoOs and can choose between lethal and nonlethal without penalty. Considering how the game expects monks to work, I suspect this is a rather important rule that's obviously an oversight, of which repair is a simple addition of ", unarmed strike, " to the proficiency list text. ![]()
![]() Jason Bulmahn wrote:
This is something to keep in mind in terms of goals to shoot for. And, of course, I'll be playtesting this class rather than making assumptions. We're shooting for a 50% (+/- 10%) success rate on average, and significant variance past this range is a sign of either too much power or too little. My method will involve three trials per challenge, and the environment will tend towards the creature's natural habitat or a dungeon room if no such location is given. Because of the monk's sneak bonus, he will generally get to pick the vector of engagement, which gives him an advantage. As a reminder, I would prefer we not have this thread filled with the same arguments towards the validity of this playtest style. It has been argued ad nauseum, and sufficient numbers have become entrenched in their opinion to the point that further discussion borders on beligerence. Robert Greyfriar the Half-orc Monk - Level 5
Skills: Acrobatics, Climb, Perception, Stealth Feats: Deflect Arrows, Weapon Focus (unarmed), Toughness, Dodge, Improved Grapple Equipment: Belt of Strength +2, Bracers of Armor +1, Boots of Elvenkind (+5 sneak), Cloak of Resistance +1, 3 potions of lesser vigor, Climbing Kit, Quarterstaff, Sling w/bullets, Shurikens, Troll killing equipment Challenges
* Basilisk: First fight, he dies in the second round because of the gaze, and a 35% fail rate is just too high a risk, so we're going to fighting blind from here on. The next two fights are grueling, filled with blood and tears on both sides, but the monk manages to take out the basilisk by the skin of his teeth. 2/3 is the score for this challenge. * Large Fire Elemental: Like McNinja Senior, the elemental realizes that ninjas such as Robert won't try to punch or grapple when it's on fire. This cuts down our damage and attack bonus. I don't even need to bother here, the monk's fighting a foe with a better AC, attack bonus routine, and damage; and this is before factoring the noticeable chance of the monk being set on fire or the noticeable DR. We've got an anti-hat trick going on. 0/3 * Manticore on the wing: We don't have trees of note, so Bobby's going to jump for the nearest deep bog, go total defense, and shout out disparages concerning the flying manticore's heritage until it runs out of spikey doom. However, despite only getting hit twice (on average), this proved to be enough of a lead all three times for the manticore to rip the monk to shreds. On closer inspection, the spikes weren't even necessary for the manticore to win. It just plain did more damage and has half again the monk's health. 0/3. * Mummy: As soon as combat begins, our monk falls to the mummy's despair and then gets his neck snapped. On the third fight, he's only out for a round, which doesn't give our mummy time to get over and perform the coup de grace. It does, however, give our little monk time to contemplate the horror he's facing and still fails. 0/3. * Phase Spider: This creature's fighting style eliminates what little advantage could be had with flurry of blows due to the requisite readied action, and the poison is a noticeable danger. Fortunately, the phase spider's attack bonus against a non-flat-footed target is subpar, and thus can't keep up with even the monk's single attack. The third fight resulted in our monk failing the first two bites (and scratching the spider), and sufficient poison damage was dealt to take him down. 2/3. * Troll: Regeneration makes ranged combat a non-option for Robert Greyfriar, but at least he has the mobility and stealth to open up with a divebomb attack. While it would be cool to bull rush him into a chasm, or do anything involving a combat maneuver, it's bonus makes it so our monk needs a natural 19+ for anything to happen. Our fight opens with a banzai shouting monk that punches the troll in the face and then opens with three more punches before it gets to go. A comic whimper is given by Robert when the troll finally turns around and grins down at the little half-orc, and tears him limb-from-limb in that first round. This happens a second time, and the third fight our monk got to spit up blood and cry for mercy before going down on round two. Our most painful 0/3 yet. * A chasm: About bloody time something goes our way. Our monk can jump across if it's 35' across or less without even rolling. 3/3, huzzah! * A moat filled with acid: Much like the chasm. I sincerely doubt we're going to be seeing a 50' wide moat, so this is yet another 3/3 for Robert. It feels like his loyalty to this class is finally coming through. * A locked door behind a number of pit traps: So far, it seems that the only real challenge that our monk can handle is a hole in the ground. He gets past the pit traps without comment, either being too shallow or not doing enough damage to matter where he can then climb out readily. The door however, proves to be the biggest hurdle. He does enough damage with his staff to actually harm it 50% of the time. So it only takes about a minute of wailing on the lock with a stick to get it open. Rather loud, but technically a victory for 3/3. * Pit filled with medium monstrous scorpions: Our monk only failed the check against falling in once, which did result in a most horrifically violent death. The other two times, he walked around it. 2/3. * Centaur archer duo in the woods: It would seem that their rank in survival goes towards hunting half-orc monks, which is all that's needed when they go faster, shoot farther, and hit harder. They have the technology, you see, sticks and string. 0/3. * Howler/Allip tag team: The howler, by itself, can take out the monk. The Allip simply seals the deal and sends the corpse to the madhouse. 0/3. * Grimlock Assault Team: Both sides are quite stealthy, except for the fact that grimlocks can smell the fact Robert is apparently one of those types of monks that abstains from bathing, and are very much on the alert. The element of surprise lost, he goes in, fists a-flailin'. He suffers a lucky critical and goes down, but the other two times we simply output barely enough damage going full flurry to take them all out. 2/3 Observations
I don't need to continue for the most part, because the upgrades that have been given to the monk raised his performance by about 10% in the areas I expected it to improve. The performance of the original 3.5 monk were increasingly debilitating as the levels got higher, and the bonuses given have already been shown to be insufficient at level 5, and they certainly aren't getting increasingly better to account for the monk's destiny of failure. The monk doesn't actually get proficiency in unarmed strike (notice his proficiency list). Improved Unarmed Strike doesn't grant proficiency, only negates the AoO and allows for the option for lethal damage. I performed this playtest on the assumption that the text is reworded, but it remains a flaw in the class that needs attention. Scorpion Style has a conceptual problem, outside of its uselessness in solo. Because it's a full-round action for only one attack, you are sacrificing both your mobility and your damage output in exchange for the monster's mobility. Also, because you are keeping the victim in melee range, this lends itself towards you becoming the tank; of which you are not designed for nor even intended towards (by Jason's stated goals). Grapple is a wash in terms of effectiveness. The monk is only marginally better at the best of times (so far), and he still gets just as stabbed in the face as before. Because it's a standard action to perform, this is visibly worse as a combat tactic than flurry of blows, except as a delaying maneuver. Delaying a monster by hugging its teeth is about as bad as the Scorpion Style, an obvious tanking maneuver for something that's explicitly not a tank. Jump doesn't get a bonus from faster-than-normal speed anymore, I noticed. Was this intentional? Also, fly is available by level 5 to spellcasters; and this isn't even counting levitate two levels earlier. Even with High Jump and max ranks, our monk isn't even getting 15' off the ground until level 10 or so (we better hope that ceiling's only 25' high). ![]()
![]() Ever see some fantasy movie where a spellcaster unleashes a wave of magic, then just focuses it on his victim for a significant amount of time, eventually releasing the energies and letting its effect take hold? Sometimes it's a line of energy, cascading and eventually wiping them away. Other times its some kind of transformation or mind control where the victim struggles and fights back, occasionally showing glimpses of losing control (minor shift of the ears if it's a transmuting spell). And of course, if there's a spellcaster involved, they throw their own magic back and we have eldritch energies weaving back and forth. Well, that's not available in the epic fantasy that is D&D, so I'm going to attempt to fix this. Grappling Spells
Starting a Spell Grapple
If you succeed, you and your target are now grappling. If you lose, you fail to start the grapple. You automatically lose the spell cast to start the grapple. Unlike normal grappling, you may attempt to hold if the target is two or more size categories larger than you are. In case of a tie, the combatant with the higher modifier wins. If this is a tie, roll again to break the tie. Queue: The spell used to initiate a spell grapple, or brought into the grapple. You gain a bonus to your Ensorcel modifier equal to the spell's spell level while it is in Queue. Each combatant involved in a spell grapple may have one Queue spell. Spell Grappling Consequences
If You're Spell Grappling
Range and Line of Sight: If Line of Sight is broken between those involved in a spell grapple, or if all spells in Queue are outside of their range, then the spell grapple is broken and the spells in Queue are lost. Move: You can move half your speed by winning an opposed spell grapple check. This can break range or LoS. Cast a Spell: You can attempt to cast a spell while spell grappling, provided its casting time is no more than a standard action and you can use it to start a spell grapple. This includes any spells activated from a magic item. You cannot Wither or Telos your opponent unless you cast a spell, in which case the two actions are combined into one standard action (no need to go through starting the spell grapple). If you cast a spell, then that spell becomes the one in Queue. If you already had a spell in Queue, then the older spell is lost without effect and then replaced by the new Queue. Wither Your Opponent: While spell grappling, you can reduce your opponent's ability to make saving throw against the spell that initiated the spell grapple. Make an opposed Ensorcel check. If you win, then your opponent has a -1 penalty to their saving throw against any spell they're subject to in Telos or Reverse Telos. This penalty is cumulative, and is removed if the spell grapple ever ends. Telos: While spell grappling, you may make an opposed spell grapple check. If you win, your opponent makes a saving throw against the spell in your Queue. If you lose, or if your opponent makes their saving throw, then nothing happens but the spell grapple is maintained. Escape: Make an opposed spell grapple check using either your Ensorcel Modifier or your regular grapple modifier. If you win, then the spell grapple is ended and any spells in Queue are lost without effect. Reverse Telos: Make an opposed spell grapple check. If you win, then you force the effects of Telos with your opponent's spell in Queue. ![]()
![]() This is not my creation, but something created by dedicated and insightful people, where more of their work can be found HERE. This is a properly balanced barbarian, and something that can actually stand on its own with the likes of wizards, clerics, and dual-acid-flask rogues. Barbarian
Level, Benefit
Weapon and Armor Proficiency: Barbarians are proficient with simple weapons, martial weapons, light armor, medium armor and with shields. Rage (Ex): When doing melee damage to a foe or being struck by a foe, a Barbarian may choose to enter a Rage as an immediate action. While Raging, a Barbarian gains a +2 morale bonus to hit and damage in melee combat and may apply any Rage Dice he has to his melee damage rolls. He also gains a +2 to saves, a -2 to AC, and he gains DR X/- with “X” being equal to half his Barbarian level +2 (rounded down). For example, a 1st level Barbarian has DR 2/- while Raging and a 10th level Barbarian has DR 7/- while Raging.
Fast Healing: Barbarians shrug off wounds that would cripple a lesser man, and have learned to draw upon deep reserves of energy and stamina. At 1st level, they gain Fast Healing 1. At 5th level this becomes Fast Healing 5, Fast Healing 10 at 10th level, Fast Healing 15 at 15th level, and Fast Healing 20 at 20th level. This healing only applies while he is not raging. If a Barbarian ever multi-classes, he permanently loses this ability. A multiclass character does not gain this ability. A character with 4 or more levels of Barbarian gains this ability even if multiclassed. Rage Dice: While Raging, a Barbarian may add these dice of damage to each of his melee attacks. These dice are not multiplied by damage multipliers, and are not applied to any bonus attacks beyond those granted by Base Attack Bonus. These dice are not sneak attack dice, and do not count as sneak attack dice for the prerequisites of prestige classes or feats. Combat Movement: While Raging, a Barbarian moves faster in combat, and may add his Combat Movement to his speed when he takes a move action to move. Battle Hardened: At 3rd level, a Raging Barbarian’s mind has been closed off from distractions by the depths of his bloodlust and battle fury. While Raging, he may use his Fortitude Save in place of his Will Save. If he is under the effects of a compulsion or fear effect, he may act normally while Raging as if he was inside a protection from evil effect. Sidestep Hazards(Ex): At 5th level, a Raging Barbarian learns to sidestep hazards with an intuitive and primal danger sense. While Raging, he may use his Fortitude Save in place of his Reflex Save. Great Blows (Ex): At 7th level, a Raging Barbarian’s melee attacks are Great Blows. Any enemy struck by the Barbarian’s melee or thrown weapon attacks must make a Fort Save or be stunned for one round. No enemy can be targeted by this ability more than once a round, and the save DC for this ability is 10 + half the Barbarian’s HD + his Constitution modifier. Great Life (Ex): While Raging, a 9th level Barbarian is immune to nonlethal damage, death effects, stunning, critical hits, negative levels, and ability damage (but not ability drain). Call the Horde(Ex): An 11th level Barbarian becomes a hero of his people. He gains the Leadership feat as a bonus feat, but his followers must be Barbarians. In campaigns that do not use Leadership feats, he instead gains a +2 unnamed bonus to all saves. Watched by Totems (Ex): At 13th level, a Barbarian may immediately reroll any failed save. He may do this no more than once per failed save. Primal Assault (Ex): At 15th level, a Raging Barbarian’s may choose to radiate an effect similar to an antimagic field when he enters a Rage, with a caster level equal to his HD. Unlike a normal antimagic field, this effect does not suppress magic effects on him or the effects of magic items he is wearing or holding. Savagery (Ex): At 17th level, a Raging Barbarian may take a full round action to make a normal melee attack that has an additional effect similar to a mordenkainen’s disjunction. Unlike a normal Imordenkainen’s disjunction, this effect only targets a single item or creature struck. One With The Beast: At 19th level, a Barbarian may no longer needs to be in a Rage to use any Barbarian ability. ![]()
![]() Now that there has been a rogue and a fighter playtest done, let's move on towards one of the big guys, the wizard. Halfling Generalist Wizard - Level 15
* Marut: An incredibly easy fight, as the wizard goes first every time and fires off a maximized disintegrate and a quickened disintegrate (first from Sudden, second from class ability), not even letting the marut go from the damage. * Yakfolk Cleric + Dao Party: Knowing the power of the wish engine, the wizard opens with a maximized empowered chain lightning on the cleric. As a side-effect, most of the dao are killed, and are readily handled with a quickened chain lightning. Once again, they never get to go. * Warparty of Cloud Giants: Our wizard opens with a quickened mirror image and a widened glitterdust. One is horrifically killed through a readied prismatic wall, another through a high-damage trap made with major creation. Quite a few resources are used up, but he manages to persevere each time. * Rube Golderg's Weird & Symbols of Pain on an artifact: Detect Magic shows major mojo, forcing our fearless arcanist to attempt a greater dispel, followed by just walking up to artifact with an antimagic field. * Gelugon and Iron Golem Bodyguard: Not wanting to be nice, we open up with banishment & quickened acid fog. Only the first fight gave the gelugon a chance to teleport out in melee, but did a pirouette for 8 rounds. The golem was readily handled by waiting for it to escape the acid fog while a summoned monster and a painful trap wait for it. * Cornugon: The first fight is painful because both spells fizzle against its SR, at which point it charges and stuns and fears and enjoys a fine halfling meal. The second fight goes much the same way because it wins initiative. The third fight finally goes right, and the cornugon is banished. * Death Slaad riding a Titanic Toad: The wizard was lucky and won initiative twice, banishing the slaad and doing cleanup work on the nonflying toad. Things were a touch more dicey on the third fight, where he got smacked with a power word blind and then implosion while attempting to recover. * Mature Adult White Dragon: The first fight looks good when the wizard teleports over and casts a quickened extended irresistable dance. The second and third fight look fairly harrowing when the dragon rolls well on initiative, giving it the chance to bite and snatch the halfling. However, grappling doesn't prevent spellcasting anymore, so it does the tango anyway. * Pair of Glabrezu: We try hard here to use banishment, which works as long as you throw in a quickened one for the first round. However, on the third fight, one stayed standing through both and used power word stun. It then summons a vrock and the two rip the wizard to shreds before he can act. * Harem of Succubi: Our first fight does not go down well, because the wizard buckles under pressure and rolls a one on the very first charm monster. A quickened widened empowered maximized fireball (boy is that a mouthful) manages to overcome this incredibly sexy challenge the next two times, however. Also, I'm noticing that the double entendres are rather thick today. * Twenty Dire Bears: He can fly, they can't. He can make large walls of stone to pen them in and fill it with cloudkills and acid fogs, and they can't. * Dozen medusa mounted archers on hellcats: First fight, he gets stoned. Second fight, he unloads a handy quickened widened maximized empowered fireball. Third fight, he survives being petrified, but gets mauled unto death by a lot of pouncing hellcats. * Forest made of lava and infested with hostile fire-element dire badgers: Wow, this is easy, what with teleport as a spell-like ability. * Pair of Beholders: A very bad fight for the wizard because of the antimagic cone, especially since his little legs make it difficult to get out. Wins through dumb luck and two castings of telekinesis on the second fight. * Slaughterstone Behemoth: Painful fight here due to limited movement options in a cave. The wizard actually loses initiative the first two times, and goes down painfully. The third fight goes better with a readied prismatic wall. Score: 80% success rate. Several of these fights would've gone differently had it not been for the metamagic ability of the generalist, which would bring score to a bit less than 70%, and might've gone down another 5% if we didn't have the versatility of the bonded item and limited wish 1/day. One important thing to keep in mind is that our wizard loses those significant advantages after the first encounter, dropping to a level roughly equivalent to the rogue. ![]()
![]() I had considered going alphabetical, but that would mean I playtest the cleric next. The cleric hasn't seen much change in power compared to the original one, and that class is balanced for the most part (if a bit on powerful side). I was thinking of trying to test a TN necromancer, but not until the death domain ability is fixed, there's not much point. We've already seen how a rogue fares, a touch on the powerful side, but only a touch and after particular maximization. Here's to seeing if the fighter fares as well at level 15. A couple notes. Cleave is useless once you can attack more than once per round, and Great Cleave is about the same level of use (yes, that's a very backhanded opinion). Dwarven Fighter Playtest - Level 15
Feats: Backswing, Careful Targetting, Combat Expertise, Deadly Aim, Devastating Strike, Exact Targetting, Greater Weapon Focus, Greater Weapon Specialization, Improved Critical, Monkey Grip, Overhand Chop, Pinpoint Targetting, Power Attack, Toughness, Weapon Focus, Weapon Specialization Skills: Intimidate, Perception (cc), Ride, Survival Equipment: Belt of Str/Dex/Con +6/+4/+4, +1 ghost touch mithral full plate of moderate fortification, Cloak of Resistance +6, +1 cold iron scythe, composite longbow w/25 +1 arrows & 200 nonmagical arrows, Ring of Protection +2, +1 Heavy Wooden Shield, Potion of Air Walk x3, Potion of Haste x3, Potion of Enlarge Person (CL 10) x3 * Marut: While there are spells that allow you to overcome construct immunity, it's only for sneak attacks, meaning our fighter is going to have to try to barrel through. He can't run away to try ranged (d-door at will), but he'll at least move away to try and quaff a haste potion for the first round. The fast healing and DR make it so he can barely do damage, all the while suffering blindness and being hit by a freight train. Loses all three times. * Yakfolk Cleric + Dao: Much like the rogue, it's all over if he goes after the dao first with the wall of force closing him off & poison gas killing him off. Unlike the rogue, he can't get out of a wall of stone after killing the cleric; except through violence. He can only bash down 4 inches per round, against the dao's combined 16 inch thick layer every round. * Warparty of Cloud Giants: First fight, I try melee, and charge with Devastating Strike and Power Attack. While I do well with damage, it's actually not enough to take it down (damn close). They then proceed to rip him limb-from-limb. Other tactics are tried, but they output a combined attack power that is just too much for him to beat. Loses all three times. * Mature Adult White Dragon: Dragons have what some call the (Awesome) subtype, and are actually tougher than what their CR indicates, which is why he's fighting a CR 12; because it's true power is actually CR 15. The first fight was a censored bar of gore (all hit, two crits) when the dragon witlessly tried to get in melee with the fighter. The second fight involved the dragon going invisible and moving away and doing some buffing, and opens with a full attack while surviving the received full attack and finishing him off the next round. The third fight is the same result. 1 out of 3. * Death Slaad riding a Titanic Toad: Our poor little fighter is blinded every time for a noticeable amount of time. Every fight, he flails blindly in the air while getting pounded on by the frog and the death slaad laughs out of reach and hurls piddly fireballs, unto death. I discover that Power Attack is a joke in this fight, because I take too big of a hit in attack to even bother. I even assumed the fighter got to start the fight with haste. Three losses. * Cornugon: Illusions abound at first, giving the cornugon a chance to get within 25' and open up outside of his 5' step reach. He's just barely able killed the first fight, but the second two fights are painful deaths because he failed one of the saves against stun. * Gelugon and Iron Golem Bodyguard: The first fight is rather pathetic, because he moves to charge the gelugon, does some damage, and then runs in slow motion until killed. The second & third fight is a valiant attempt to stay out of melee, but the gelugon just surrounds himself with ice and gives its side unholy aura, making the terrain such that the fighter goes in melee with a punching golem surrounded by a cone of cold. He fails to overcome this challenge at all. * Rube Goldberg's Weird & set of Symbols of Pain on the artifact: The pair of symbols of pain fail to do anything, but weird kills him on the first attempt. The second attempt results in him taking sufficient strength damage to stagger beneath the weight of his gear, which he can then just drop the tower shield and walk completely unhindered. The third attempt hurts, but he continues. Two out of three, our best yet. * Pair of Glabrezu: With chaos hammer and mirror image, he is absolutely unable to do sufficient damage from range to survive, so we have to suck it up and go melee. He gets surrouned by over a dozen glabrezu (of which he misses the real one), gets grappled, and gets pounded to paste; all three times this happened. Never even bother to used power word stun. * Harem of Succubi: I'm going to assume he has some kind of immunity to charm, because otherwise this fight is over before it begins. It's not so much a harem (16) of succubi, as it is 15 succubi and 4 vrocks (6 on the third fight), because he pretty much kills one succubus while the others attempt to summon help. He ends up having to close his eyes for a real chance to actually hit the vrock, but it's still not enough to survive this abyssal horde. Ultimately loses all three times even after giving the succubi a severe handicap of being unable to use compulsions. * Twenty Dire Bears: About bloody time he can do something. He has enough arrows for him air walk out of reach and kill them at his leisure. An actual hat trick for the very first time. Just ignore the fact any slob at level 5 and a hippogriff mount can do the very same thing. * Dozen medusa mounted archers on hellcats: A good idea to get out of reach with his eyes closed until he's 40' or higher in the air (easier to sprint). Fortunately for our fighter friend, his AC is such that they need natural 20s to hit him, and the hellcats can't even reach him. Unfortunately, he can only do this to kill the medusa (invisible hellcats). He attempts to reach the ground using total defense & shield, and dies from the sheer volume of attacks. Triple loss. * Forest made of lava and infested with hostile fire-element dire badgers: While he can survive for a long period just by drinking his potions of air walk and going over it, the forest needs to be less than 15 miles deep, because otherwise he runs out of potion and dies to the environment. He has Survival maxed out, so we can assume if there is a thin part of the forest that can be trekked through, he finds it. Because this is based on luck and geography on the DM's part, I'll give the fighter a 2 out of 3. * Pair of Beholders: They both open with fear, slow, & sleep, which takes him out half the time right there, the other half he lives long enough to kill one before being killed by the other. Triple loss. Notes: The results were pathetic, slightly less than a 20% success rate. His few successes were practically freebies that could be gotten by characters five levels ago (or sooner in the case of the dire bear). This was a build that was heavily focused on making his numbers as big as possible, which not only were insufficient against the opposition, but his versatility was virtually nonexistant and yet wholly reliant upon his gear at the same time. Attempts to spread himself so as to actually have some versatility would make his numbers at any activity too subpar and thus still be unable to overcome enough challenges to make a difference. ![]()
![]() I'll be doing more later today. I'm using a prior poster's proposed method of analysis, where the class analysis is done with them fighting a series of challenges with the EL equal to its level. The ideal we're shooting for is roughly 50%. Half-Orc Barbarian - level 5
Final Result: At 5th level, he's doing quite well for himself (got a score of 65%), and does almost exactly as well as an optimized paladin (still different in strengths/weaknesses). He effectively blows his entire load in two fights, but that gives him more staying power than the paladin. This is a rather typical build, with simple feats. I would almost venture to say that this is almost too good for this level. Even a relatively minor reduction in the actual numbers would turn a couple of fights from wins to losses because they were so close (the elemental and statue, namely); or even being more frugal with rage points and not using Surprising Accuracy. One other thing I am somewhat disappointed by, which is the option for Intimidating Glare. It's too expensive to even bother, doubly so with the fights being so short. |