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Yaba's page
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Here's a couple questions I don't see in this discussion yet. What is the blinded character's primary class? And what level is the party on average?
Or are we reading the wrong, meaning you got your hands on an actual magic artifact in real life, and rather than reporting it to the press or selling it to the nearest billionaire you decided to make the players in your game draw from it?
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Found a couple reasonably priced sources of vision alternatives. Fungal eyes are available in the Alchemy Manual and cost 18k GP for 30 foot blindsight. Sensing armor is available in the Advanced Class Guide, and starts at 16k GP for 5 foot blindsight and 60 foot blindsense.
https://aonprd.com/FungalGrafts.aspx
https://aonprd.com/MagicArmorDisplay.aspx?ItemName=Sensing

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Quote: When worn, the veiled eye has the same vision as the wearer (such as low-light vision, darkvision 60 ft., or the oracle’s clouded vision curse). This line worries me. If he had lost his eyes, regeneration would fix it. If he had mundane blindness, cure blindness would fix it. So it sounds like this is instead a permanent magical condition, akin to the Oracle curse of clouded vision, but imposing total blindness.
If the PC in question is not by nature a long-range combatant (such as an archer or AoE damage wizard), I would instead advise use of an item that grants a vision alternative. The most desirable option would be blindsight to a fixed range, possibly with a less precise vision alternative out to a greater fixed range. Keep in mind that blindsight is a very valuable perk. Other vision alternatives include (but are not limited to) blindsense, tremorsense, scent, and lifesense (see Oracle of life). {Example: Blindsight to 5 ft with blindsense to 30 ft}
If the PC used a spellbook, they will need to have someone help them transcribe it into braille.

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Third draft:
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GESTALT CLASS FEATURES
AT FIRST LEVEL GAIN ALL OF THE FOLLOWING IN ANY ORDER:
¤ Base attack bonus (BAB) = 0
¤ Hitpoints = CON score (total score, not modifier)
¤ 4* feats (*see multiclassing notes)
¤ 2 saves gain +2 bonus, third save is +0
¤ Select 6 preferred skills (gain class skill bonus in each selected skill)
¤ Skill ranks = 4 + INT modifier
¤ One common language (spoken & written) plus racial language if applicable
AT FIRST LEVEL SELECT AND GAIN 3 OF THE FOLLOWING IN ANY ORDER:
¤ Base attack bonus (BAB) increase by +1
¤ 2 spell slots (1st spell tier)
¤ 6 spells known (any spell tier, including cantrips/orisons)
¤ Lay on hands class feature (choose positive or negative energy, 1d6 per 2 BAB rounded up, does not grant uses/day)
¤ Rage class feature (does not grant rounds/day)
¤ Sneak attack class feature (+1d6 per 2 BAB rounded up)
¤ Arcane pool class feature (does not include pool points)
¤ 3 additional preferred skills
¤ 2 feats
¤ 8 skill ranks
AT FIRST LEVEL SELECT AND GAIN 1 OF THE FOLLOWING:
¤ Evasion (becomes improved evasion at level 8+)
¤ Uncanny dodge (includes improved at level 8+)
¤ Trapfinding class feature (see rogue)
¤ Spell combat class feature (see magus)
¤ Channel energy class feature (1d6 per 2 BAB rounded up, does not include uses/day)
¤ Unarmed impact (increase damage die of unarmed strike by one creature size per 4 BAB rounded up)
¤ Spellbook (scribe spells to book from scrolls or spells known, choose new spells known from book once per day)
¤ 3 feats
AT EACH LEVEL ABOVE FIRST GAIN ALL OF THE FOLLOWING:
¤ Hitpoints increase by 5 + CON modifier
¤ 2 saves gain +1 bonus
¤ Add skill ranks = 2 + INT modifier
AT EACH LEVEL ABOVE FIRST SELECT AND GAIN 3 OF THE FOLLOWING IN ANY ORDER:
¤ Base attack bonus (BAB) increase by +1
¤ 2 spell slot in next higher tier (must have 5+ slots in highest current tier to qualify)
¤ 2 spell slots in highest existing tier (1st tier if no spell slots possessed)
¤ 3 spells known (any spell tier, including cantrips/orisons)
¤ 1 feat
¤ Add 6 skill ranks
AT LEVEL 4 GAIN ONE OF THE FOLLOWING CLASS FEATURES:
¤ Magus arcana class feature (does not include a known arcana)
¤ Rage power class feature (does not include a rage power)
¤ Rogue talent / ninja trick class feature (does not include a talent/trick)
¤ Paladin mercy class feature (does not include a mercy)
AT LEVEL 8 AND EVERY 4 LEVELS THEREAFTER (L8,L12,L16,L20) SELECT AND GAIN 1 OF THE FOLLOWING:
¤ Uncanny dodge with improved uncanny dodge
¤ Rage class feature (does not grant rounds/day)
¤ Unarmed impact (increase damage die of unarmed strike by one creature size per 4 BAB rounded up)
¤ Sneak attack class feature (+1d6 per 2 BAB rounded up)
¤ Trapfinding class feature (see rogue)
¤ Advanced rogue talents / ninja master tricks class feature (does not include a talent/trick)
¤ Spellbook (scribe spells to book from scrolls or spells known, choose new spells known from book once per day)
¤ Spell combat class feature (see magus)
¤ Arcane pool class feature (does not include pool points)
¤ Lay on hands class feature (positive or negative energy, 1d6 per 2 BAB rounded up, does not include uses/day)
¤ Channel energy class feature (1d6 per 2 BAB rounded up, does not include uses/day)
¤ 2 additional preferred skills
FEAT CHANGES
¤ Martial weapon proficiency grants a group of similar simple & martial weapons (rather than a single weapon type).
¤ Ignore feat prerequisites that specify membership in a specific class.
¤ Class feature prerequisites still apply.
¤ Replace class level prerequisites with character level.
SPELLS AND SPELL TIERS
¤ Spells are cast using spontaneous spellcasting. Any spell known can be cast using a spell slot of equal or higher tier.
¤ All spells from all classes are available, regardless of whether they are considered arcane or divine.
¤ Spell casters may select INT, WIS, or CHA as their primary ability score for casting. Once made, this decision cannot be changed.
¤ Ability score does not grant bonus spell slots per day.
¤ There is no tier cap on spell slots.
¤ Feats that grant extra spell slots per day (if any such feats exist) are not permitted.
¤ The spell tier for any spell is determined by the lowest-numbered option applicable from the list below.
{1} If a spell is available to one or more full caster classes (classes that gain up to 9th level spells), use the lowest level that any of those classes could gain the spell as its spell tier.
{2} If a spell is available only to mid casters (classes that gain up to 6th level spells), use 1.5 times the lowest level that any of those classes could gain the spell, rounded up, as its spell tier.
{3} If a spell is available only to auxiliary casters (classes that gain up to 3rd or 4th level spells), use twice the lowest level that any of those classes could gain the spell as its spell tier.
MULTICLASSING
¤ If multiclassing, disregard all weapon/armor/shield proficiencies gained from other classes, or reduce initial feat allotment from this class by the number of feats needed to acquire those proficiencies.
¤ Unarmed impact does not stack with monk improved unarmed strike class feature.
¤ Sneak attack does not stack with rogue/ninja class feature. Use whichever is better.
OTHER NOTES
¤ This class does not gain weapon or armor proficiency by default. These must be gained using feats.
¤ The decision to exclude familiars/companions/bonds is intentional.
¤ Some features do not grant uses per day by default. Use feats to gain 'extra' uses/day.
¤ Any option may only be selected once (per level) for each time it is listed.

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A couple days ago, I decided to see if I could build a decent Gestalt class. The goal is to make something that would be roughly balanced with existing classes, and allow the versatility to replace those classes. If I ran a campaign with it, then all the PCs would use it (i.e. it would replace all existing core/base classes), but I still want it to balance power-wise with the existing core/base classes.
Here is what I built today. While I think it is balanced at first glance, I haven't play tested it. I would like opinions on the class as written, as well as suggestions for text clarification, added options, or adjustments that would improve balance or robustness.
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AT FIRST LEVEL GAIN ALL OF THE FOLLOWING IN ANY ORDER:
¤ Base attack bonus (BAB) = 0
¤ Hitpoints = CON score (total score, not modifier)
¤ Gain 4 feats
¤ 2 saves gain +2 bonus, third save is +0
¤ Select 6 preferred skills (gain class skill bonus in each selected skill)
¤ Skill ranks = 1/2 INT score (total score, not modifier, rounded down)
¤ One common language (spoken & written) plus racial language if applicable
AT FIRST LEVEL SELECT AND GAIN 3 OF THE FOLLOWING IN ANY ORDER:
¤ Base attack bonus (BAB) increase by +1
¤ 2 spell slots (1st spell tier)
¤ 6 spells known (any spell tier, including cantrips/orisons)
¤ Lay on hands class feature (choose positive or negative energy, 1d6 per 2 BAB rounded up, does not grant uses/day)
¤ Sneak attack class feature (+1d6 per 2 BAB rounded up)
¤ Rage class feature (does not grant rounds/day)
¤ Rogue talent class feature (does not grant a talent)
¤ 3 additional preferred skills
¤ 2 feats
¤ 8 skill ranks
AT FIRST LEVEL SELECT AND GAIN 1 OF THE FOLLOWING:
¤ Evasion (becomes improved evasion at level 8+)
¤ Uncanny Dodge (includes improved at level 8+)
¤ Trapfinding class feature
¤ Channel energy class feature (1d6 per 2 BAB rounded up, does not grant uses/day)
¤ 3 feats
AT EACH LEVEL ABOVE FIRST GAIN ALL OF THE FOLLOWING:
¤ Hitpoints increase by 5 + CON modifier
¤ 2 saves gain +1 bonus
¤ Add skill ranks = 2 + INT modifier
AT EACH LEVEL ABOVE FIRST SELECT AND GAIN 3 OF THE FOLLOWING IN ANY ORDER:
¤ Base attack bonus increase by +1
¤ 2 spell slot in next higher tier (must have 5+ slots in highest current tier to qualify)
¤ 2 spell slots in highest existing tier (1st tier if no spell slots possessed)
¤ 3 spells known (any spell tier, including cantrips/orisons)
¤ 1 feat
¤ Add 6 skill ranks
AT LEVEL 8 AND AT LEVEL 15, SELECT AND GAIN 1 OF THE FOLLOWING:
¤ Uncanny dodge with improved uncanny dodge
¤ Trapfinding class feature
¤ Advanced rogue talents class feature (does not include a talent)
¤ Lay on hands class feature (positive or negative energy, 1d6 per 2 BAB rounded up, does not grant uses/day)
¤ Mercy class feature (includes 1 mercy, must have lay on hands class feature to qualify)
¤ Channel energy class feature (1d6 per 2 BAB rounded up, does not grant uses/day)
FEAT CHANGES
¤ Simple weapon proficiency grants all simple weapons
¤ Martial weapon proficiency grants a group of similar simple & martial weapons
¤ Ignore feat prerequisites that specify membership in a class.
¤ Class feature prerequisites still apply.
¤ Replace class level prerequisites with character level.
SPELLS AND SPELL TIERS
¤ All spells are available, regardless of whether they are considered arcane or divine.
¤ There is no tier cap on spell slots.
¤ Feats that grant extra spell slots per day (if any such feats exist) are not permitted.
¤ The spell tier for any spell is determined by the lowest-numbered option applicable from the list below.
{1} If a spell is available to one or more full caster classes (classes that gain up to 9th level spells), use the lowest level that any of those classes could gain the spell as its spell tier.
{2} If a spell is available only to mid casters (classes that gain up to 6th level spells), use 1.5 times the lowest level that any of those classes could gain the spell, rounded up, as its spell tier.
{3} If a spell is available only to auxiliary casters (classes that gain up to 3rd or 4th level spells), use twice the lowest level that any of those classes could gain the spell as its spell tier.
OTHER NOTES
¤ This class does not gain weapon or armor proficiency by default. These must be gained using feats.
¤ The decision to exclude familiars/companions/bonds is intentional.
¤ Some features do not grant uses per day by default. Use feats to gain 'extra' uses/day.
¤ Any option may only be selected once (per level) for each time it is listed.
¤ If multiclassing, discard all weapon/armor/shield proficiencies gained from other classes, or reduce initial feat allotment from this class by the number of feats needed to acquire those proficiencies.

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The Raven Black wrote: I wish for alignments to be clearly and only described along the 2 axes with no further descriptions of full alignments that confuse things even further
So that Lawful Good = Lawful + Good rather than its own thing
Or go the reverse route and remove alignment as a game mechanic. There are plenty of alternatives if one wants a spell or effect to target a specific subset of creatures. (Example: rather than bane vs evil outsiders, use bane vs devils, or maybe just bane vs outsiders.)
I would suggest breaking down Protection from Alignment spells into more practical effects anyway. (Example: Protection from Possession and Mental Control, Protection from Summoned Creatures, and leave the numerical bonuses for other spells.)
Personally, I usually replace Good vs Evil with Life vs Death. A creature that would be 'good' is a creature that favors preservation of life. A creature that would be 'evil' is a creature that favors extinction of life, or killing without need. Any other interpretations just seem extraneous. But that's my personal opinion. I do feel it explains why a mindless undead would be labeled 'evil' when a mindless anything else is 'neutral'.
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Darigaaz the Igniter wrote: Khudzlin wrote: Yaba wrote: Some liberties do need to be taken when converting a cone-shaped spell from square to hex. Out of curiosity, how do you do it? Pick one hex adjacent to the caster, draw out two lines at a 60 degree angle starting from that hex, fill it in. The cone starts at either a corner or an edge of the caster's hex. This is accurate when starting at a corner.
When starting at an edge, start with a single hex. Advance the cone forward, then outward, then forward, then outward, repeat.
Demo Image
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I would really like to have a single word carry a single meaning. In particular, overuse of the word "level" adds a layer of difficulty when explaining certain core aspects of the game to new players. I have seen too many new players struggle with the difference between "spell level" and "caster level", for example.
"I'm a fifth level wizard, it's a fifth level spell, so why can't I cast it?"
It's the sort of problem that can be solved by judicious application of a thesaurus.
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I've always been under the impression that a creature with regeneration can still be killed by reducing its constitution to zero (using poisons for example), by hitting it with enough level drain to equal its hit dice, or basically by any means that would kill a creature without affecting its hitpoints.

3 people marked this as FAQ candidate.
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This question has arisen in numerous rules discussions, most of which start out on a related topic. It typically degenerates into an argument, as no consensus can be reached, and each side finds examples to support their perspective. Numerous requests have been made to provide an answer to this question, but to date no answer has been posted in the FAQ.
If a PC has more (or less) than two hands, what is the maximum number of off-hand attacks they can make (when the specific descriptor of the extra or missing hands does not say)? - {A} They can make a maximum of one off-hand attack regardless of how many hands they have.
- {B} They can make one off-hand attack for each off hand they have, minimum 0 (if they have 1 hand). Wielding a two-handed weapon reduces this number by 1.
- {C} They can make one off-hand attack for each off hand they have, minimum 1 (if they have 1-2 hands). Wielding a two-handed weapon reduces this number by 1.
- {D} They can make one off-hand attack for each off hand, but only with held weapons, not unarmed attacks. Wielding a two-handed weapon reduces this number by 1.
- {E} They can make one off-hand attack for each off hand, unless they wield a two-handed weapon in their main hand, in which case none.
- {F} They can make one off-hand attack for each off hand their species would normally possess, minimum 0. Wielding a two-handed weapon reduces this number by 1.
- {G} They can make one off-hand attack for each off hand their species would normally possess, minimum 1. Wielding a two-handed weapon reduces this number by 1.
- {H} They can make as many off-hand attacks as they can wield weapons (excluding the weapon in their main hand).
- {J} They can make one off-hand attack, unless they have natural weapons that double as prehensile limbs, in which case they can sacrifice natural attacks with these limbs to gain extra off-hand weapon attacks.
- {K} Other: Please describe.
Just to clarify, a 'hand' is a prehensile limb that is capable of wielding a weapon and using it to make attacks. This question does not address natural weapons.
Each of the options listed above is a perspective that at least one individual has insisted to be accurate, per RAW.
This question does not take into account the numeric penalties on attack roles, which are defined in the Two-Weapon and Multiweapon Fighting feats.

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These are homebrew spells I put together a while ago. Not sure if anyone else has published anything similar, but I couldn't find any.
FEY FORM I
School transmutation (polymorph); Level sorcerer/wizard 4
Casting Time 1 standard action
Components V, S, M (a piece of the creature whose form you plan to assume)
Range personal
Target you
Duration 1 min./level (D)
When you cast this spell, you can assume the form of any Small or Medium creature of the fey type. If the form you assume has any of the following abilities, you gain the listed ability: climb 60 feet, fly 60 feet (good maneuverability), swim 60 feet, darkvision 60 feet, low-light vision, and scent. Small fey: If the form you take is that of a Small fey, you gain a +4 size bonus to your Dexterity, and a +2 deflection bonus to your armor class. Medium fey: If the form you take is that of a Medium fey, you gain a +2 size bonus to your Strength and Dexterity, and a +2 deflection bonus to your AC.
FEY FORM II
School transmutation (polymorph); Level sorcerer/wizard 6
This spell functions as fey form I except that it also allows you to assume the form of a Tiny or Large creature of the fey type. If the form you assume has any of the following abilities (or any variation thereof), you gain the listed ability: burrow 60 feet, climb 90 feet, fly 120 feet (perfect maneuverability), swim 120 feet, blindsense 60 feet, darkvision 90 feet, low-light vision, scent, tremorsense 60 feet, animated hair, aura, blinding beauty, invisibility, poison (natural attacks only), stun, tree meld, trip, unearthly grace, and wild empathy. If the creature has immunity or resistance to any elements, you gain resistance 20 to those elements. If the creature has vulnerability to an element, you gain that vulnerability. Tiny fey: If the form you take is that of a Tiny fey you gain a –2 penalty to your Strength, a +8 size bonus to your Dexterity, and a +2 deflection bonus to your AC. Large fey: If the form you take is that of a Large fey, you gain a +4 size bonus to your Strength and Dexterity, and a +4 natural armor bonus.
FEY FORM III
School transmutation (polymorph); Level sorcerer/wizard 7
This spell functions like fey form II except that it also allows you to use more abilities. If the form you assume possesses (or has a chance of possessing) any spell-like abilities or supernatural abilities that mimic spells, treat the mimicked spells as if they are on your known spells list. If you prepare spells, you may spontaneously cast a mimicked spell in place of a prepared spell of equal or higher level. If these abilities are already in your spells known or prepared, you may cast them without verbal or somatic components. You do not gain extra spells per day. You do not gain the ability to cast spells as a member of a spell-casting class, even if the assumed form would have this ability.
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I recently found the Sleeves of Many Garments. They cost the same as a Royal outfit (minus the jewelry), and can mimic any non-magical garment, including the Royal outfit, with the added benefit that they can be donned without assistance.
Bag of Holding and Handy Haversack are popular low- to mid-level items. They can even be layered one inside another; just be careful not to let the outermost bag get destroyed.
The Ring of Sustenance is one of those items that can be great, but I never seem to take it when building mid-level characters because there are always other items that take precedence. It's great for a wizard with crafting feats; just prepare one use per day of Extended Rope Trick, and work inside while the party camps. (In a caster-heavy party, camping overnight could easily involve three watch shifts of 4 hours each.)
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