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![]() So I felt that it would be interesting if there were buildings that could be built that applied magical or moral bonuses to the civilization or the city grid they were built in. Feel free to add your own wonders. The Medvyed Bell Tower
DESCRIPTION From rural villages to bustling cities, many blame even the slightest misfortunes on the depredations of gremlins. Regardless of whether such creatures are truly to blame for a community’s problems, many shrines and hedge wizards sell tiny charms to their neighbors, talismans meant to ward off lesser evils: gremlin bells. Knowing of the many fey inhabiting the forest to the west the city of Northgate decided to build a gremlin bell of massive proportions, infuse it with mighty spells and install it in a clock tower. This massive Gremlin bell has two effects. First, it irritates gremlins. Any gremlin that comes within the same city grid of the Medvyed Bell cannot make use of any of its supernatural abilities and becomes uncomfortable, typically seeking to leave the area (though it is not compelled to do so). Secondly, once per hour the Medvyed bell rings and all gremlins within one city grid who can hear the chime must make a DC 16 Fort save or be awoken from sleep. If they fail save more than once in a night they are fatigued until they go a night of interrupted sleep. If they go three nights fatigued in this fashion they become exhausted until they are able to get a night of interrupted sleep. This item has the same kingdom bonuses as a monument. CONSTRUCTION REQUIREMENTS
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![]() I am trying to get a rough idea of what it is fair to say this item is worth. In a way it is three lesser metamagic rods and a +1 club all crammed into one package but because it is more versatile and has only three charges to spread out amongst all of its effects I am a little stumped. Tak’s Magnificent Rod of Malleable Magery This elaborately engraved metal rod is tipped with a surprisingly solid, heavy and sharp cloudy grey crystal. The Rod may be utilized as a +1 club that does slashing damage. Any arcane spellcaster holding this item is treated as though they possessed the Eschew Materials feat. The rod holds three charges which slowly replenish themselves each 24 hour period. Expending a charge allows the caster to cast a spell of 3rd level or lower as though it was effected by the one of the following feats; Extent Spell, Selective Spell (each target excluded expends a charge) or Reach Spell (each one step increase expending a charge). The rod may effect a spell of 4th – 6th level by spending double the required number of charges. Construction
Cost Notes Multiple Similar Abilities: For items with multiple similar abilities that don't take up space on a character's body, use the following formula: Calculate the price of the single most costly ability, then add 75% of the value of the next most costly ability, plus 1/2 the value of any other abilities. Multiple Different Abilities: Abilities such as an attack roll bonus or saving throw bonus and a spell-like function are not similar, and their values are simply added together to determine the cost. For items that take up a space on a character's body, each additional power not only has no discount but instead has a 50% increase in price. Cost of Club free
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![]() Hello, I am thinking of making a barbarian / Cleric with the (Strength)Ferocity subdomain and was wondering if you could combine the Barbarian's rage with the domain power? Rage says that "While in rage, a barbarian cannot use"..."or any ability that requires patience or concentration." The Ferocious Strike power doesn't seem to require any patience... but does it require concentration? Ferocious Strike (Su): Whenever you make a melee attack, you can designate that attack as a ferocious strike. If the attack hits, it deals additional damage equal to 1/2 your cleric level (minimum +1). You can use this ability a number of times per day equal to 3 + your Wisdom modifier. ![]()
![]() Please post links to design philosophy articles / information that you want the developers of the MMO to read and consider. http://penny-arcade.com/patv/show/extra-credits http://en.wikipedia.org/wiki/Mudflation http://earthrise.wikia.com/wiki/Crafting (the second paragraph sucked me in... sadly the rest of the game ruined the magic) http://greedygoblin.blogspot.com/ (in general)
P.S. Devs please have pvp and pve gear be identical... make fighting npcs and pcs exactly the same (mechanically that is) ![]()
![]() Hello Adventurers! I wish to host and play in a Pathfinder Adventure path (other than Kingmaker) on a Weeknight (Monday, Tuesday, Wednesday or Thursday) evening starting 5:30 Ish PM PST and calling it quits around 10:30 ish. I am looking for a DM to run the game and three to four other players. Previous experience is a definite plus. Identical listing may be found here http://www.penandpapergames.com/forums/showthread.php/20711-Weeknight-Pathf inder-Adventure-Path?p=165607#post165607 ![]()
![]() What Archetypes do you want most? Personally I wouldn't mind... 1) A wizard that gained bardic Knowledge (aka half of their level on Knowledge checks) at the cost of their bonded item / familiar or perhaps a few of their feats. 2) A wizard that didn't need a spell-book or at least got some sort of feature that acted like an improved "Spell Mastery" feat 3) A wizard that got an animal companion rather than a familiar. ![]()
![]() So... When the Stealth Synergy teamwork feat (from UC) says that you take the highest roll and add all your modifiers to stealth... does this mean that you add the highest roll + skill ranks or just the highest roll? For example, If I roll a 5 and have 10 ranks and skill focus stealth (total of +21) and my friend rolls 10 with 2 ranks in stealth (total of 12) Would that increase my roll to a +26 or raise his roll to +15? ![]()
![]() 1. Can a monk use his ki pool abilities (specificly the +20 movement speed bonus or the +4 dodge ac bonus) when in armor? 2. Can Improved Unarmed Strike (and at least one level in monk) and a reach weapon be combined in a whirlwind Attack (to attack both close and far enemies)? 3. Can the "Lunge" feat and "Whirlwind Attack" feat be used at the same time? ![]()
![]() Yet another thread where people post custom made magic items seeking help determining the price and prerequisites of custom designed magic items. :-) [U] The Staff of the Apprentice [/U]
[U] Staff of the Antimage [/U]
[U] Loremaster’s Staff [/U]
[U] Ring of Reciprocation [/U]
[U] Ring of Friendly Extension [/U]
[U] Ring of Personal Amplification [/U]
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![]() When multi-classing spell casting classes designate one of the classes as your primary caster class. When determining your spells per day add all of your levels in your spell casting classes together and look on your primary class' spells per day chart then subtract your secondary spell casting class’ spells per day from that. So a level 10 character that is primarily a sorcerer (7th) and secondly a cleric (3rd) would have the following spells available per day. Sorcerer
Cleric
They would have all the class abilities of a 7th level sorcerer and those of a 3rd level cleric and a caster level of 10. Bards only add .75 of a caster level per level of bard (rounded down). Paladins, and Rangers only add .25 of a level rounded down. ![]()
![]() In my experience in sword and sorcery games the way that a sword works is always different from the way that a spell works. Magic is almost universally more complicated, with more rules to learn and more planning to accomplish. In the most popular form of sword and sorcery games (d20) attacking with a weapon is much simpler that attacking with a spell. A fighter type is generally very easy to play. They need a high strength score and a high base attack bonus and these generally allow them to overcome their opponent’s armor class to hit and overcome their damage reduction to deal damage. Additionally, fighters may find masterwork or magical equipment that makes their attacks land more often and deal more damage. It is a fairly strait forward, rewarding and effective system. A Wizard on the other hand is much more complicated to play. If they want all of their spells to be effective they need a vast array of high stats for their spells to be effective. For an opponent to be effected by their spells the Wizard might be required to roll a regular melee attack, ranged regular attack, touch attack, ranged touch attack, or not and or may then require their opponent to make a saving throw, or use some other system entirely based on the spell. Depending on what system is being used a different stat needs to be high for the wizard to be effective. For all of the available spells to be useful a Wizard therefore requires a high Strength, Dexterity, base attack bonus and or Intelligence. Once a Wizard casts the spell as “effectively” as they can their magic is then resisted by their opponents’ armor class, touch armor class, saving throws, Spell Resistance, and energy resistance where applicable. The equipment that improves the effectiveness of magic works vastly differently than the equipment that improves a fighters attacks. Those items don’t simply increase their ability to hit with spells, make the spell more damaging or even hinder their opponents’ ability to resist them. Instead they often work by indirectly raising the wizard’s stats to give them bonuses or in rare cases increasing caster level to better resist spell resistance. It seems as though spells are designed to be obsolete about six levels after they have been unlocked As a character increases in level their enemies’ ability to resist their spells (either through armor class, saves, spell resistance, etc.) increases but the potency of those same spells does not. Meta magic seems like a neat idea. After all, fighters have all these neat feats that makes them better so wizards need some sort of feats to make them better as well, right? It may even appear that meta-magic feats are a way to take a spell that has been rendered obsolete and convert it into something more useful. Unfortunately, meta-magic feats are overly expensive both in terms of what you give up to gain them and then the effect they have on the spell slots of the wizard using them. Examining every meta-magic feat even published in the (d20 / pathfinder) base book is outside the scope of this article. When playing a fighter type (read not a caster) multi-classing is an often interesting way to diversify your character. You can add a level of this and a level of that and your ability to effect your enemy (BAB) generally isn’t negatively effected. Not so for a caster, multi-classing with a caster does not allow their primary stat (caster level) to stack like a fighter’s does. Another sticking point regarding the magic system in general is the divide between Arcane Magic, Clerical Magic, Psionics, and what other flavor of cheese you may want to mention. Every time someone thinks of a new idea for the source of the power that allows you to fling fire from your hands the designers strive to mechanically make it as distinct as possible. /rant off ![]()
![]() So here are 13 names I came up with for some horribly evil swords. (and yes I did rip two of them off from blue moon rising). What other ideas can you all come up with? 1. Trust Reaver
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![]() Aberrant Feats RAZOR TEETH
Prerequisites: Twisted Flesh, Constitution 15, Worldwound affinity. Benefit: You gain a natural bite attack suitable for your size. Special: You take an additional –1 penalty on all other Charisma-based skill checks Combat Style Feats THE CLOAK DANCE OF THE INVISIBLE SWORD LORD
Prerequisites: Two Weapon Fighting, Combat Expertise, Improved Feint, Int 13. You must also seek and be granted the privilege of being taught this feat from The Invisible Sword Lord of the City of Restov or one of his pupils. Benefit: You may choose to use a slight of hand check instead of a bluff check while feinting provided that you are wearing a heavy cloak and wielding two weapons. A specially tailored cloak made specifically for use with this feat costs 180 gold pieces and grants a +2 equipment bonus to feint attempts (regardless if slight of hand or bluff is used and again provided that the character is wielding two weapons.) This specially tailored cloak is not required to use the feat. THE DISPLACED CLOAK DANCE OF THE INVISIBLE SWORD LORD
Prerequisites: Two Weapon Fighting, Two Weapon Defense, Combat Expertise, Improved Feint, Int 13, The Cloak Dance of the Invisible Sword Lord. You must also seek and be granted the privilege of being taught this feat from The Invisible Sword Lord of the City of Restov or one of his pupils. Benefit: Provided that you are wearing a heavy cloak and wielding two weapons the shield bonus granted from the two weapon defense feat increases to +2. This bonus is further increased to +3 against any creature that you successfully affected with a Feint on your last round. THE TWICE DECEPTIVE CLOAK DANCE OF THE INVISIBLE SWORD LORD
Prerequisites: Two Weapon Fighting, Greater Feint, The Cloak Dance of the Invisible Sword Lord. You must also seek and be granted the privilege of being taught this feat from The Invisible Sword Lord of the City of Restov or one of his pupils. Benefit: You can make a Bluff check to feint in combat as a swift action combined with a regular move provided that you are wearing a heavy cloak and wielding two weapons. MARBLE MASTERY
Prerequisites: Throw Anything, Quickdraw, Combat Expertise, Improved Feint. You must also seek out training for this feat from the Gnomish Marbler of the City of Restov. Benefit: As a swift action you can draw a bag of caltrops or marbles and spill them into a square adjacent to you. Additionally, after successfully feinting against a creature, instead of a regular attack (this counts as a standard action), you may fill their square with marbles or caltrops, that creature is immediately affected by the caltrops or marbles as though they had just entered the square and they are not allowed to count their dexterity bonus towards their AC or Saving throw when resolving the effect of the caltrops or marbles. Mentalist Feats PSYCHIC TRAINING
Prerequisites: +2 Base will save Benefit: You gain a +1 insight bonus to all will saves, perception checks and concentration checks.
TELEPATHIC TRAINING (BASIC) Through rigorous mental training and exposure to psychic energy you learn to “speak” mind to mind. Prerequisites: Psychic Training, Must be able to use a language Benefit: You may choose to project your thoughts as a form of communication. This allows you to mentally “speak” to all those with the psychic training feat within 30 ft or to one single creature with the psychic training feat within line of site. This form of communication does not require you to physically say anything. Those with the Psychic Training Feat but who lack this feat may “hear” your attempts at communication but may not respond to them. 1 foot of stone, 1 inch of common metal (or a thin sheet of lead), or 3 feet of wood or dirt blocks this ability. The message does not have to travel in a straight line. It can circumvent a barrier if there is an open path between you and the subject, and the path's entire length lies within the abilities range. This ability doesn't transcend language barriers. ![]()
![]() The descriptive text and the chart give different information regarding the totals of an Eidolon's skill points. The description of the Eidolons Skills on page 33 of the Final Advanced player's guide playtest states "Skills: This lists the eidolon’s total skill ranks. An eidolon can assign skill ranks to any skill, but it must possess the appropriate appendages to use some skills. Eidolons with Intelligence scores above the base value modify these totals as normal (an eidolon receives a number of skill ranks equal to 6 + its Intelligence modifier per HD). An eidolon cannot have more ranks in a skill than it has Hit Dice. Eidolon skill ranks are set once chosen, even if the creature changes when the summoner gains a new level." But Table 3-3 in the Final Advanced player's guide playtest has them not gaining skill points every fourth level. Which is correct? It would seem more appropiate that a creature get less skill points per level rather than not get skill points to spend at all when they gain a HD? ![]()
![]() The birthmark Trait says that it acts as a focus for casting spells but doesn't mention channeling energy. Does the birthmark trait count as a holy symbol for the purpose of cleric's channel energy class ability or do they need a separate holy symbol for channeling? Channel Energy (Su)
Birthmark
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![]() What is the society answer for the question asked here? (with the minimum intelligence being 7 of course) http://paizo.com/paizo/messageboards/paizoPublishing/pathfinder/pathfinderR PG/rules/dumbHumansAndSkills "Kristopher Miller 644, Yesterday, 09:07 PM Flag | List | Reply ----------------------------------------------------------------------- Do the bonus skill points a character gains for being human or taking a level in their favored class apply after a negative intelligence modifier or before. For example, would a human with an intelligence of 5 get three skill points per level (2 for being a paladin, minus 3 for being dumb (minimum one), plus 1 for being human, plus 1 for taking a level in his favored class) or one (2 for being a paladin, plus one for being a human, plus one for taking a level in his favored class, minus three for being dumb)?" ![]()
![]() So, what would be the Society Price of a set of +1 shadow / glamoured full-plate armor that resembled a courtier’s outfit (that shifted styles to fit the land / location)(With 50 gp worth of jewelry worked into it, that also changed with the land / location)? Or can such an item not be purchased period, due to the shifting nature of the Courtier’s outfit? Full-plate 1500 gp
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![]() Is there any game legal way to use the disguise skill (and a large cloak perhaps?) to hide the fact that you are wearing armor? I wanted to play a fighter that specalized in the quarterstaff, and stuck in the back of the party near the wizards, blending in. If the front line folks let any baddies by he would then protect the second line and provide a nasty surprise(and help flank said baddies.) ![]()
![]() Hello, Looking over the Rogue Talents in the core book I was a little disappointed. While some of the Talents are amazing... (trap spotter comes to mind) Combat trick provides the same benefit (and more freedom of choice) as the Finesse Rogue and the Weapon Training Talents. I don't see why they added the later two. I was hoping for Talents that increased the maximum range of sneak attacks, or let you feint (using bluff) at range or use evasion in medium armor. What Rogue Talents are you hoping for in future releases? |