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![]() Rather then swap abilities, I think a feat would be a better solution. My perspective is that the job of finding/disarming traps is a task I, as a DM, am happy to see anyone take. Below are a few quickie feats, but I think they (or something written better!) is needed in pathfinder. They allow for an alternate to trap finding, but it takes 3 feats to equal the rogue completely, but a single feat allows for a chance of disarming those magic traps. Feat: Trap Savant You are able to disarm magical traps.
Feat: Improved Trap Savant
You add 1/2 your level to Perception skill checks made to locate traps
Feat: Greater Trap Savant
Feat: Magical Disarm
This feat to allow a spellcaster to disarm a magic trap (assuming he takes the feat trap finder above), sacrificing spell levels equal to the trap to be allowed a spell caster level check. eh... ![]()
![]() Pendagast wrote:
Oh well, I like having the bite attack thematically (becoming rather icky/cthuluesque) and the blood-soaked mouth, but it is so un-munchkin that the use of the spell hurts the character. Darn. (By hurt the character, I mean I'm using a resource to produce inferior effects to what I had prior to casting the spell. I gain a bonus to intimidate, but that is definitely not worth the casting. Also, I thought a monk could use his unarmed strike while grappled.) ![]()
![]() hogarth wrote:
Ach! Would this be altered with the feat multi-attack? Also, the spell specifies that you can add the bite as a secondary attack at -4 to hit. The monk rule explicitly forbids this, or does the spell override the limitation? ![]()
![]() Hey folks! Can a monk with a bite attack make that attack along with his flurry? It is a natural attack, but I'm not sure - is it at full attack mod for all attacks, at -5, or not at all? My big-mouthed monk needs to know! As an aside - the bite attack is gained from the spell "face of the devourer", although a half-orc could do it with the right trait or feat. http://www.d20pfsrd.com/magic/all-spells/f/face-of-the-devourer ![]()
![]() Even treating the orbs as +50% weight, they would still only weight 1.5 lb, still under the weight of all 1-handed thrown martial weapons except the switchblade, and half the weight of all 1-handed thrown simple weapons. As to the alchemist, they have no special ability to make multiple attacks beyond what is provided by their base attack (they need rapid shot). ![]()
![]() Phage wrote: Do you mean a splash attack? Flurrying a splash attack is likely very unbalanced since you could get way too many ranged attacks hitting multiple targets. That is indeed it, although it is a great way to lose cash. The character places his alchemy items in ceramic spheres and hurls them (like shotputs). The spheres cost a bit more then normal in exchange for making them a more tractable weapon. Even if you find it too unbalancing for his alchemical shotputs, what about other weapons (say a spear or trident)? Also - wouldn't a regular character with rapid shot be able to throw 2 alchemy items in a round (assuming he had one in each hand at the start of the round)? ![]()
![]() I was considering the following feat Unorthodox Training: (requires proficiency with weapon) Allows a monk to treat the weapon as a monk specialty weapon, allowing him to flurry with it. The application is for a monk alchemist, to allow him to flurry with alchemical fire flasks. Well, would this be balanced? (Yeah, I know, not too exiting). Application: I am playing an alchemist monk & wish to flurry with alchemical fire & acid. ![]()
![]() Dark_Mistress wrote:
It has the summoner from the APG as a reprint. It uses CMB/CMD. A quote from the book..."Pathfinder is a good system. It, like most things, can use a little TLC?an adjustment here and there, but it?s a great system. We offer some tweaks to the system in the never-ending effort to zero in on the perfect game system." The image shown on the purchase page not match the pdf cover included with my purchase. The sale image says it is '3.5 compatible', but the pdf I purchased says it is "Pathfinder roleplaying game compatible". ![]()
![]() The book of the summoner – I give it 2 of 5 stars. 1) It adds new, modifies some old, and re-prints other material. It unfortunately does not identify which items are what! Without that, the re-printing material obscures what the book does have to offer, making it a burden rather then a resource. Because of this, this book leaves you needing the core books in addition to it, making the re-prints a complete waste of time. 2) The races use the 3.5 level adjustment mechanics, which is specifically not used in pathfinder. The level adjustments are +2 to +4. These races would be better replaced with templates, letting the gm decide how they interact within a campaign. 3) The classes are a terrible mess! The divine summoner is simply the cleric with extra feats (to use the alternate summoning mechanic in the book). This is not the only example of this (there are 3 write-ups of wizards: petitioner, the summoner savant, and the wizard conjuration specialist). A paragraph or two could have taken care of these variants instead of treating them as new classes with new names, which is sadly typical of this book. The animal shaman is an illogical addition, simply a reminder that the APG totem variant druids summon totem animals quicker then normal. The tables & class write-ups do not always match (see petitioner & scribe scroll). The holy guard and abnoba class are decent additions, though the write-up of the holy guard’s summoning ability needs re-wording and the abnoba chart forgot to include the domain bonus spells. The summoner class is just an APG duplication, instead of the authors applying the bonus feats required for the class to use the same system suggested for other summoners. Instead, the summoner class gets no support to use the system the book of the summoner introduces! 4) The book adds one new skill, but it is poorly written up. The concept is good (knowledge summoning), but the text implies it acts as knowledge planes and allows a roll to identify creatures that are summoned. One wonders, if the above is true, why any character would take knowledge planes over or with this skill. It also fails to identify which core & base classes would have this as a class skill. 5) There are 43 feats for summoning, although there are only about 15 feats, followed by 3-15 copies of the same feat with slight variations. Reducing these feats to ones that allow the taking of the feat multiple times (such as is done with weapon specialization or spell focus), would simply the table & make it far easier to read. This would also give the feat system flexible (allow for new templates). The feat descriptions vary from the tables (such as the advanced summoning chain showing 2 levels, while the write up 1 level). The feat concept, if clearly called out, could have negated the need for re-writing classes. Roughly stated - the classes capable of casting 6th level or higher summoning spells receive a ‘summon’ feat at 1st level and an additional one at every 5 levels. The initial feats determine what template(s) are applied to the creatures summoned. Casters who are focused on summoning/conjuring (conjuration specialist, classes able to spontaneously cast summon spells, and those with the summoning domain or the summoner class) gain a ‘summon’ feat at 1st level and 1 for every 3 levels. 6) Spells and spell lists - a waste of space in the worst way. The re-printing of core spells is incomplete (it has detect magic but does not have lightning bolt). Since the spell casters who would use this book could cast both spells, the re-printed spells will represent only a small percentage of spells a GM or player will need. Since that means a different book will be needed to list the rest of the spells needed, this partial re-print serves no purpose. If the authors limited themselves to printing spells that have been modified, I would have understood. Not denoting what spells are new or modified leaves the spells section an awful morass.
7) The summoning tables are a mixed bag. The biggest problem is balance (see summon monster 0), unfamiliar items (I have not been able to locate the rabid dog noted in summon monster II), and lack of clarity. As noted in #5, feats, this section should call out the alternate system for summoning, but the tables do not take this into account. The fiendish or celestial option listed with the summon monster table does not support the feat option of summoning lawful, for example. The summon undead spell suffers the same problem as the 3.5 versions (multiple intended). Summoned creatures made from templates, this spell requires careful preparation of summoned undead, requiring a lot of preparation or an extremely slowed down game. 8) Magic items chapter was, for me, of no use. Some new magic items are written up, but a slew of existing magic items are re-printed. The cost for scrolls and wands, repairing magic items, and so much more unoriginal material is a waste of space and effort to read. There are some new magic items, and I have no problem with them taking space, but the re-printing of magic items has the same problem as the re-printing of spells – mixing the old material with altered and new makes it terrible hard to cull information from it. If the author felt the repeat material essential, a separate chapter or sub-chapter would have been appropriate, but not this massive dump of mostly chaff. 9) The supplemental rules guide is informative and it does offer some useful alternatives to the existing rules. This is a matter of taste and I found it of moderate use. 10) The monster advancement and universal monster rules eat up 37 pages. I feel this should have been streamlined rather then a simple re-print of material. As advancing monsters information is included in the bestiary, where most creatures needing modification would be found, I find the placement of that material here a waste of space. The templates section is more useful, as it allows the book user to directly apply these templates to the monster re-writes included at the end of the book. 11) The creature reference sheets are also a mixed bag, like the rest of the book. This should have been the best part of the book, but information was irregularly applied. For example, the astral deva was written up in 4 stages (regular and augmented by 3 feats). Next is the silvertip dire bear, with no listing of the effects of feats.. The dire lion has 2 listed, while the dire rat has 6. The creatures should have had the base write-up, followed by the results of applying the augment feats (which can be applied to any summons spell). The inclusion of celestial or fiendish for some summons but not others is a waste of space. The template section should be available as an adjunct to take these into account, rather then the random application (chaos dire rats, not fiendish, for example), is of limited use. The application of the augment feat is included with the astral deva but not the elementals. Continuity is this sections weakness. 12) The final section is eidolons, of which there are 3 write-ups. Sadly, this section should have had many more write-ups, as the style & goal of these beasts can vary widely. Given that this is the book of the summoner, I had assumed much better support. Overall: not this book should have been less then half the size it is, which still would have left room for summoned creature and eidolon write-ups. The concept of feat driven summons and altered classes could have been given a much smaller and clearer write-up.
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![]() Make firearms a simple weapon with an obscene re-load time.
So anyone can shoot the darn thing, but a martial user can re-load it in resonable time. Sort of like how a bastard sword is 2-handed unless you have the feat to use it 1-handed, except using simple & martial & load time instead of x-handed. ![]()
![]() I ordered the Bestiary II and received confirmation that it will be shipped to me soon. I do not have access to the pdf, though, and it still shows on my shopping cart. Please send me the pdf & remove the extraneous request from the shopping cart (I would, but I was afraid that would mess up the order/pdf). Thank you, Beholderbob ![]()
![]() Perhaps not the nicest thing... I was in a 2nd edition game with a rogue/wizard and another player had found a gemstone he thought might be magic. He asked me to examine it. I did - it held three wishes. Heh. I examined it a bit more. "Hmm, this is a tough one. I sure wish I was smarter. Lets see. No, that won't work. I wish I was a more powerful wizard. If I were, I'm sure I'd figure this out in no time." I had him by me a drink, finished it, then returned to examining his gem. "My friend, this gem has a failing enchantment on it, it was being enchanted, but the process was never completed, it would have been added to a pommel of a sword to make it a frost brand. I wish my sword was a frostbrand. Oh well, here's your gem. Sorry it doesn't do anything." ![]()
![]() Set wrote:
I agree, though at first my solution was an eidilon form derived from the familiar's stock type, as it would require the least effort for the most range. The animal companion I suggested is great, but as you noted, your toad familiar is either going to completely suck or not really be a toad. I held off on using an eidilon as I was afraid it would be seen as stepping on the summoners toad. Mind you, this whole thing was intended as a feat (or a hex, I suppose), last LV R, and be triggered by your little buddy. As a spell, it requires an effort by the caster, but if too good, it would rival the summoner or druid companion for sure. ![]()
![]() Patterson wrote:
True, it would be a nice spell, but the benefit of it being a feat was that the caster didn't spend an action to trigger it, the familiar did. The caster drops to negative HP, the familiar can puff up to protect him - or perhaps right after delivering a touch attack he becomes a physical (and flanking) threat. With a spell it would be under the master's control but it would not take up a feat, be a nice wand (no save to worry about), and continue on the power curve even if the caster multi-classes (caster level, not familiar master's level). I rather like the suggestion of shadow powers - great offence & scouting. Hell, I want both! ![]()
![]() Skylancer4 wrote:
Thanks for the quick replys! ![]()
![]() I assumed I knew how familiars skills functioned but have found 2 examples of me being wrong. I'm hoping to get confirmation either way... 1) does your familiar gain ranks = # of ranks you have, use its own stats, but does not treat the skills as class skills. If it's skill roll is better then yours, it uses its own skill check. 2) as 1 but does treat them as class skills 3) use your skill roll as listed. Hmmm. ![]()
![]() There is more, though I'm not sure if I should continue babbling. Toltec is a witch, officially CN, too. Oh, and a guy. I figured out that Calistra was not the patron I was introduced to by the elven witches, but a deity they worshipped. So I'm not sure who my patron is - or how powerful. In a way this is good, worshipping Calistra was entertaining but never really an object of my devotion. I went through the motions, but I found the priests and celibrants boringly repetitive. Sadly, I got tattoos of her holy symbol and bees when I initially tried to plung myself into her faith. Since my encounter with Syphilus, I've found the orgiastic practices dangerous and have become aware of how disgusting people are. I still have sex, but only if I have a potion of cure disease within reach. Obviously the goddess wasn't watching out for my penis or me. As to who my patron is, or who I should worship - I'm not sure. I'm resistant to study and find the eclesiastics pompus, but if I don't prepare in some way, I risk something like an afterlife with Abadar. There has to be some deity that would accept me without a severe alteration to my lifestyle - being undead (well, except perhaps for vampirism...) is unacceptable. ![]()
![]() Brian Bachman wrote:
I'm not charismatic, but an excellent button pusher. You can make people dance when you learn what flavor cheese they adore, and using insecurites correctly can make even boob look like a prince. Borderline sociopath - yes, perhaps that's true. But I'm not some crazed idiot hoping to soak himself in blood. Death is awful permanent, while a twisted mind can dance to my tune for years before he loses his use. I play nice so far - I am keeping track of my 'friends' weaknesses, which buttons to push, keeping them on edge with each other while offering the 'hand of an ally' to them. I'm not hoping to kill them or lead them to self destruct: I just don't want my marionettes strings getting entangled.
My family made a big deal about money – back to that responsibility tirade. Money is transitory – its like water from a lake, there is always more when you go back, and the jackass who obsesses about it is a boring toad. I spend money for fun, as opportunity presents itself, and there is always more for the taking. I usually attach myself to a rich young fool and let them fund me, but if need be, I can extort, scare, and take what I need. I’ve only had to work twice in my life. Once I was a teacher for some puberty touched younglings – teaching was simply the excuse used to channel funds to me, but it was entertaining. It ended poorly when it was discovered I had slept with the two young girls and hexed a third, but I was never meant for work. The only other job I’ve worked was as an herbalist – an act of desperation to get the funds to cure syphilis before it killed me. I cursed the barmaid well for the curse she gave me. I not lazy, it’s just that so much of life is uninspired. The gods tend to be lazy in this world of ours, there should be so much more to make life entertaining. I didn’t set out to become a witch; I was simply looking for a religion opposed to Abadar, the faith of my family. God of boredom, obligation, nobility, and strutting – the thought of being bound to his gospel, to serving him in the afterlife is enough to make me want to sell my soul. Now, that of course would be stupid, so I instead sought another god to ‘care take my soul’. I caught an Elven servant stealing some silk cloth and a silver dagger, and questioned them why – for their religious rites for the night. Further questioning led me to my goddess. I forced myself into their group to become a member of her faith. Now, it turns out they were a coven of witches who happened to worship Calistra – but what did I know. An orgy is still more fun then boring homilies about serving the faith. Didn’t get to spend to long with the witches, though, so many questions went unanswered. They were burned at the stake for their practices. I hadn’t expected them to burn, just to be deported – but perhaps they should have thought better then to try to blackmail me for funds. Either way, the Auto de fé was exhilarating! ![]()
![]() I'm not sure if this would be the correct page to post this on - there may not be a correct place for it at all. In trying to develop my character, I've been typing up his thoughts. Feedback would be great, and suggestions as to his alignment would be fun to see (did I give him the correct alignment?). I am a fun loving hedonist, servant of Calistra, and a free spirit. I am a nice guy you can trust, a good friend you can depend on, and loyal to those I love. That was a complete lie. I don’t love anyone, well maybe Dagda, but to be honest, I’m not sure what love should feel like. I’d claim to be a vicious cauldron of hatred, coiled tension and rage, but I don’t feel that either. Mostly I just think about myself, how to manipulate people, and most important, how to entertain myself. Well, me and my monkey, Dagda. Some might think me unemotional, but that can’t be true, I’m happy… or at least satisfied. Happy is just another shade of gray. I can be honest with myself, I’m not charismatic. People do not find me easy to bond to, befriend, or any other term that has no meaning except as an affectation. I’m good at manipulating people, I set folks against each other for entertainment and stick myself into groups for my entertainment. I do not enjoy the group insomuch as watching the cogs turn. People are stupid and easy to impress or intimidate. I enjoy socialite groups, attach myself to the young and eager, and spend funds and impress their friends. The few ties someone starts to understand what I am before I’m done with them get scared of me – afraid to offend me. I guess those are the smart ones. Morality is a funny concept that people talk about, obligation, right and wrong. What they do not understand is the sense of self – mostly about me, that supersedes these arbitrary rules. My family is just the group I grew up with, strangers in the same house. Robbing them was simply the right thing to do when I tired of them. Bloodline is not a chain to bind me – though if I’m asked, I suffered and was abused. I suffer no such confusion, but one gets used to a story. Giving money to the poor, helping the needy – other then doing so to give the right impression, they are simply empty acts. If no one important sees it, did it do anything but show your weakness? ![]()
![]() acecipher wrote: Well, I'd just have it be like a persistent animal companion of Druid level equal to the wizard level, or Wizard level -3. This is supposed to be a short term boost to the familiar, not a permanent replacement. The familiar is subsumed into the 'animal companion' form's shadow, the master losing all benefits of a familiar (and gaining an animal companion) for a limited number of rounds. This is under the familiars control, allowing the familiar a little play in the game. Limited to 2*LV R per day, and taking a standard action to trigger, the uses need not be contiguous, but it is a limited resource that may not be used every day. The alternate form is written up in advance, the familiar is aware of what is occuring with the animal companion and can give it commands (treat the familiar's animal handling as = LV of master +4 for issuing commands). A permanent change would be different (I think there was a 3.0 or 3.5 feat to give a class a weaker animal companion permanently). Given the limited number of rounds a day, I was pegging the animal companion level = master's level in power. If it were permanent, I't would have to be lower. ![]()
![]() acecipher wrote:
Ah, the intent is the master writes up his pets alternative form using the druid animal companion rules (so that bat could bulge-out and turn into a bear-ish creature with tiny, useless wings...). The familiar is not polymorphed, he is shunted aside while the shadow alternative is there - the master loses all benefits of his familiar while this ability is in progress. This feat grants much less then an animal companion (well, an animal companion for 2*LV R a day). Actually, perhaps I should remove most/all of the requirements. A 1st level witch/wizard familiar = 1st lv druid companion for 2 R. Not exactly over the top. Anyway, the thought was to remind the master he does have a familiar and give the master an advantage in exchange for putting his little buddy in the direct line of fire. heh. ![]()
![]() For those of you who remember the spell compendium (crickets), there was a spell called something like 'switch places', it teleported the caster away and replaced him with a beasty. Once the spell ended or the creature died, the caster returned in the creatures place. Not too powerful, but a nice spell. Using that as a king of jumping board... Feat: Cast a large shadow, req 8th level caster, 2+ feats invested into familiar. This feat grants your familiar, not the caster, the ability to, for a brief period of time, cause its shadow to surge in size and solidity of a creature (as a supernatural) while the familiar sinks into the new creature's shadow. The creature is determined at the time the feat is taken, is built using the animal companion rules of an equal level master, and developes as the caster goes up levels. The caster can not trigger this ability, only the familiar can, it takes a standard action, and the form can be held for up to 2*LV R a day. If the creature is slain, the familiar returns in its place exhausted. Thoughts - this ability is short lived, has some nice flavor, and allows the familiar to run over and try to save the boss. I was going to suggest this as a hex, but I thought a wizard should have the option too. Too good? ![]()
![]() DSRMT wrote: I think the tranfiction hex might be a little too powerful, maybe make it half movement at lower levels, then no movement higher up? Ah, perhaps it could be a greater/10th level hex, in which case I'd move the dim anchor effect to 12th. Do you think that would work, or would it be too weak for a greater hex? ![]()
![]() SmiloDan wrote:
The witch can ignore boundaries at 5th level. I was trying to pace this hex with the flight hex (both movement hexes) - and I figure teleport is pretty damn good. Now the flight hex gives unlimited feather fall, +4 swim, and levitate 1/day at low level, so I thought I balanced it out. Heck, I might have even undersold it. Do you think this hex is too wimpy? How do the other 2 hexes seem? I like the idea of the advanced hex that can be taken as an adendum to the hidden doors hex to allow multiple doors/portals - sounds like a wilson book (I believe it was house of doors). Now, the energy vulnerability - that can be quite the blast..., though it would be a two-step unless you coordinate with another creature. 1st, fail a save vs this hex, 2nd round, cast spell that inflicts this type of dmg. If target is going to fail save, it might as well be a baleful poly effect. So it has to be something that does not allow a save or has a reduced effect but still has impact. I'm going to put my 1/2-watt brain on this. Thanks for the feedback! ![]()
![]() Witch Hexes Transfixion Hex (Su): Target within 30’ makes a will save or is unable to make a move action for LV R. When the Witch reaches 8th level, a transfixed target is unable to travel using dimensional means, as per the spell dimensional anchor. A creature that successfully saves against this hex is immune to it for 1 day. Hidden Doors Hex (Su): The witch is able to, as a standard action, teleport 5’ per witch level with up to a heavy encumbrance load & her familiar, but no other living creature, so long as nothing bars her path were she to travel that way physically. Thus, the witch could cross a chasm, but not through a barred door. The witch may use this ability LV times a day. At 5th level, the witch can ignore boundaries, and at 7th the witch can teleport as a move action (but may not take another move or standard action after taking this teleport action). Finally, at 11th, the witch can teleport additional creatures. Additional creatures of medium size cost 1 additional use of teleport per day, creatures of larger size count for x2 their number per size increase, and ½ their size for each decrease from medium size. Bayou Hex (Su): The witch causes the surface a foe stands (while within 30’ of the witch) to act as quicksand. Earth-bound creatures caught in the area are mired in the mud, effectively entangled unless they make a reflex save. While entangled, creatures are unable to fly. This condition lasts for LV rounds or until they teleport or move out of range. At 7th level, a creature that fails its save is also staggered for the duration, the target sinking deeper into the surface they walk upon. At 11th level, a creature that fails its save fall chest deep, is incapable of movement, and is considered prone. Let me know if over or under powered. Suggested changes. Where to stick it. General useful info/feedback. Thanks ![]()
![]() I had a 3rd edition wizard with a beloved toad familiar. Rather then let his friend sink into obscurity as he climbed up in power, he crafted items for him, allowing him to partake in adventure with him. A crown that granted mage hand and launch cantrip at will. He also had a belt of salamander skin that granted him unseen servant spell, which was more then capable of lifting him up and about. I kept crossbow bolts even though I didn't carry a crossbow so he could use the launch cantrip (his small size attack bonus made up for his poor dex), caltrops for mage hand, and of course alchemy materials and everburning materials for him to use. When magic item compendium came out with the 3/day attack items, I loaded him up further... All hail the batrachian lords! ![]()
![]() Would a Boggard sorcerer be able to deliver his touch spells with his tongue? Attack: Tongue –1 touch (sticky tongue) Sticky Tongue (Ex) A creature hit by a boggard's tongue attack cannot move more than 10 feet away from the boggard and takes a –2 penalty to AC as long as the tongue is attached (this penalty does not stack if multiple tongues are attached). The tongue can be removed by making an opposed Strength check as a standard action or by dealing 2 points of slashing damage to the tongue (AC 11, damage does not deplete the boggard's actual hit points). The boggard cannot move more than 10 feet away from the target, but the boggard can release its tongue as a free action. Unlike a giant frog, a boggard cannot pull targets toward it with its tongue. I think it would be a great bad guy/shaman. Do you think this would be 'kosher'? It is listed as a touch attack. Also - the attack line shows: Melee morningstar +5 (1d8+3), tongue –1 touch (sticky tongue) I take this to mean that using a combined weapon attack with a natural attack, the tongue suffers a -5 to hit, rather then suffering a -5 to hit for a non-primary natural attack (if that was the case, it would be -6 to hit... -5 for non-primary, -5 for combining it with a weapon attack). ![]()
![]() The human as too good is open to debate, but in this case not an issue. I'm not offering up anything powerful here, merely trying to make the option worth taking. The sorcerer gains an extra spell known, which is damn good (too good, but what the hell, I like sorcerers). There is a dwarven trait that reduces the penalty for a non-prof weapon by 1 every time taken, the 4th time they gain that weapon proficiency - even if exotic. These, by comparison, are melba toast. At best, memory retention is equal to 1/5th of the feat spell mastery, not a very potent feat. ![]()
![]() I find the prefered class bonus for humans in wizard and witch class to be lame compared to what the sorcerer gets. I came up with these alternatives below, let me know if they are balanced. 1) Memory Retention: choose a known spell & retain that information as per the spell mastery feat (you do not need your spellbook/familiar to memorize this spell). 2) Spell Shortcut: choose a known spell with a spell component of 1 gp or less - you may cast this spell without the component (per eschew component feat). 3) Frequent Repetition: choose a known spell - your frequent use of this spell makes it easier for you to cast under duress. You gain a +2 moral bonus to concentration checks casting this spell. ![]()
![]() Ok – during the beta phase of the APG classes, I made a witch with a monkey familiar, and so had to make a new spell list. I opted for an outside force/presence/energy and things worked out pretty good. Now that the APG is out, familiars are not bound to the spells gained - patrons are. Additionally, I used spells from various sources, including the spell compendium (gasp, 3.5!). I’ve listed the possible spells below and marked the tentative spells with an *. The 2-3 letter code: SC spell compendium (3.5), GI genius guide to ice magic, aa Arsenal of Arcane Might, and I’m going to just assume you know what the APG & SRD are. What I’m looking for! Feedback/ideas as to what to name the patron, and what spell combos make more sense given that name. Also – I should note that I strongly dislike the patron lists that are composed of spell version I, II, III, IV – it gives the witch a very limited variety to work with, and is boring to boot! I am worried that using the SC 5th version of ball lightning may be tacky vs using the 4th level APG version, but I haven't come to a final decision. Current list:
gi biting wind 1st
And to add to the confusion, did I miss any spells that fit the theme? Beazulbob ![]()
![]() Hey, what can I say, I was serious. Although I was only thinking of bard/summoner when I wrote it. Perhaps I am too optomistic, as I was thinking of allowing the poor bard some prepared spells for flavor. To balance it out, perhaps require the spells to literally be cast from the book. As an alternative, when you take this feat, you choose 1-3 spell slots to permanently turn over to memorization, or require 2 spontanious slots to memorize a single slot... Ack, just some thoughts. What do I know, I play wizards and witches. ![]()
![]() When 3 witches with the coven hex gather, they gain the ability to summon a horned one (as per summon planar ally spell) once a month to lead their coven (as a hag’s coven). This service is not without a cost, per the planar ally spells. I’d define the abilities and differences, but I am not familiar with the flavors of patrons. Also should it matter if the witches have different patrons? Perhaps the horned one’s flavor is determined by the most powerful witch leading the coven, with caster level checks made to determine ties? While this spell will summon a horned one, the only service they perform is leading the coven, they will take no other actions and if the coven is interrupted, they return to their plane. Hey – perhaps the coven hex should add the planar ally spells to the witches spells known too. ?? ![]()
![]() Instead of changing the class mechanics of a bard, perhaps it could be a feat? Arcane Dilettante - Requires spontaneous casting & 3+ ranks of knowledge arcane The character maintains a song/spell book using the same requirements as a wizard, learning 1 spell per caster level. New spells can be added to the list, requiring a spellcraft check to learn the spell. These spells may not be cast spontaneously. The PC is capable of setting aside up to half his spell slots a day as prepared spells, which are filled using the spells in the bards spell/song book. Now, this would give the bard more flexibility without a reduced casting capability, but it costs a feat and the maintenance of a book. Not an immense solution, but it does give the bard a more learned feel (I think). There is/was a feat that allowed prepared spell casting (to make adding meta mg easy), this just adds a requirement and more potential spells. ![]()
![]() Responses to Space Mantis & Kevin Murphy, as well as further thoughts Golden Alembic
Moderate transmutation (plus aura of stored fluid); CL 6th; craft miscellaneous items or brew potion, creator must 6+ ranks in alchemy, be a caster or extract creator of at least 6th level; Price 4400 gp Sanguine Bracers
Moderate transmutation (plus aura of stored fluid); CL 8th; craft miscellaneous items, brew potion, creator must be a caster of at least 8th level; Price 6000 gp for a single bracer, 18,000 for 2. Still haven’t decided as to the appropriate spell requirements should be. Hmm, vampire touch and… The pouch of stability
Moderate abjuration and necromancy; CL 10th; craft miscellaneous items, creator must be a caster of at least 10th level; Price 5000 gp Hyde’s Mask
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![]() Story Teller’s Pipe – a carved wood or meerschaum pipe, it enhances the flavor of pipe weed, and always burns smoothly. While in use, suggestive imagery is hinted at in the smoke, helping to convey the smoker’s words. While smoking, others are at +2 sense motive against the smoker and linguist checks to understand him. The smoker gains a +4 to transmit secret messages by use of bluff skill.
Damocles’ Sheath – this plain appearing dagger sheath holds a terrible power, empowering the user to potentially slay a creature days before they become aware of the strike. Once a day, as a swift action, the sheath grants a dagger drawn from it to be capable of making a Damocles’ strike for a single attack, one with a delayed effect. An attack roll is still required but since no pain or perception of contact occurs during the strike, the attacker can make a slight of hands check to place the dagger into the target without their noticing. This attack is not specially concealed, so placing the blade into a creature in front of others without their seeing it is a difficult task. Assuming the attack succeeds, the dagger sinks into the target without harm. Damage is determined at this time, taking into account spells, feats, and abilities, as well as any poison, disease, or spell effect active on the blade at the time, though nothing occurs until a later time. The target displays no effect to outward examination, although true sight or more powerful spells can see the ghostly image of the dagger sticking out of the targets back, and arcane sight or more power spells will detect a necromantic aura about the subject.
Mercury Mirror – this hand mirror is made of silver with abstract and arcane marks. Its reflective surface is polished silver rather then glass. If pressure is applied to its surface, it becomes mercurial, though no mercury spills out nor can be taken from it. A spell-trigger item, it allows the user to create a divinatory eye once a day** as a full round action, the silvery eye rising from the mirror’s surface. It functions as the spell arcane eye except: all the eye sees is reflected in the mirror’s surface, the eye is visible with a DC 20 perception roll, and has a 20 AC and 5 HP.
Hunter’s Arrow – this +1 arrow grants the person who fires it (hence forth referred to as the attacker) exceptional abilities to track and perceive a target wounded by it for 24 hours. As a free action, the attacker is aware of the general direction of the target so long as it remains on the same plane. As a move action, the attacker can pinpoint the attacker to a 5’ square so long as he is within 5 miles. The attacker gains a +5 circumstance bonus perception checks to perceive the target, is able to see them as if they had see invisibility spell (the target only), and automatically knows if the target teleports or steps into another plane. If the target is a favored enemy (per ranger), a target of your judgment (per inquisitor), or of your smite (per paladin), double the perception bonus to perceive the target. Honor Blade – this +1 dagger allows a creature to issue a challenge to up to 4 foes, forcing them to accept battle with them alone. Once per day, as an attack action, the dagger is thrown between the wielder and the targets of the challenge, with a DC 17 will save, with a cavalier gaining a +1 per 4 levels bonus to the DC if combined with his challenge ability. The wielder can target up to 4 targets so long as they can perceive the dagger when the challenge is made. If they fail their save, they are required to spend all their actions opposed to the challenger (attack, insult, impair), surrender to him. He may not flee, though he could use total defense to protect himself. Spell casters, while unable to flee, are free to use any and all spells, abilities, and items to their advantage against the challenger.
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