The Expansionist

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The amazing thing is that Awaken can be cast on trees without taking a feat. Where is the logic of that?


The one thing you are not considering is the exclusive trick, which makes animals immune to this kind off a thing. If there is a trick to prevent it, then it is possible.

This is my take on it, how I would run it in my game: I do not think it would work on wild animals. An animal needs to know tricks to be able to be commanded. Nor would I allow it for Animal companions and familiars. These are assumed to be exclusive.

For domesticated animals, it's a Push, but the command would have to be one an animal knows or can understand so it can respond in an appropriate manner. This where Speak with Animals comes in as it allows a character to give commands in a way that an animal can understand.

I do not think that the animals attitude should matter much, it is responding to training, a right command generates a particular response which overwrites natural impulses. That is what training is all about.

Remember Handle animal is a Move action and a DC 10 check, Pushing is much, much harder.


"it would take 460 days for this organization to pay off its cost."

At 3 gp per day you are making about 660 gp a year (based on a 5 day work week). That's 50% return on your investment. Looks pretty good in my book.


The ability to switch feats is the key IMO. My first Brawler character was a Magus who sampled Brawler as his 4th level. It provided a huge amount of versatility from Improved Initiative to Cleave to Mounted Combat at exactly the right moment.

The Brawler I started at first level uses a Long spear and heavy mace as his weapons. Power Attack opened up a lot of Feats to choose from depending on the combat situation.

There is an Inquisitor in the party and I am looking over the Teamwork Feats for possibilities in the future.


Does anyone have a map of the Cathedral?


Based on the wording a Light spell on the weapon would work to give it +1 damage and its good enough from me :)


RAW, holding it in a campfire for 1 full round does not damage it either. And "weapons crafted from fire-forged steel similarly channel heat away from the wearer; this does not grant the wielder energy resistance. Instead, the blade absorbs and channels heat to the parts of the weapon that contact enemies."

So, does the Heat Metal spell generate as much heat as a campfire? If it does then you should get the +1d4.

I am thinking it should add +1d4 on rounds 1 and 7, +2d4 on rounds 2 and 6, +3d4 on rounds 3 to 5.

I do not think its too unbalancing for a 2nd level spell.


Pretty expensive torch considering it would cost +600 gp.


I have a Druid who has picked up a Fire-forged steel scimitar and is considering casting Heat Metal spell on it to boost its damage potential. How would this work? If it works at all.