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when abilities have effects that last for 1 round. (namely misfortune Hex) When does the effect end? At the beginning of the casters next turn or at the end of their next turn.

I had my witch cast the misfortune hex and i figured that since the standard action ended my turn i figure that the effect would last until the end of my next turn. (so i could cackle and extend it and also apply another hex before the effect ends)

My DM disagrees, and believe the effect ends at the beginning of my next turn. Is there some line in a book I could point to in support of my argument?


Is a Witches Hex Subject to Spell Resistance?

It seems like its specifically not a Spell or school of magic.

Otherwise I could take SpellFocus(Hex) or apply SpellPenetration feats to Hex's?


Breath of life has to be cast within 1 round of a creature dying, if it takes a full round action to cast wouldn't that already be too long after the creature had died to work?


I was thinking of building a basic Sword and Board Paladin to primarily be a Tank / defendor type.

My question is, Can i get a bonded shield? For enhancement bonuses to ac or other shield/armor abilities?

I feel like that would better suit a defender of the weak character.


I started this house-rule set for POSION because I felt the rules are poorly written and make it very difficult to use poison. Due to the recent additions of Alchemists and Ninjas who have “Poison Use” class features I felt the system need to be updated to make the abilities worthwhile, rather than taking an option available that would trade them away for something useful.
As the rules sit, the cost of using poison is too high at any level; Too high in Actions, materials, and too low of a threat

In car terms it is said: you can have two of three: fast, cheap, or reliable.

In D&D it is: action time / duration, power of effect, or ability to resist. These three determinates scale by level, the power you are capable of performing.

To say it bluntly I would like to customize poisons to change, cost per use, applications per action, the save DC, and the effect.

1) Since many poisons are deemed “save or die” I would first get rid of those poisons or push them into “only at high levels”. This requires some sort of level dependencies. The easiest to enforce is based on HD for everyone and 2xHD for classes with “poison use” to give it some benefit.

2) To make poisons more costly for their specialty I would consider craft(Poison) the relevant skill rather than craft(alchemy).

3) I like the idea of making poisons akin to creating an eidolon.

• Number of base poisons
• Modify base by craft skill check and crafter’s HD (2xHD for “poison use”)
• Modifications Limited in effect by crafters HD (2xHD for “poison use”)
o Time limited ability damage (flushed out of your system after time)
o Which type of ability damage
o Dizziness/deafened/shaken etc. in place of ability damage
o # of applications per dose (limited by lvl / fullbase attack?)
o Material cost (cheaper buys you fewer mods, more expensive more mods) (something like the cost of a scroll of appropriate level?)
o Onset time / frequency / duration

4) Poison’s crafted by someone that require more HD then you have, greatly increase chance of poisoning yourself, or can’t use at all. Since a natural 1 on applying poison is a 5% chance. I would say applying a higher level poison is 5%xHD difference in level (minimum of 5% if you don’t have “poison us”).
5) There are Alchemist and Rogue specific discoveries and tricks that modify poison use, I think there should be more and more useful ones at that. Such as “Poison Focus” and “Greater Poison Focus”.
6) Since there is (Spell: Poison) it can serve as an example of cost/action/effect/level to scale the system against.


I'm a but confused on how many doses are made when you craft(alchemy) or when you buy it.
It seems like a huge waste of actions and gold if you only get 1 dose when you buy it and it it has a low DC to save against.

Also as a side note, can you make other poisons than what is in the table? Or make stronger versions of the poisons?


Say someone throws out a whip-token which will just fly over and make a trip attempt. Anyone have good ideas to counter?

or more in general, if tripping is a major PC tactic what are some decent/ reasonable ways to counter without specifically building an enemy that can't be tripped, just trip resistant? (1st-8th character level type solutions for ease of discussion)


What is the difference in cost of making a use-activated item cost aswift-action rather than a standard-action.

I.E. a potion/whatever cost a free/swift rather than a standard?


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Since Anti-paladins qualify for all Lay-on-hands feats. They could take Greater Mercy.
My question is, would it be fair to change the feat to say that if the target has no ailments touch of corruption deals and extra 1d6 damage?


There are a number of new feats for lay on hands in UM. I'd like to use some of these for an ANTI-PALADIN enemy for my PC's.

Do all of them transfere straight over from lay-on-hands to touch-of-corruption?

If not, which ones make sense to excluded and what would make a fair replacement.

For example: Since Reward of life acts like resurrection, a negative energy conterpart might be Create Undead.


Sweeping Fend (Ex): At 13th level, a polearm master
can use any spear or pole arm to make a bull rush or trip
maneuver, though he takes a –4 penalty to his CMB when
making such attempts. Weapons with the trip property
do not incur this penalty on trip maneuvers. This ability
replaces weapon training 3.

Is this a free trip attempt? Like as part of an attack? Cause I don't understand how it would be useful otherwise.