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DeadDMWalking wrote:

I like the skill Use Magic Device.

I like Fighters (or anyone else) being able to take it. While most of them don't learn to use magic items, it definitely adds something to the game when a character has the added versatility involved with a skill like this.

I don't think you'll see it abused. Even with the 'weak' fighter you'll see most of them would prefer to do a full attack than get a 5d6 fireball from a magic wand.

Yes but, the fighter trick a Holy Avenger Sword using Use Magic Device, and attack the evil enemy.

D&D it's a game of stereotype (a fighter, a barbarian, a wizard, etc.), if Pathfinder too, then Use Magic Device can not to be available for all class, in the contrary if it's not a stereotype game, but then why use the class, the major represent of stereotype in rpg?

Sorry my english


Laurefindel wrote:


Suggested fix: Keep rage/day and rage duration of 3 + CON modifier concept. Allow rage powers to kick-in for a daily use of rage. Create a new power, Extended Rage, which allows a new rage to start at the end of the first one. Boost the rage/day allowance to barbarian level divided by 2.

In your sistem you maintain the cost of the rage at the "greather rage" and "mighty rage"?, then you increment the power of the barbarian, you see that?

I don´t like greather rage and mighty rage increment the cost of the rage points for initiating and mantain the rage anywere.


Kirth Gersen wrote:
I've rolled it into Disable Device. I mean, if you can use that skill to disarm a magic trap, why can't you use it to trigger a wand? Of course, that could be problematic if a wizard wants to use a wand of cure light wounds, but in 28 years of gaming that particular eventuality has never come up (not that it couldn't!).

Only the Rogue can disarm a magic trap (Trapfinding), then poor Bard in your choose, he can't use the skill for "Use magic Device", not talk for a Wizard.


Mosaic wrote:
Kirth Gersen wrote:
I've rolled it into Disable Device. I mean, if you can use that skill to disarm a magic trap, why can't you use it to trigger a wand?

Funny, I go exactly the opposite direction. I'd roll disabling magical traps into Use Magic Device. I would actually prefer to call it Use/Disable Magical Device (along with it's sibling, Use/Disable Mechanical Device).

With regard to the OP, I too floated the idea making UMD a class skill for Bards, Rogues and Sorcerers in another thread. In my version, Bards, Rogues and Sorcerers could use their Charisma modifier to make a Spellcraft check (or Knowledge (arcana) or whatever it ends up being) to use magical items or disable magical traps.

Both allow a wizard or a fighter who adquire Use/Disabel Magical Device, like it`s both skills in one or separate, then that's not the solution, if you consider it's a problem any class can "use magic device".

SORRY my english


Saurstalk wrote:


My preference has been to incorporate Use Magic Device into Knowledge (arcana). I continue to fail to see why it's separate (and Cha-based for that matter).

Why Knowledge arcana can use magic "divine" device?, like wands of cure light (origine divene not arcane) or a wand with lesser restoration.

Use magic device it's not the correct form to use the magic item, it's a trickery form, and who studied Knowledge arcana not trick.


With the sistem of skills rank, any class can buy use magic device as rogue, bard or sorcerer, without +3 for class skill, with skill focus arrange that. I don't like a fighter with Use magic device, even the Wizard I don´t like.

Suggestion

For Bard and Sorcerer, Use magic device it's class hability, check with class level + charisma (same difficult).

For Rogue, Use magic device it's a Rogue talent, check with class level + charisma (same difficult).

Multiclass with same power ("Use magic device"), stack class level, for example a character with 2 level of bard and 2 the wizard, check with 4 for class level.

Sorry for my english.


BM wrote:


What I would would do:

1.) Give the sorcerer a +1 bonus to caster level at level 4, and an extra +1 bonus every 4 levels after. (at level 8, 12, 16, and 20)

I don´t agree, a Sorcerer level 20 its caster level 25, thats its too much.

BM wrote:


2.) Give the sorcerer's bloodlines, spell descriptor(s) for each bloodline that gives the sorcerer a +1 bonus to caster level when the sorcerer casts a spell with a matching descriptor as the one (or more) found in their bloodline. This stacks with the caster level bonus found in number 1. (Example: A sorcerer with the Celestial bloodline casts spells with the good descriptor with +1 to caster level, one with the Elemental bloodline: (Air) casts spells with electricity descriptor at a +1 caster level, and so on)

I agree, except for the bonus in number 1.

BM wrote:


3.) Add a bloodline ability at levels 6, 12, and 18.

I totaly agree.

BM wrote:


And not so much a problem but the level 20 transformation bloodline abilities are typed as supernatural, which means that they can be suppressed. I don't understand why you would revert back to normal just walking into a antimagic field after transforming into part dragon or fey or whatever your bloodline is. I would change them to an extraordinary ability.

Maybe, I don´t know.


0gre wrote:


Beyond what Hogarth said, look at the increase in relative power between versions.

Wizards previously received 1 additional spell at every spell level. This was replaced with a SLA they receive every other level that is roughly equivalent to a spell of that same level. It's arguable that Wizard's power is roughly in-line with what it was in D&D 3.5 (the exception being Universalists).

Differences:

1) The specialist can prepare and learn spells from prohibited schools, at cost of the minor power ("Specialist bonus"), thats maintain flexibility for specialist.

2) Spell like abilitys don't cost material component, for example, Conjuration School level 18, Gate spell like ability one for day, don't cost 5.000 gp (designers note page 115 of the Alpha 3).

I like the change on the Wizards, it´s not a critic.

0gre wrote:


The sorcerer on the other hand gains bloodline powers and additional spells known per day. The only take away from the sorcerer is the familiar and IF you miss the familiar you can take the arcane bloodline. The sorcerer in PfRPG gives up nothing compared to the D&D Sorcerer.

Yes, but not all the sorcerers bloodlines maintain the balance, because severals focus one or more power in melee combat, like Abyssal bloodline, (claws at level 1, attack the AC normal not touch). The bonus spells to learn cost materials, not like Wizard with spell like ability,

several bonus feats aplies for melee combat, like power attack or cleave in the same bloodline.
And the Sorcerer reaches the spell level one level after the Wizard.

I like the Sorcerer, but the Wizard it's more powerful, not much but still exist the difference. If both class was equivalent in power, then the difference it´s only the flexibility, for Wizard it´s how many spell he can learn, and for the Sorcerer it´s not necesary prepare his spells, thats it´s good, but it's not for now.

With humor: Sorcerer level 20 with Undead bloodline it´s a mortal with a body rot, Wizard level 20 with Necromancy school, it´s inmortal and pretty. Necormancers rule. :)


Sorry, the School obtain at level 1st one power too.

Wizard 11 powers, Sorcerers 5 powers.


hogarth wrote:


1) Bloodlines do get a power at level one (e.g. Acidic Ray for the Abberant bloodline). Or am I misunderstanding your comment?

Sorry my english, the schools obtain powers at levels of wizard 2nd, 4, 6, 8, 10, 12, 14, 16, 18 and 20 (¿even levels?), english itsn't my native language, sorry for the confussion.

Sorcerers bloodline, obtain powers at levels 1st, 3, 9, 15 and 20.
Wizard obtain 10 (+1 if not prepare spells of prohibet schools), Sorcerer obtain 5, and in severals bloodlines, the power is for melee combat (the Sorcerer not to have the BAB, HP and probably not AC for melee combat).

hogarth wrote:


2) Eschew Materials is not a metamagic feat in 3.5 or Pathfinder; it automatically applies to all spells without increasing casting time. I think it might have been in 3.0, though.

My mistake, sorry.

hogarth wrote:


3) Note that several bloodlines have non-wizard spells as bonus spells known (e.g. bless + flame strike for the Celestial bloodline).

Yes, can be enough.


0gre wrote:


The sorcerer has gotten a big power boost in PfRPG, have you playtested it? What makes you think the changes aren't enough?

I read the pathfinder Alpha 3, and prepare a campain, initiating in two weaks, and compare the Wizard with Sorcerer, Wizard win for many "bodys"

0gre wrote:


Sorcerers get more spells known (through their bloodline spell list), plus they get their Bloodline powers boosting their power even more. Wizards have not significantly increased in power in Pathfinder. School powers are sort of a wash, some say less powerful than the previous 1 spell/ level, certainly less flexible.

Universal School, level 8th Metamagic Mastery, the Wizard can Metamagic spells with no spell level increment, one level wizard for one spell level in metamagic cost daily, level 18th a Wish like Spell like ability (no material cost, 25000 gp) daily, if THAT isn't more power, what is this?. And remember, they can learn and prepare spells from prohibited schools, then gain flexibility in case they need, if they choose another school for speciality, the Universal not to have prohibited schools.

All schools obtain at even level one power, Why the bloodlines no?

0gre wrote:


1) A spell list different from wizard.
I'm not sure this is a good idea, would you give cleric or druid spells to the sorcerer? Maintaining a separate spell list is a huge burden and a big hit to compatibility and I can't see how it would really help.

I agree, but if sorcerer can cast spells and wizard not, and viceversa, both class look more diferent one of the other.

0gre wrote:


2) No need material component for spells
Umm... did you read the Alpha 3 Sorcerer? "Eschew Materials" is a bonus feat at first level. Spells with expensive components still cost but in general sorcerers are component free now.

Yes, but schew material it's a metamagic feat, then take a full round cast a spell, I like if the Sorcerer can cast with schew material normaly.

AND, I agree totaly with more skills ranks for level for the Sorcerer.

Sorry for my english


It's a great idea, but, why not in the definition of the Sneak Attack?

If Sneak Attack hit the weak point, not the vital point, the elementals can be damage from Sneak Attack, then why Druids, Sorecerers and Wizards powers change in elemental form can't be damage for Sneak Attack?, same for Spells.

Maybe its a errata or Sneak attacks its at vital point.

Sorry for my english


Why not both?

The humans bonus skill stack with favored class bonus skill, it's my opinion.

Sorry for my english


What is a sorcerer? a wizard who not need study but practice, with more spells daily?

The Sorcerer need a change, a core for the class. I don't know while, but in the present Alpha 3, it's a 2nd class wizard.

The Sorcerer need more power, the bloodlines its a good idea, but they don't reaches at school power, maybe if gain a blooline power at every even level.

The feats and power not to melee combat, the Sorcerer not enought Hit Points, no Base attack, and probably not the AC for a melee combat.

Sugestions:

1) A spell list different from wizard.

2) No need material component for spells (with different list, spells with much cost, in level superior at the wizard or not in the Sorcerer list)

3) A Charisma modifier for Will Saves, not Wisdom modifier, only for Sorcerers

4) A option, fortitude or reflex ST, its good like Will ST.

Very sorry for my English.


Cringer_luvr wrote:
Aye my bad, I ment Bluff and disquise need to both be in deception no need to have both, just like, climb and swim need to be in athletics, and sense motive needs to go into perception, I still say drop Fly as it seems like a skill that will just get passed over as noone can fly at lower level anyhow

With the new skill sistem, use magic device is for any class, I like change that for a rogue talent (from level 2th) and a class hability for Bard and Sorcerer.

Sorry my english


I think the Sneak attacks at weak point is good, but +1d6 every two level is too much, then maybe replace for the class hability of luck (change one check of 1d20 for day, +1 every four level, a 19th level of Rogue with 5d6 of Sneak attack and 5/day of luck.

Sorry for my english


Where the Weapon Training of Fighter is for selected enemies, the Alpha version in my hands say is for weapon groups chosen for the fighter.


Trapfinding as a feat is a good idea, partys without Rogue can search tramps if anyone adquire the feat and no necessary one level of Rogue for the same.
Anothers option for the class, yes, thats it's good too.
Pardon for my english


Power attack, if only with "20" can hit the enemy, then use full Power attack, thats a problem.
Expertise, the limit of five is a good rule, not cause problem, then I think to use that limit in the feat Power attack is a solution to previous problem.
Please excuse my english, isn't my native languash