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Baelin wrote:
If the unarmed/natural weapon attack is a Crit, do you apply the Crit multiplier to the Touch Spell damage as well or treat it as extra damage (eg. Flaming Weapon)?

definitely not. only the weapon damage is modified by the critical.

there is a class called magus that has an ability to apply crit multipliers to spells. i havent looked further than that, but it's possible there is a feat that might do something similar. or another class-specific ability.


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true, you need not have spent the feat for proficiency, but you *will* suffer the -4 penalty for not doing so.

your elf example is ironic because i was looking into this with regards to my tiefling magus using a katana, which unless you have some racial or class proficiency, needs EWP anyway to wield it one handed and meed the requirement of the black blade as a one handed slashing weapon.

Abyssian wrote:

Weapon Proficiency and the Black Blade class feature do not have any special interaction. It does not grant proficiency, neither does it require proficiency to be chosen. For instance, choosing a falcata as your Black Blade does not make you proficient with it, but you need not have spent one of your feats on EWP:falcata to choose it.

When Ultimate Magic came out and I wanted to play an elf Magus, my GM told me that elves were basically Japanese in his world, which made me want to play him wielding a katana. The GM, to keep his own world's consistency and keep me happy, gave me two bonus feats: EWP:katana and "Samurai Caste" (or something along those lines) since katana was daisho in his mind and I wouldn't be allowed to carry one without the feat.

So yeah- no special interaction but if your GM wants to give it to you, I say take it.


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the only limit on the choice is that it be a one-handed slashing weapon, or a rapier or sword cane. no reason you could not choose an elven curved blade, but you would still need to be proficient with the chosen weapon or suffer the -4 non-proficiency penalty.

shadowmage75 wrote:
I think the list for the black blade is limited, so one cannot have, say an elven curved blade, even though you may be an elf and automatically proficient. I think this would over extend the magus as a class too much into a fighter with some magic overcharge.


Fruian Thistlefoot wrote:
Quote:
Find a safe place in the city and use the Jewel of Everlasting Gold to craft a bunch of magic items. Then leave the city with completely customized loot
CRAFT CITY!!!!!

clearly you folks havent read up on anything. it specifically says in the jewel's description: Summon Wealth: Once per month, the jewel of

everlasting gold can summon vast sums of wealth from
the Elemental Plane of Earth, in whatever form the bearer
wishes. This ability can only create mundane sources of
wealth, such as art objects, coins, gems, or even rivers
of molten gold — here's the key part - it cannot be used to create items with magical properties.

and yes, then anything created with the jewel is teleported back into the city anyway. so it sucks.

i'm currently running this adventure and one session away from the end when i realized the same thing about the lack of loot. you could do a couple things. simple and most cliche is add a chest to the room or a hidden compartment in the base of the jewel's stand and make your own list of magical items, 1 permanent item, no more than a +2, per player. +2 can also be magical abilities, like a flaming +1 sword... the "flaming" ability being equivalent to a +1 bonus. the chest/hidden compartment feels forced, but it gets the job done. you can throw in a couple consumables like potions and scrolls as well.

if you want a little more subtlety, once Iramine is dealt with there will still probably be a good amount of time left on the trap timer. even if you allow 16 hours, that's 8 hours for them to rest at least once, and 8 more to scavenge and escape before the gold flood. if i give my party the heads up on this i can already see the spell casters prepping nothing but detect magic as they make their way out of the city. the parts of the city closer to the center were free from gold plating, so there are likely some upper floors in the second ring that may have scattered treasure. consider the party and generate your own loot geared towards their weapon and armor preferences. also some charged wands are a good "throw away" item that players enjoy and wont overpower the game.

do not, in any way, ever let them have any of the jewel-created gold. if they find actual gold items on upper floors, that's fine. but for example, the dragon has a gold plated adamantine battle axe... once they leave the city it will no longer be gold plated, but it's still a adamantine battle axe.

gold value, i feel like if each player comes away with a few thousand they will be happy.
item-wise, in addition to anything already in the module, one permanent item per player, no greater than +2 magic, either a flat bonus or in abilities.
as characters should be 5th/6th level, maybe a spellbook with a rare 3rd level spell. or tease them with a 4th level spell they cant use just yet.