Book of the Dead makes numerous references to: alignment; positive and negative energy, the necromancy school, none of which are in the game now. Also it references multiple spells that have been renamed or are not in the player core at all.
By my understanding of the Crafting rules on page 236 & 237 of player core a formula is not required to craft an item. (Unless the item is uncommon or rarer and you do not otherwise have access to it). However my reading of the "The Etching Process" section on page 225 of GM core indicates that a Formula is necessary to craft a rune. Is rune crafting an exception to the general crafting rule that a formula is not required to craft an item?
I am planing a villain for my PCs to go against they are a Druid who hates civilization believes it to be a perversion of the natural order that makes people weak. There goal is to destroy buildings and other infrastructure they don't mind killing people in the process but killing people is not their goal. I want the druid to be of a level where they are an appropriate level to be a challenge for the party to take on without being unbeatable.
Please tell me if you can see any issues with this home-brew does it existence potentially cause problems, is it's level and cost correct Ghost Touchable - Accessory Rune 2
How do 10th spell slots work with features such as the adjustments made by the Wellspring mage Class Archetype that reduce spells per day by 1?
The feast Armor Assist with a skill check allows you to half the amount of time it takes you or an ally to don armor. However as it takes 1 minute to don light armor and 5 minutes to don heavy or medium armor, so armor assist can reduce that to 30 seconds (5 rounds) and 2.5 minutes respectively.
If a Magus was Crafting an item that requires a spell of a level of slots they no longer have could the use they prepare the spell in the slots they do have to meet the crafting requirements.
Crafting any item requires a recipe. So if a character wants to craft a Personal Staff (page 166 of Secrets of Magic) unless someone in the game world has crafted the same Personal Staff before and the character can get the recipe which seams unlikely then the character would need the inventor feat or the help of someone with the inventor feat in order to get the recipe? Is my understanding of the rules correct?
The sidebar Summoning Spells on page 73 of SoM says
The spells Summon Celestial, Summon Construct, Summon Dragon, amd Summon Giant are all in the Core Rulebook and function the same way as the spells on that list but are not on that list.
I would like to run a prewritten adventure for my friends during the lockdown but at a glance it looks like The Fall of Plaguestone will hit a bit close to home. From what I can see that is the only offical standalone adventure that has been published. Does anyone have any recommendations for an adventure I could run. I am looking for one that starts with characters at 1st level.
It is likely there is something I am missing but is there a mechanical reason to use Remove Curse instead of Dispel Magic? Unless there are ways of becoming cursed that are not spell effects or magic items. By my understanding of the rules Dispel Magic can remove any curse just as well as Remove Curse. If the curse is a spell effect then Dispel Magic would seam to be just as good as Remove Curse you are adding the same modifer to the Counteract check the DC is the same if you Heighten Dispel Magic to the same level as Remove Curse you can counteract the same level of effects. If the curse comes from a magic item then making the item mundane for 10 minutes should allow the item to be removed just like any other mundane item.
Flutter wrote:
Thank you
Flutter wrote:
I am not doubting that you are right that animal compainions come fully trained but can you tell me where it says that as I can't seam to find it.
As I understanding the Shaman ability Spirit Magic. From what I can see before gaining Wandering Spirit at 4th level and Shaman has only one choice of spell for each spell slot unless he uses a metamagic feat. eg a Shaman who selects the Flame as his spirit can only use his 1st level Spirit Magic slot to cast burning hands at 3rd level he can still only cast burning hands in the first level slot, but if he has an appropriate metamagic feat he has the choice of a metamagiced burning hands or resist energy with his 2nd level slot. Finaly at 4th level he gains Wandering Spirit and this day he choices Waves so he has the choices of 1st:burning hands/ Hydraulic push 2nd: resist energy/ slipstream/a metamagiced burning hands/ Hydraulic push
Booksy wrote:
Using a firearm is even more expensive than you think (unless I misunderstand the rules) as each shot requires a dose of Black powder each of which costs 10gp About Example 5Statistics:
Male Halfling Bard (Arbiter) 1
N Small Humanoid (Halfling) Init +4; Senses Perception +7 (+5 sight-based); darkvision 60 ft. ------------------------------ DEFENSE ------------------------------ AC 17, touch 13, flat-footed 14 (+3 armor, +2 dex, +1 size) hp 9 Fort +2, Ref +5, Will +4 (+2 vs fear) ------------------------------ OFFENSE ------------------------------ Speed 20 ft. Melee Longsword +2 (1d6+1)
Ranged Shortbow +3 (1d4)
Special Abilities:
------------------------------ SPECIAL ABILITIES ------------------------------ Fearless Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck. Halfling Luck Halflings receive a +1 racial bonus on all saving throws. Sure-Footed Halflings receive a +2 racial bonus on Acrobatics and Climb checks. Weapon Familiarity Halflings are proficient with slings and treat any weapon with the word “halfling” in its name as a martial weapon. Keen Senses Halflings receive a +2 racial bonus on Perception checks. Darkvision Halflings can see in the dark up to 60 feet. Reactionary You gain a +2 trait bonus on initiative checks. Oblivious You take a –2 penalty on Sense Motive and sight-based Perception checks. Bardic Knowledge A bard adds half his class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained. Bardic Performance A bard is trained to use the Perform skill to create magical effects on those around him, including himself if desired. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. At each level after 1st a bard can use bardic performance for 2 additional rounds per day. Each round, the bard can produce any one of the types of bardic performance that he has mastered, as indicated by his level. Starting a bardic performance is a standard action, but it can be maintained each round as a free action. Changing a bardic performance from one effect to another requires the bard to stop the previous performance and start a new one as a standard action. A bardic performance cannot be disrupted, but it ends immediately if the bard is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. A bard cannot have more than one bardic performance in effect at one time. At 7th level, a bard can start a bardic performance as a move action instead of a standard action. At 13th level, a bard can start a bardic performance as a swift action. Each bardic performance has audible components, visual components, or both. If a bardic performance has audible components, the targets must be able to hear the bard for the performance to have any effect, and many such performances are language dependent (as noted in the description). A deaf bard has a 20% change to fail when attempting to use a bardic performance with an audible component. If he fails this check, the attempt still counts against his daily limit. Deaf creatures are immune to bardic performances with audible components. If a bardic performance has a visual component, the targets must have line of sight to the bard for the performance to have any effect. A blind bard has a 50% chance to fail when attempting to use a bardic performance with a visual component. If he fails this check, the attempt still counts against his daily limit. Blind creatures are immune to bardic performances with visual components. Countersong At 1st level, a bard learns to counter magic effects that depend on sound (but not spells that have verbal components.) Each round of the countersong he makes a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by a sonic or language-dependent magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a non-instantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard's Perform skill check result for the save. Countersong does not work on effects that don't allow saves. Countersong relies on audible components. Distraction At 1st level, a bard can use his performance to counter magic effects that depend on sight. Each round of the Distraction, he makes a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use the bard’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the Distraction is already under the effect of a non-instantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the Distraction, but it must use the bard’s Perform check result for the save. Distraction does not work on effects that don’t allow saves. Distraction relies on visual components. Fascinate At 1st level, a bard can use his performance to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and capable of paying attention to him. The bard must also be able to see the creatures affected. The Distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a bard has attained beyond 1st, he can target one additional creature with this ability. Each creature within range receives a Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha modifier) to negate the effect. If a creature’s saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes the performance for as long as the bard continues to maintain it. While fascinated, a target takes a –4 penalty on skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function. Inspire Courage A 1st level bard can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bard’s performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 5th level, and every six bard levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. Inspire courage is a mind-affecting ability. inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance. Spells:
------------------------------ Spells ------------------------------ 0th (at will) Detect Magic Read Magic Mage Hand Light 1st (2/day) Sleep (DC 16)
Gear/Possessions:
------------------------------ GEAR/POSSESSIONS ------------------------------ Carrying Capacity Light 0-32 lb. Medium 33-65 lb. Heavy 66-98 lb. Current Load Carried 34 lb. Money 30 GP 0 SP 0 CP
Background:
Appearance and Personality:
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