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Copied from Races of the Dragon D&D 3.5:

The most common profession among kobolds is mining.
Mining work involves digging, removing dirt, and building
supports.

Check: A Profession (miner) check can be used to indicate
the progress of mining or digging operations. Excavation
is represented as a fixed number of 5-foot cubes per miner,
based on the Profession (miner) check result of the lead
worker (but not of the overseer—see Special). Even a pair
of unskilled miners can remove a 5-foot cube of stone with
8 hours of labor, while reasonably talented workers can
remove twice or even three times as much.

Check Daily Result Progress*
10 1/2
15 1
20 2
+5 +1
*In 5-foot cubes. Double this value for each size category
above Medium; halve it for each size category below Medium

Two Medium miners can work together on a single 5-foot
cube, with one using the aid another action to assist the
other’s check. Only a single Large or larger miner can
work on any given 5-foot cube. Up to four Small or smaller
miners can work together on the same 5-foot cube, with
as many as three miners using the aid another action to
assist the lead miner’s check. Kobolds are an exception to
this rule (see Special, below).
The table above assumes the miners are digging through
sedimentary rock, such as limestone, sandstone, or shale.
Other substances apply a modifier on the check, as shown
on the following table.

Substance Check Modifier
Gravel or sand +10
Dirt, loose +5
Clay or silt +2
Dirt, packed or frozen +2
Igneous rock (granite, pumice, obsidian) –5
Metamorphic rock (marble, quartz, slate) –10

Special: Kobolds mine more efficiently than other Small
creatures. Treat them as Medium creatures for determining
their daily progress, but as Small creatures when determining
how many kobolds can work on a given 5-foot cube.

Action: Not applicable. A single check represents 8
hours of work.


Simple ideas I need to get out so I can get to sleep:

ALL weapons (except weapons that cannot be disarmed) can be dropped to avoid being tripped if you fail your CM check by 10 or more.

Weapons with the 'trip' property once again grant a +2 to trip attempts.

This reflects that trip weapons are trip weapons because they, you know, make tripping easier, not because they have strange, mystical handles that are easier to let go of.
This one of the changes from 3.5 that wound up being MORE nonsensical instead of less in Pathfinder.

another idea:

new innate weapon quality: penetrating
penetrating weapons gain a +2 bonus to sunder medium and heavy armor, and ignore up to 2 points of armor bonus to AC from medium or heavy armor.
weapons with the 'penetrating' quality: light pick, heavy pick, Bec de Corbin, miner's pick.


If I could get an opinion, at you convenience:

Undistinguished Choker
Aura Faint Illusion; CL 3rd
Slot Neck; Price 12,500 gp; Weight -
Description
This plain leather band is meant to be worn about the neck, and although the workmanship is obviously above standard, there appears to be nothing magical or special about this item unless it is closely examined, as it is under the constant affect of a magic aura spell. Indeed, it would not stand out as being worthy of notice if placed among other chokers, torcs, and necklaces. There are even several stories of these items being sold as non-magical jewelry by ignorant or misinformed shop keepers and adventurers; proof that the choker is good at its job.

When worn, this unremarkableness extends to the wearer, even if they don't immediately notice it. the choker's magic aura extends to cover all items worn or carried by the wearer, making them appear non-magical, as well as masking any magic aura the user themselves might give off (if they are a caster, for example). Further more, the user is also affected by an undetectable alignment spell, as are all of their worn or held items.

As a final touch to allow the wearer to blend into almost any crowd, The wearer can issue a mental command as a standard action to duplicate the effect of a disguise self spell. This effect can be used an unlimited number of times per day, and lasts until dispelled.
Construction
Requirements Craft Wondrous Item, Magic Aura, Disguise Self, Undetectable Alignment; Cost 6,250 gp


I offer my congrats as well. A bit sad about not making it on myself, but good luck to all of you!