| Russell Jones |
One question is about the noted change to wizard specialization. In the Developer notes, it says you don't get the specialist power if you have a spell from your opposition school prepared.
Da Rule:
not have any spells prepared from his prohibited schools. See the Spells and Magic chapter for more information.”
But in the 1.1 ruleset, it says you don't get it if you prepare or cast an opposition spell; at least, that's how I read it.
So, which is it? The big reason I ask is this example:
A diviner has necromancy and abjuration as his opposition schools. Could that diviner use and create magic items from the opposition schools, and not lost their specialist ability when doing so, i.e. casting mage armor off a scroll they made.
My interpretation is, under the dev. notes, you can do this; however, under the 1.1 ruleset you'd lose the specialist ability by casting or preparing an opposition spell.
Thanks for your time; we're starting our campaign next weekend!
| Christopher Ravlin |
Hi,
New to the site and the forum. I have a 3.5 convention campaign of my own and having just come back from a convention, i can tell you all there was QUITE a buzz about the Paizo announcement. i also received many inquiries about whether we were going to stay with our 3.5 variation, convert to Paizo 3.75 or go to 4th edition. I told them all I was not sure not having seen enough of either of the other options.
Since, I have downloaded the Alpha Release 1.1 and given it a quick read and I really like what I saw. Of course I have a few questions, and you guys do a a couple of things the 3.5 way that I changed but that's what its all about!
I don't know if this is the proper place to pose specific questions, but I could not find a place for that (probably missed it). Please let me know either way.
Thanks.
Cornovii
DeadDMWalking
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These forums are the right place to ask questions. That said, there may not be a lot of answers. The alpha release is not a final release by any means. Since it is a work in progress, final answers simply aren't available.
If you have points you'd like to make about suggestions or playtesting results, you should definitely post them here.
yellowdingo
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But they continue to leave important bits out:
-They havnt included estate management rules (even simple ones - that would give a DM the capacity to estimate the size and wealth of a Baron),
-They (despite comments on some Sci-FI content in the Pathefidner setting) havnt gone with technology based on the magic items building rules and will probably go with "technology" as opposed to Blacklore (FrostRay Rifle, Flaregun).
-Firearms toting Druids (Warden) with Heat Metal Steam Pistols r:100', Rifles r:1/2mile, and Cannons r:1mile rather than Gunpowder toys.
-No rules on big magic items like flying ships (They take 90-100 years and cost 2.5 million gp to build).
yellowdingo
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I gotta ask whos had the bright idea of making Major Creation and Wish Spell Like Abilities?
I remember when Wish was this spell you used to make Gate spells Permanent.
My BBEG had a quest for immortality so he oppened gates from the plane of fire to restore a sunken land to the surface (he made a land of a thousand volcanoes).