| tzizimine |
I personally dislike the idea of making the big bads 20th level, one of the big draws for me was that the primary characters weren't all 20th level, that even mid level characters could have a huge impact on the world. But that isn't an issue when your characters are already 20th level.
And I'd probably drop LoB from Fighter 8 to Fighter 6 / Barbarian 2. More in keeping with his style I think and significantly stronger.
Only problem is LoB is Lawful Evil, which removes Barbarians. But I agree, he would need to be really strong fighter.
ShadowcatX
|
ShadowcatX wrote:Only problem is LoB is Lawful Evil, which removes Barbarians. But I agree, he would need to be really strong fighter.I personally dislike the idea of making the big bads 20th level, one of the big draws for me was that the primary characters weren't all 20th level, that even mid level characters could have a huge impact on the world. But that isn't an issue when your characters are already 20th level.
And I'd probably drop LoB from Fighter 8 to Fighter 6 / Barbarian 2. More in keeping with his style I think and significantly stronger.
Stupid arbitrary alignment restrictions, but you are correct. My bad on that one. I just thought the grow bigger and stronger as a free / swift action while raging would fit him dead on. C'est la vie.
| tzizimine |
So I was working on a Dragonmark Page 4 Character sheet and realized that the caster level for Greater and Siberys dragonmarks were off. They have been corrected.
To be clear, when you first get a given level of a dragonmark, the caster level is supposed to be your character level. It is _not_ supposed to continue advancing at your character level without appropriate effort (prestige classes, advancing to the next dragonmark feat, etc).
| DEXRAY |
1. Weapon Augmentatio,Greater has a copy paste Error from Weapon Augmentatio,Lesser
2. I think "Spell Storing Item" has been converted two times into "Spell Storing Item" and "Charge Storing Item".
2.1 I think the first Conversion(Spell Storing Item) is too powerfull for a 1 Level Infusion. It is able to emulate every 1 to Level 4 Spell or psionic power in one Round.
| tzizimine |
1. Weapon Augmentation, Greater has a copy paste Error from Weapon Augmentation, Lesser
Dexray, Thanks for catching that. I assume you are referring to the cost of the material components? If so, that has been corrected.
2. I think "Spell Storing Item" has been converted two times into "Spell Storing Item" and "Charge Storing Item".
Again, thanks for correcting that. The correct version is Charge Storing Item. The Spell Storing Item page has been deleted and the lists have been updated.
2.1 I think the first Conversion(Spell Storing Item) is too powerful for a 1 Level Infusion. It is able to emulate every 1 to Level 4 Spell or psionic power in one Round.
Let me know what you think about the Charge Storing Item. If you run into any game balance issues, please let me know the details.
Happy Gaming
- Dan
| tzizimine |
tzizimine wrote:Yes and I think the infusion level is 6 not 2.DEXRAY wrote:1. Weapon Augmentation, Greater has a copy paste Error from Weapon Augmentation, LesserDexray, Thanks for catching that. I assume you are referring to the cost of the material components? If so, that has been corrected.
Thanks again. It has been corrected.
- Dan
ShadowcatX
|
The Child of Khyber wasn't published anywhere except the website. My understanding of fan-created material is fuzzy enough that I thought it was a bad idea.
I'm not sure it is actually fan created since it is from WotC website but I get not wanting to mess with stuff from the web. Why would it be a bad idea though?
And when I asked I'd assumed you'd converted stuff from the site because of knight phantom, I forgot that was in a book.
| tzizimine |
Given my incomplete understanding of public commentary on published works, the guideline I went with is to only convert books that I own. To that end, I tracked down every 3.5 publication for Eberron (13 hardcover books and a handful of modules). That way, if it should ever have to be asked, I can say that I do own legitimate copies of everything I commented on (same reason why I haven't done anything with 4th ed stuff).
Now, that concern may be completely unfounded. But, given that I am not a lawyer and my only exposure to the law comes from my work in the tech industry where documentation of ownership is important, I figured it was a good place to start.
If it turns out that it doesn't matter and that I am at the same amount of risk of being sued either way (either 0%, 50% or 100% chance), then I'll tackle it too.
But until then, I'll just keep me notes on my desk.
| DEXRAY |
I think the the infusion list is too long. Since the artificier is able to cast every infusion spontaniously on his list. Every Artificier could cast 43 different infusions at level 1. An option is to divide the list into two groups. First group contains only infusions from original eberron campaingn book and could be cast without lerning. All others could be found during adventure.
| tzizimine |
Analyze Dweomer should be in the infusion list.
Analyze Dweomer isn't on the original infusion list. Thus, it isn't here.
Also the Artificer should gain something at levels 17, 18, and 19. One of the goals in Pathfinder is have not dead levels.
While I agree in theory, I haven't found anything that works yet. Any ideas would help.
Happy Gaming
- Dan.
| tzizimine |
Not a conversion-related question but just wanted second opinions on this: If I were to design an Aberrant Mark-themed Heir of Siberys, what spells and effects would you consider for the marks?
I don't know but big. 6th level minimum. And destructive. Disintegrate wouldn't be too far off.
| tzizimine |
Thanks a lot!!
this is an amazing job well done. I was trying with this before but way far from this results!
can you make a pdf version to download pleas? (if don´t, dont worry, t´will made myself)
Juda,
Much appreciated.
I am looking into the ramifications of making a PDF and would be putting one together once the site has been stress tested. I would ask that you do not make one yourself or, if you do, that you do not reference this material.
Thanks.
- Dan
| tzizimine |
I think the the infusion list is too long. Since the artificier is able to cast every infusion spontaniously on his list. Every Artificier could cast 43 different infusions at level 1. An option is to divide the list into two groups. First group contains only infusions from original eberron campaingn book and could be cast without lerning. All others could be found during adventure.
While I agree it's a long list for 1st level infusions, I would point out exactly what those infusions are. By trading versatility of kinds of effects (i.e. no direct boom, no illusion, no charm, etc), the artificer concentrates on very specific buffs and the occasional debuff.
| edduardco |
Also why Retain Essen only saves half the making cost, it should save it all.
I know Analyze Dweomer is not in 3.5 infusion list but it should really be there, like Detect Magic which is now as a cantrip.
For new abilities for those levels I will look to the Artifact Lord in Dragon Magazine #363
Impossible Activation (Ex): At 21st level, you disregard effects that prevent you from activating magic items. For example, you can speak a command word even when silenced, or activate a mental command item while dominated or unconscious. This does not apply to items for which you don't meet the requirements, but you automatically get a result of 20 on all Use Magic Device checks.
In addition, you never provoke attacks of opportunity for activating a magic item.
Charge Item (Ex): At 21st level, you get the most out of your magic items. Once per day as a swift action, you can add one charge to an item that has charges or get an extra use out of an item that has a limited number of uses per day. If the item has multiple functions that have charges (such as a staff) or multiple functions that have a number of uses per day, you choose which one to increase or restore.
Disjunction Ward (Su): At 24th level, magic items you possess are protected against magical disjunction. If an effect (such as Mordenkainen's disjunction) would cause an item you hold, wear, or have on your body to become nonmagical, you can choose to negate that effect (for your items only) and to cause the effect's caster (if within line of effect) to suffer the effect himself. This feature also offers some protection to items you own, but don't have with you. An item you own that is not being worn or held by someone else gets a bonus on its saving throws equal to half your level.
Soul Transfer (Su): At 27th level, you can transfer your soul to an item when you die. This ability functions once per day. When you are reduced to 0 hit points, choose a magic item you possess. Your body blazes with cold blue light, then transforms into adamantine as the object becomes your soul's new home. As the object you have a fly speed of 30 feet (perfect), though if you transfer into an item your body's wearing, you won't be able to move. You can cast spells in this form, activate the item, and attack with it if it's a weapon (or similar item).
Anything you do using this item functions as it normally would, and you still count the bonuses for magic items your body's wearing.
In this form, you can be attacked only as an item, not a creature (mind-affecting effects are an exception). If the item is destroyed, you die.
Artifact Dominion (Su): At 30th level, you can call upon the power of various artifacts. An artifact called by artifact dominion appears, assists you briefly, then returns to the location from which it came. Choose three of the options from the list below. You can activate each effect once per day as a swift action. If at any time you possess one of these artifacts, you gain one extra use of the listed effect (and the artifact dominion effect doesn't prevent you from using the artifact normally).
Book of Exalted Deeds: You can use this effect only if you are lawful good, neutral good, or chaotic good. For 1 hour, you cast good spells and use good abilities at +2 caster level. During this time, you can also make a melee touch attack that deals 1d6 points of damage per character level to an evil creature.
Book of Vile Darkness: You can use this effect only if you are lawful evil, neutral evil, or chaotic evil. For 1 hour, you cast evil spells and use evil abilities at +2 caster level. During this time, you can also make a melee touch attack that deals 1d6 points of damage per character level to a good creature.
Olidamarra's Dice: Choose a creature within 20 feet (or yourself). Roll 1d6 and consult the table to determine the effect upon the creature. There is no saving throw.
Roll Result
1 -1 penalty on attacks, saves, and checks for 1 hour
2 -4 penalty to AC for 10 minutes
3 +1 morale bonus on attacks and on saves against fear for 10 minutes
4 Gain effects of blur for 10 minutes
5 +1 insight bonus on all attacks, saves, and checks for 1 hour
6 Gain effects of freedom of movement for 1 hourSphere of Annihilation: Duplicate the effects of disintegrate, caster level 20.
Staff of the Magi: You gain spell resistance equal to 10 + your level for 1 hour, and you're invisible (as the greater invisibility spell) for 5 rounds.
| tzizimine |
Also why Retain Essen only saves half the making cost, it should save it all.
I know Analyze Dweomer is not in 3.5 infusion list but it should really be there, like Detect Magic which is now as a cantrip.
The Retain Essence for half is the case of diminishing returns. As one of the limiting / balancing factors of a case that is designed to stretch wealth by level to its maximum, it is important to have brakes on that runaway car.
As for Analyze Dweomer, I didn't add it in the same vein that I didn't had Arcane Sight or similar effects. The list is long enough and it can be simulated with the right magical items.
For new abilities for those levels I will look to the Artifact Lord in Dragon Magazine #363.
I will look into this. Thanks.
| DEXRAY |
I am currently playing your artificier conversion in my pathfinder eberron group and we have some questions.
1. If an Artificier uses scribe scroll to create a scroll of magic missle is it arcane scroll or a "pure magic" scroll.
2. Could it be used by a wizard to lern magic missle if its an arcane scroll?
3. Is a lvl 1 Artificier able to create a scroll of "residual tracking", a level 1 ranger only spell?
4. Could a scroll created by an artificier used by anyone without a UMD check?
5. If I want to create a magic scroll and i fail to emulate the spell, so i couldnt even start the creation process. How many time passes? If no time passes could I retry my UMD check?
6. If an Artificier rolls a natural 1 on UMD while trying to use a wand or scroll, is this item really blocked for him 24 hours?
| tzizimine |
I am currently playing your artificier conversion in my pathfinder eberron group and we have some questions.
1. If an Artificier uses scribe scroll to create a scroll of magic missle is it arcane scroll or a "pure magic" scroll.
The type is chosen at the time of creation. For spells that only appear on arcane spell lists, it would be arcane; only divine would be both. If you have the option for either, it is chosen the artificer. I.e. same as scrolls made by a mystic theurge.
2. Could it be used by a wizard to lern magic missle if its an arcane scroll?
If it was made as an arcane spell, then yes.
3. Is a lvl 1 Artificier able to create a scroll of "residual tracking", a level 1 ranger only spell?
Yes. The artificer's Artificer Knowledge class feature specifically allows him to make magical items with spell-trigger or spell-completion properties without having the required spell. It does require a UMD check, made once for each missing spell, at DC 20 + twice spell level. Thus, the UMD for 'residual tracking' is DC 22. This needs to be made before the normal Spellcraft check for making the scroll itself.
4. Could a scroll created by an artificier used by anyone without a UMD check?
Nope. It's a normal scroll, handled in the exact same way.
5. If I want to create a magic scroll and i fail to emulate the spell, so i couldnt even start the creation process. How many time passes? If no time passes could I retry my UMD check?
There is no retry on the UMD check, so if a necessary UMD check fails, like that of making a scroll, than the creation process fails. As the UMD check is an integral part of the item creation process, if it fails, so too does the item creation process as a whole. Thus, the entire time frame and material cost is lost.
6. If an Artificier rolls a natural 1 on UMD while trying to use a wand or scroll, is this item really blocked for him 24 hours?
Yes, but it is important to note that a natural 1 on a skill check is not an automatic failure. If you have a UMD modifier of +19 and you roll a natural 1, that is still a DC 20, which is enough to make the check.
This reason, more so than any other, is why I gave the artificer +1/2 his artificer level to UMD, so eventually, this check could not be failed.
Thanks for the questions. I updated the info on the artificer to try to help make that more clear in the future.
| DEXRAY |
DEXRAY wrote:I am currently playing your artificier conversion in my pathfinder eberron group and we have some questions.
1. If an Artificier uses scribe scroll to create a scroll of magic missle is it arcane scroll or a "pure magic" scroll.
The type is chosen at the time of creation. For spells that only appear on arcane spell lists, it would be arcane; only divine would be both. If you have the option for either, it is chosen the artificer. I.e. same as scrolls made by a mystic theurge.
1.1 What about "Gentle Repose" (cleric 2, sorcerer/wizard 3) and "Blindness/Deafness" (bard 2, cleric 3, sorcerer/wizard 2) ? The spellevel is determinated by this sequence :(Wizard / Sorcerer, Cleric / Oracle, Psion / Wilder, Alchemist, Druid, Paladin, Ranger and Psychic Warrior). Could you write a creation example for a divine and arcane "Gentle Repose" and "Blindness/Deafness" scroll with the smalest possible scroll casterlevel and min. Artificier casterlevel and corresponing DC for UMD to emulate the spells. I think it could view like this:
Scroll of divine "Gentle Repose" Casterlevel: 3 Spellevel: 2 Artificier level: 3 UMD check: 26
Scroll of arcane "Gentle Repose" Casterlevel: 5 Spellevel: 3 Artificier level: 5 UMD check: 26
Scroll of divine "Blindness/Deafness" Casterlevel: 5 Spellevel: 3 Artificier level: 5 UMD check: 24
Scroll of arcane "Blindness/Deafness" Casterlevel: 3 Spellevel: 2 Artificier level: 3 UMD check: 24
2. Is a Artificier level 4 with a orange ioun stone able to create a level 3 "Fireball" scroll or emulate this Spell for item creation?
amethal
|
tzizimine wrote:Stupid arbitrary alignment restrictions, but you are correct. My bad on that one. I just thought the grow bigger and stronger as a free / swift action while raging would fit him dead on. C'est la vie.ShadowcatX wrote:Only problem is LoB is Lawful Evil, which removes Barbarians. But I agree, he would need to be really strong fighter.I personally dislike the idea of making the big bads 20th level, one of the big draws for me was that the primary characters weren't all 20th level, that even mid level characters could have a huge impact on the world. But that isn't an issue when your characters are already 20th level.
And I'd probably drop LoB from Fighter 8 to Fighter 6 / Barbarian 2. More in keeping with his style I think and significantly stronger.
It would be a cool idea, so I suggest ignoring the alignment restriction.
If you want it to be "legitimate", perhaps he has a custom trait called "Furious Combatant" that allows him to take levels in classes as if he was chaotic, and he is considered as chaotic in combat situations (and so can rage, but not use monk abilities). The downside would be that he is subject to both "Smite Law" effects (his actual alignment) and Smite Chaos (his deemed alignment) when that happens.
| tzizimine |
tzizimine wrote:DEXRAY wrote:I am currently playing your artificier conversion in my pathfinder eberron group and we have some questions.
1. If an Artificier uses scribe scroll to create a scroll of magic missle is it arcane scroll or a "pure magic" scroll.
The type is chosen at the time of creation. For spells that only appear on arcane spell lists, it would be arcane; only divine would be both. If you have the option for either, it is chosen the artificer. I.e. same as scrolls made by a mystic theurge.
1.1 What about "Gentle Repose" (cleric 2, sorcerer/wizard 3) and "Blindness/Deafness" (bard 2, cleric 3, sorcerer/wizard 2) ? The spellevel is determinated by this sequence :(Wizard / Sorcerer, Cleric / Oracle, Psion / Wilder, Alchemist, Druid, Paladin, Ranger and Psychic Warrior). Could you write a creation example for a divine and arcane "Gentle Repose" and "Blindness/Deafness" scroll with the smalest possible scroll casterlevel and min. Artificier casterlevel and corresponing DC for UMD to emulate the spells. I think it could view like this:
Scroll of divine "Gentle Repose" Casterlevel: 3 Spellevel: 2 Artificier level: 3 UMD check: 26
Scroll of arcane "Gentle Repose" Casterlevel: 5 Spellevel: 3 Artificier level: 5 UMD check: 26
Scroll of divine "Blindness/Deafness" Casterlevel: 5 Spellevel: 3 Artificier level: 5 UMD check: 24
Scroll of arcane "Blindness/Deafness" Casterlevel: 3 Spellevel: 2 Artificier level: 3 UMD check: 24
Ah... I think I see what you mean.
Let me answer the second question first.
2. Is a Artificier level 4 with a orange ioun stone able to create a level 3 "Fireball" scroll or emulate this Spell for item creation?
Sure, although the ioun stone wouldn't help with the DC 26 UMD check.
As for the first question, I see how the exact wording gets murky.
When an artificer is making a magical item that duplicates an effect, like a potion, scroll or wand, the first thing to do is find the effect he is looking to duplicate.
Search the spells and powers list that have the full 9 levels of spells or powers first. If the desired effect is on one or more of those lists, the artificer has the choice of which list to take it from, notating the spell or power level and, in the case spells, whether it is arcane or divine. If, and only if, the desired effect is not located on any of those lists, check the spells and powers lists that only have 6 levels of spells or powers. If the desired effect is on one or more of those lists, the artificer has the same choice. If, and only if, the desired effect is located on any of those lists, check the spells and powers lists that only have 4 levels of spells or powers. If the desired effect is one or more of those lists, the artificer has the same choice.
Once the desired effect is found, the spell or power level, and whether or not it is arcane or divine, will be determined by that choice. Then, he can proceed with making the UMD checks.
This an arcane version of Gentle Repose will always have a UMD DC: 26, while a divine version of Gentle Repose will always have a UMD DC: 24. Likewise, an arcane version of Blindness / Deafness will always have UMD DC: 24, while the divine version of Blindness Deafness will always have a UMD DC: 26.
I will update the artificer information as appropriate. Thanks for pointing that out with some examples.
| tzizimine |
ShadowcatX wrote:tzizimine wrote:Stupid arbitrary alignment restrictions, but you are correct. My bad on that one. I just thought the grow bigger and stronger as a free / swift action while raging would fit him dead on. C'est la vie.ShadowcatX wrote:Only problem is LoB is Lawful Evil, which removes Barbarians. But I agree, he would need to be really strong fighter.I personally dislike the idea of making the big bads 20th level, one of the big draws for me was that the primary characters weren't all 20th level, that even mid level characters could have a huge impact on the world. But that isn't an issue when your characters are already 20th level.
And I'd probably drop LoB from Fighter 8 to Fighter 6 / Barbarian 2. More in keeping with his style I think and significantly stronger.
It would be a cool idea, so I suggest ignoring the alignment restriction.
If you want it to be "legitimate", perhaps he has a custom trait called "Furious Combatant" that allows him to take levels in classes as if he was chaotic, and he is considered as chaotic in combat situations (and so can rage, but not use monk abilities). The downside would be that he is subject to both "Smite Law" effects (his actual alignment) and Smite Chaos (his deemed alignment) when that happens.
I guess I could never see the LoB raging out and flying off the handle. He has always been more of a military genius/tyrannt to me. Brilliant and fearless, direct and bold. More like Genghis Khan than Conan.
ShadowcatX
|
amethal wrote:I guess I could never see the LoB raging out and flying off the handle. He has always been more of a military genius/tyrannt to me. Brilliant and fearless, direct and bold. More like Genghis Khan than Conan.ShadowcatX wrote:tzizimine wrote:Stupid arbitrary alignment restrictions, but you are correct. My bad on that one. I just thought the grow bigger and stronger as a free / swift action while raging would fit him dead on. C'est la vie.ShadowcatX wrote:Only problem is LoB is Lawful Evil, which removes Barbarians. But I agree, he would need to be really strong fighter.I personally dislike the idea of making the big bads 20th level, one of the big draws for me was that the primary characters weren't all 20th level, that even mid level characters could have a huge impact on the world. But that isn't an issue when your characters are already 20th level.
And I'd probably drop LoB from Fighter 8 to Fighter 6 / Barbarian 2. More in keeping with his style I think and significantly stronger.
It would be a cool idea, so I suggest ignoring the alignment restriction.
If you want it to be "legitimate", perhaps he has a custom trait called "Furious Combatant" that allows him to take levels in classes as if he was chaotic, and he is considered as chaotic in combat situations (and so can rage, but not use monk abilities). The downside would be that he is subject to both "Smite Law" effects (his actual alignment) and Smite Chaos (his deemed alignment) when that happens.
Barbarians don't get stupid just because they rage, but I get your point. I just hate that the designers of 3.0 decided to put a totally arbitrary restriction on alignments for barbarians, and that nobody removed such during 3.5 or Pathfinder.
| Gator the Unread |
I guess I could never see the LoB raging out and flying off the handle. He has always been more of a military genius/tyrannt to me. Brilliant and fearless, direct and bold. More like Genghis Khan than Conan.
And even if he does "fly off the handle", rules don't need to be adjusted for it. A monk can get really mad, despite their lawful nature.
If- and only if, you were trying to duplicate the positive effects of rage (not the rage powers), you could do it with a simple 1/day magic item that casts bull's strength and bear's endurance on the wearer. Reassign the activation to a command word (his battle cry) or when the wearer gets angry.
ShadowcatX
|
tzizimine wrote:
I guess I could never see the LoB raging out and flying off the handle. He has always been more of a military genius/tyrannt to me. Brilliant and fearless, direct and bold. More like Genghis Khan than Conan.And even if he does "fly off the handle", rules don't need to be adjusted for it. A monk can get really mad, despite their lawful nature.
If- and only if, you were trying to duplicate the positive effects of rage (not the rage powers), you could do it with a simple 1/day magic item that casts bull's strength and bear's endurance on the wearer. Reassign the activation to a command word (his battle cry) or when the wearer gets angry.
Except bulls strength and bear's endurance don't come close. Those are both enhancement bonuses to attributes which aren't nearly as good as morale bonuses. That said, a trait like was mentioned might be appropriate, I believe Aasimar have one where they can be lawful barbarians. . .
ShadowcatX
|
First off, I wanted to suggest that might reconsider the time domain on the Path of Prophecy, it is particularly unbalanced. Moment of Pause is particularly bad. (Touch attacks to buy an indefinite amount of time to buff and defeat minions.)
Also, I made a Vadalis beast keeper, just thought I'd post it here. I'm planning to make several different house related npcs, just to check out how they are, but haven't got around to any of the others. (Vadalis is one of my favorite houses, so that might have something to do with it.)
This npc was based around the elite array.
Lv 6 Saurian Shaman / Lv 2 Vadalis Beastkeeper
Str 14 BAB: +5
Dex 12 AC: 17
Con 14 HP: 58
Int 10 Fort: +8
Wis 20 Ref: +4
Chr 8 Will: +11
Skills:
Handle Animal 12, knowledge (nature) 11, knowledge (arcana) 8, Ride 12, Perception 15, Spellcraft 6
Feats:
Least True Dragon Mark (Mark of Handling, Speak with Animals 2/day CL: 8), Spell focus: Conjuration, augment summoning, lesser true dragon mark (greater magic fang 1/day CL: 8), natural spell,
Dinosaurs may be spontaneously summoned as a standard action and gain: +8 str, +2 dex, +6 con, +2 natural armor, + 6hp.
Animal Companion: Allosaurus
Equipment (7,800):
Headband of Inspired Wisdom +2
Masterwork Scimitar
Masterwork Barding (for animal companion)
Hide Armor
Large Wooden Shield
Potion of Cure Moderate Wounds
| tzizimine |
Thanks, ShadowcatX.
The prophetic state and the prophetic reading should both be 1st. As for the Time domain, I don't see too much of a problem with it, but I'm used to games with psionics and Time Hop. If there is a better time-related domain to replace it with, please let me know.
I will make the necessary corrections when I get back to my desktop.
- Dan
| Kittenological |
ok, a question: what's with Minotaur being added to the Races tab? I don't really remember Minotaurs being described as a race significant enough to be added on along with Kalashtar and Shifters.
A good job though, I think the 'race' captures the feel of being a minotaur quite well. That being said though, I think you should halve the Con bonus and add to Wis. They're well known for their ability to navigate through maze.
Also on the issue of Races, here's a list of things I'd like to see addressed with the Kalashtar:
-typo on the language: it should be written as Riedran, not Reidran as is right now. (pedantic, I know. I just want it to be perfect as I can get it, that's all.)
-Kalashtar's Psion Favored Class option isn't very balanced when compared to what Human FC options allow for Sorcerers. I feel it should add +1/2 Psion Power up to the level at least one lower than the highest she can manifest. Right now it's going to give a 20th-lvl Psion Kalashtar access to 56 powers! I'm pretty sure it's an oversight you forgot to fix XD
-I'm also not so happy about giving Kalashtar non-Telepaths a full access to the discipline powers from Telepathy. Yes it fits thematically but too overpowered, imo.
ShadowcatX
|
Ya, I'd totally ditch minotaurs. Large size is virtually impossible to balance without an L.A. As is, pretty much any melee combatant has to be a minotaur or else be VERY suboptimal. Alternatively you might look at Rite's "in the company of monsters" and see how they did minotaurs, I seem to recall their take not being too bad. (I'll look it up when have more free time and report back.) (Edit: Actually, what I'd do is base it on half-giant. Probably sub gore for naturally psionic and psionic aptitude and the natural armor for fire acclimated.
I also agree that the Kalashtar favored class for psions is too powerful. It should be trimmed back to 1/2. (You can drop the "can't be taken until capable of manifesting 2nd level powers" so Kalashtars can pick up telepathy cantrips (or cantrip equivalents) with it though.)
That said, I have no problem with allowing them to gain the whole discipline of telepathy for free. The sorcerer favored class is basically equal to 1/2 a feat each time. If this becomes 1/2 a power each level then this becomes less than 1/2 a feat each time (since normally the feat would let you choose a power from any discipline).
| tzizimine |
ok, a question: what's with Minotaur being added to the Races tab? I don't really remember Minotaurs being described as a race significant enough to be added on along with Kalashtar and Shifters.
A good job though, I think the 'race' captures the feel of being a minotaur quite well. That being said though, I think you should halve the Con bonus and add to Wis. They're well known for their ability to navigate through maze.
Also on the issue of Races, here's a list of things I'd like to see addressed with the Kalashtar:
-typo on the language: it should be written as Riedran, not Reidran as is right now. (pedantic, I know. I just want it to be perfect as I can get it, that's all.)
-Kalashtar's Psion Favored Class option isn't very balanced when compared to what Human FC options allow for Sorcerers. I feel it should add +1/2 Psion Power up to the level at least one lower than the highest she can manifest. Right now it's going to give a 20th-lvl Psion Kalashtar access to 56 powers! I'm pretty sure it's an oversight you forgot to fix XD
-I'm also not so happy about giving Kalashtar non-Telepaths a full access to the discipline powers from Telepathy. Yes it fits thematically but too overpowered, imo.
The minotaur is included because one the characters in my game is a Droamm minotaur barbarian from when the game was 3.5. I tried a couple of different builds with the ARG rules and that build is what came out, points-wise. It isn't needed for all Eberron games but is for mine.
Thanks for pointing out the typo and the math on the Kalashtar page. Both will be corrected. As for the telepath list, I don't see it as game-breaking (once the math is fixed) given opposition school training for wizards, but if you have examples, please let me know.
Thanks again.
- Dan
| tzizimine |
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Thank you, Tzizimine. Thanks to your help, in a new PF Eberron game I have just started, my plan for the Flower of Aundair, my Magus/Wizard/Knight Phantom is a go.
I reskinned the standard magus scimitar as a cavalry sabre, thus he's a charging horseman frontline ghost wizard.
Aundair Dares!
Nice!!
Just so long as we Cyrans can go home ;)
| tzizimine |
Is there any PrC that has synergy effects with artificers ? I cant find a Class that increases the infusions per day or known infusions.
Look for the following sentence at the end of the Spells Per Day / Spells Known paragraph.
"Artificers and their infusions count as an arcane spellcasting class for this prestige class."
There are a few prestige classes that are on the site that improve artificer infusions. Some of them are the Cannith Scout, Dragon Prophet and the High Elemental Binder.
I also put this note at the bottom of the artificer page itself.
If an artificer does take a prestige class, his effective caster level, infusions known and infusions per day would increase just like any other spellcaster with the same prestige class.
Hope that helps
- Dan
ShadowcatX
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What would you think about a feat for halflings from the Talenta Plains that added all medium dinosaurs to their list of available animal companions? Maybe something like:
Dinosaur Rider
Prerequisites: Halfling, region of origin: Talenta Plains, animal companion
Benefits: Add all medium dinosaurs from the druid list to your list of animal companions. You gain +2 to ride checks (+4 if you have 10 or more ranks in ride) while riding your animal companion.
| tzizimine |
Oh, you mean letting other classes like the cavalier or paladin have dinosaur animal companions? Personally, I would allow it, and I have never heard of a GM being that restrictive on choices for animal companions / mounts / etc.
But you are looking for something more like the Beast Rider feat from the Advanced Race Guide?