Eldritch Occultist
Your innate talent for dark magic has greatly augmented your grasp of the occult, and its forbidden secrets. Prerequisites: Know at least 3 invocations and Pact Augmentation class ability. Effects: Warlock and Binder levels stack for the purpose of determining your effective binder level (affecting the number and level of vestiges that you can bind), as well as your invoker level.
I believe this feat should work with stacking Binder levels for purposes of duration and other such level dependant features, and for the purpose of what level vestige you can have, but not the number of vestiges or pact augmentation. It should also stack for eldritch blast only for a warlock
"Damn! What in the name of the Spider Queen's Drider pet sock puppet is going on!?"
Quote from Amadi »
Blasphemy! The system is perfect. The ability to create a spell to duplicate gods at skill check DC 10 is totally balanced and doesn't say anything about the system's viability!
"Damn! What in the name of the Spider Queen's Drider pet sock puppet is going on!?"
Quote from Amadi »
Blasphemy! The system is perfect. The ability to create a spell to duplicate gods at skill check DC 10 is totally balanced and doesn't say anything about the system's viability!
A makhaira is a curved Greek dagger. It curves in the opposite direction as a kopis. It's similar to a kukri, except longer.
The falcata is a curved sword similar to a khopesh, but with a superior design. It was the weapon of choice for Alexander the Great.
As for the scythe-sword, obviously it's very good. But in my opinion, an exotic two-handed weapon should be above the norm. It's actually no different than a ribbon falchion, except that it's not made of an unusual material (and like the ribbon falchion, requires an exotic proficiency feat).
A makhaira is a curved Greek dagger. It curves in the opposite direction as a kopis. It's similar to a kukri, except longer.
The falcata is a curved sword similar to a khopesh, but with a superior design. It was the weapon of choice for Alexander the Great.
As for the scythe-sword, obviously it's very good. But in my opinion, an exotic two-handed weapon should be above the norm. It's actually no different than a ribbon falchion, except that it's not made of an unusual material (and like the ribbon falchion, requires an exotic proficiency feat).
Hmmm, I see, ok, thanks for clearing things up for me, but Don't take this as a ruling for the other dm's or anything
"Damn! What in the name of the Spider Queen's Drider pet sock puppet is going on!?"
Quote from Amadi »
Blasphemy! The system is perfect. The ability to create a spell to duplicate gods at skill check DC 10 is totally balanced and doesn't say anything about the system's viability!
Custom class, hopefully it is readable and I didn't miss anything obvious I just made it in like 10 minutes 'cause I had an idea I would like help either unbreaking this or making it playable as I doubt I managed to make a balanced class that easily.
Blue Mage
BaB and Saves as Druid
HD d6
At Level 1 Blue Mages gain the ability to learn abilities from their enemies. At first level if a Blue Mage is the target (or a target out of many) of a spell cast by an opponent they may make an Int check with a DC of the creatures CR + the Spells Level +10. If the Blue Mage succeeds they learn that spell.
At level 5 the DC becomes CR + SL +5. In addition the Blue Mage may use this ability to learn Spell like Abilities with a DC of CR + SL + 10
At level 10 the DC for spells becomes CR + SL and simply needs to see the spell used. DC for SP becomes CR+SL+5. The Blue Mage can use the ability to learn Supernatural Abilities DC CR+SL+10
At level 15 the DC for SP becomes CR+SL and simply needs to see the ability used. Supernatural Abilities DC CR+SL+5 .The Blue Mage can use the ability to learn Extraordinary Abilities DC CR+SL+10
At level 15 the DC for SU becomes CR+SL and simply needs to see the ability used. Extraordinary Abilities DC CR+SL+5
EDIT: I knew I would miss something:
Spells per day progession as a Wizard but they don't need to be prepared.
And yes, no incantatrix for you. Or anyone. That class makes puppies cry. Mostly because they are the former Big Bads who have been Baleful Polymorphed into said puppies. By you. Because you're an incantatrix.
Quote from Yukora »
This is Deraxas we're talking about.
Remember, the girl that just killed an aspect of herself before literally consuming her?
Yeah, I don't see her handling a pissing match in any way other than a duel.
Quote from RedDwarfian »
Yes mistress...
Quote from About epic-level D&D »
There are only so many epic, psuedonatural barbarian/blackguard half-dragon akutenshai vampire balor paragons they can throw at you, right?
Quote from Concerning breeding habits of humans in fantasy games »
I suppose it's true. Though the logistics implied in a human/Great Wyrm Prismatic Dragon pairing makes me shudder.
...Something tells me that even should all arcane casters in the world unite, that the Grease spell would NOT be sufficient.
No, you understood me quite rightly, but IMO that's too many abilities, especially silly things like (Su) and (Ex) abilities.
Unless you slap an ability score requirement (I suggest Con) and give things an effective "level". Then again, your DM is the final arbiter of what you could learn.
And yes, no incantatrix for you. Or anyone. That class makes puppies cry. Mostly because they are the former Big Bads who have been Baleful Polymorphed into said puppies. By you. Because you're an incantatrix.
Quote from Yukora »
This is Deraxas we're talking about.
Remember, the girl that just killed an aspect of herself before literally consuming her?
Yeah, I don't see her handling a pissing match in any way other than a duel.
Quote from RedDwarfian »
Yes mistress...
Quote from About epic-level D&D »
There are only so many epic, psuedonatural barbarian/blackguard half-dragon akutenshai vampire balor paragons they can throw at you, right?
Quote from Concerning breeding habits of humans in fantasy games »
I suppose it's true. Though the logistics implied in a human/Great Wyrm Prismatic Dragon pairing makes me shudder.
...Something tells me that even should all arcane casters in the world unite, that the Grease spell would NOT be sufficient.
No, you understood me quite rightly, but IMO that's too many abilities, especially silly things like (Su) and (Ex) abilities.
Unless you slap an ability score requirement (I suggest Con) and give things an effective "level". Then again, your DM is the final arbiter of what you could learn.
Improved Grab, sure.
Dual Actions, notsomuch.
Ok I guess this didn't come across very well but only abilities that target or aim in some way can be copied. Wether it aims or targets is decided by the DM (I for one would say that Improved Grab does but Dual Actions doesn't). This still may cause problems but I think it should make it quite alot weaker.
Weapon and Armor Proficiencies are pretty important, and whether or not % spell failure is ignored in any type of armor.
It would be interesting to see how powerful this class becomes.
Weapon and Armor Proficiencie was skipped on prupose although it is true that it is fairly important. I suppose same as a Wizard. Spell failure would exist for spells but for all other abilities it would depend upon wether it has aspell failure with armor.
As is does it seem like it would get crazy broken too fast? I was thinking of having bonus feats but they can only be ones that they have seen someone else use and must meet all requisites.
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Break, O Earth.
Dry up, O Sea.
Burn out, O Sun.
Grant us power Earthly Leaders and Gatekeepers of Hell.
Guide us Makers of the Underworld.
To be perfectly honest, acrane spell failure is a myth
I only say this because there are 9999999 ways around it.
I suggest light armor proficiency and a specialized list of weapons, to include certain martial weapons.
It's only broken if your DM lets it.
Bonus feats help shore up other weaknesses a class has. There are existing classes that can gain class features of other classes, but only one that can snag abilities from a creature (Illithid Savant...bah-roken).
And yes, no incantatrix for you. Or anyone. That class makes puppies cry. Mostly because they are the former Big Bads who have been Baleful Polymorphed into said puppies. By you. Because you're an incantatrix.
Quote from Yukora »
This is Deraxas we're talking about.
Remember, the girl that just killed an aspect of herself before literally consuming her?
Yeah, I don't see her handling a pissing match in any way other than a duel.
Quote from RedDwarfian »
Yes mistress...
Quote from About epic-level D&D »
There are only so many epic, psuedonatural barbarian/blackguard half-dragon akutenshai vampire balor paragons they can throw at you, right?
Quote from Concerning breeding habits of humans in fantasy games »
I suppose it's true. Though the logistics implied in a human/Great Wyrm Prismatic Dragon pairing makes me shudder.
...Something tells me that even should all arcane casters in the world unite, that the Grease spell would NOT be sufficient.
And yes, no incantatrix for you. Or anyone. That class makes puppies cry. Mostly because they are the former Big Bads who have been Baleful Polymorphed into said puppies. By you. Because you're an incantatrix.
Quote from Yukora »
This is Deraxas we're talking about.
Remember, the girl that just killed an aspect of herself before literally consuming her?
Yeah, I don't see her handling a pissing match in any way other than a duel.
Quote from RedDwarfian »
Yes mistress...
Quote from About epic-level D&D »
There are only so many epic, psuedonatural barbarian/blackguard half-dragon akutenshai vampire balor paragons they can throw at you, right?
Quote from Concerning breeding habits of humans in fantasy games »
I suppose it's true. Though the logistics implied in a human/Great Wyrm Prismatic Dragon pairing makes me shudder.
...Something tells me that even should all arcane casters in the world unite, that the Grease spell would NOT be sufficient.
Bonus feats help shore up other weaknesses a class has. There are existing classes that can gain class features of other classes, but only one that can snag abilities from a creature (Illithid Savant...bah-roken).
Does that mean it's just not needed or that it makes the class too powerful?
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Break, O Earth.
Dry up, O Sea.
Burn out, O Sun.
Grant us power Earthly Leaders and Gatekeepers of Hell.
Guide us Makers of the Underworld.
-- but only one that can snag abilities from a creature (Illithid Savant...bah-roken).
Druid, Wizard, Psion (All), Sorcerer, Artificer, Archivist, Cleric, Favored Soul and a bunch of other full-casting classes want to have a word with you. They need a feat to do it, though.
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The Sage is occupied with the unspoken
and acts without effort.
Teaching without verbosity,
producing without possessing,
creating without regard to result,
claiming nothing,
the Sage has nothing to lose.
So after running a Druid/Beast Heast Adept character that was functionally similar to a paladin, I came up with a base class that serves much the same purpose, only is (hopefully) a little more balanced than BHA.
Knight of the Wild
Nature-worshippers that specialize in mounted combat, Knights of the Wild have a supernatural knack for taming the wildest and fiercest of creatures. Often mistaken for druids due to their striking similarities, their true nature is often only identifiable when they are seen charging aboard their exotic mounts.
Making a Knight of the Wild
A Knight of the Wild is much like a paladin that worships nature. Due to being bound by nature's code much like a druid would, he is heavily dependent on his mount for survival, especially at early levels. When riding a powerful mount, though, the Knight of the Wild is a major force in battle.
Abilities: Every stat helps the Knight of the Wild in some way or another. High Strength makes his charges deadly. Constitution helps keep him alive, though it tends to become more of a dump stat when faster mounts are available. Dexterity is especially important, as the Knight of the Wild has strict limitations on what can be worn as armor. Intelligence augments his Monster Lore ability. Wisdom augments spellcasting ability, which can be important for augmenting the abilities of beasts. Charisma, however, is probably the Knight of the Wild's most important stat, as Handle Animal, Diplomacy, and his creature-subdual ability all stem from Charisma.
Races: Though any race can become a Knight of the Wild, elves and halflings are best suited due to their connections with nature. Humans are also good candidates.
Weapon Proficiency: Proficient with Simple and Martial Weapons. Also proficient with light armor, but cannot wear anything metallic (as Druid.)
Mounted Combat: A Knight of the Wild automatically gains Mounted Combat as a bonus feat.
Animal Affinity: A Knight of the Wild automatically gains Animal Affinity as a bonus feat.
Subdue Beast: The Knight of the Wild uses a dangerous, but potentially very effective, method of taming creatures. As a full-round action, he closes his eyes, kneels (and thereby prone), and surrounds both him and a creature at Close range with concentric rings of light, if Good/Lawful, or darkness, if Evil/Chaotic. For a true neutral, it can be either. If successful, a gate to the creature's natural habitat is opened, and he forms a bond with the creature. In 24 hours, the creature's attitude toward him becomes favorable. If unsuccessful, the target creature becomes particularly hostile towards him. A Knight of the Wild of sufficiently high level can attempt to subdue the same creature more than once. A Knight of the Wild can only forge bonds with a number of different creatures equal to his class level.
During an attempt to subdue a creature, a Knight of the Wild must make a check based on the following formulae:
Check result = 1d20 + class level + Handle Animal (for creatures with 2 or less Int) or Diplomacy (for creatures with 3 or more Int)
DC = 10 + HD of creature + (creature's HP - lethal damage) / 5
The base DC of the check (for most animals it's 10) can be adjusted at the DM's discretion (for instance, if the character is trying to subdue a dragon.)
Only creatures capable of being used as mounts can be subdued in this way (again, DM discretion). Generally, any creature in the same size category as the character, or of a larger category, and is also able to bear a rider, is eligible (see Summon Tamed Beast, below.)
Summon Tamed Beast: Once per day and once per day every two levels thereafter, as a standard action, a Knight of the Wild can summon a creature he has subdued in the past. These summons have a duration of one round per class level. Creatures summoned this way are augmented according to the difference between the creature's Hit Dice and the Knight of the Wild's class level. The creature receives extra Strength, Dexterity, and natural armor equal to half the difference between the character's class level and the creature's original Hit Dice, rounded down. If the creature has fewer Hit Dice than the Knight of the Wild does, minus three, the creature gains extra Hit Dice equal to the difference. Creatures do not increase in size as a result of these extra Hit Dice. For instance, if a 15th level Knight of the Wild summons a creature that has 5 Hit Dice, the creature is advanced to 12 Hit Dice.
Mighty Steeds: All summoned beasts a Knight of the Wild summons can bear a rider of the same size category as the character. (Without this ability, a creature can only bear a rider if it is at least one size category larger than the rider.)
Summoned Cohort: Once per day, a Knight of the Wild may extend the duration of a summon to 24 hours. This is not cumulative with any other effects that extend the duration of a summon. This increases to twice per day at 9th level, and three times per day at 17th level.
Monster Knowledge: Starting at 2nd level, a Knight of the Wild can use his Knowledge (Monster Lore) skill to determine a creature's vital statistics, regardless of whether he can subdue the creature or not. The DC is 10 + the creature's HD, but can be adjusted at DM discretion. Successful checks reveal the following information, including information from lower DCs:
DC: The creature's level and HP (both current and max), as well as a short description of its tendencies and attack patterns
DC +5: The creature's abilities (Str, Dex, &c) and elemental and status weaknesses/resistances.
DC +10: The creature's BAB/Grapple, Armor Class, Saving Throws, and any other special characteristics, such as damage reduction.
DC +15: Reveals the creature's attack list.
Ride-By Attack/Mounted Archery: At 5th level, a Knight of the Wild gains Ride-By Attack or Mounted Archery as a bonus feat. At 8th level, he gains the one he didn't select at 5th level as a bonus feat.
Improved Mount Speed: At 6th level and every five levels thereafter, all of the Knight of the Wild's summoned creatures get a movement speed boost of +10 feet. This bonus is cumulative.
Spirited Charge: At 10th level, a Knight of the Wild gains Spirited Charge as a bonus feat.
Deadly Charge: At 20th level, a Knight of the Wild gains Deadly Charge as a bonus feat, and it can be used at will.
Spells: A Knight of the Wild is capable of casting a limited number of divine spells, drawn from the spell list below. He must choose and prepare his spells in advance, much like a cleric or druid does, except he cannot spontaneously cast cure or summon nature's ally spells.
To prepare or cast a spell, the Knight of the Wild must have a Wisdom score of at least 10 + the spell level. The Difficulty Class for a saving throw against a Knight of the Wild's spell is 10 + the spell level + the character's Wisdom modifier. The number of spells a Knight of the Wild can cast is listed on the table above, and takes into account bonus spells; subtract 1 if the character's Wisdom score is not high enough.
0-Level Spells: Create Water, Cure Minor Sounds, Detect Magic, Detect Poison, Know Direction, Light, Purify Food and Drink, Read Magic
1st Level Spells: Calm Animals, Charm Animal, Charm Monster, Cure Light Wounds, Detect Animals or Plants, Detect Snares and Pits, Endure Elements, Hide from Animals, Jump, Restoration (lesser), Speak with Animals
The ability of the epic Knight of the Wild to subdue and summon creatures increases at the same rate as a nonepic character of the same class.
Legendary Rider: At 21st level, a Knight of the Wild gains Legendary Rider as a bonus feat, if the character is eligible for it.
Swift Steed: At 22nd level, any creature the Knight of the Wild summons is hasted as long as the summon lasts.
Blitz Charge: At 24th level, a Knight of the Wild becomes so proficient at charging that his mount can charge back and forth in a single attack. When a Knight of the Wild charges, if the mount has sufficient movement to reach a second target (including the target he just charged, after applying appropriate movement penalties), the mount can charge a second time that round, using the remainder of its movement for the round.
Playing a Knight of the Wild
Religion: Much like druids, Knights of the Wild revere nature. How that is manifested depends on their origin, but most outsiders would call a Knight of the Wild part of a nature-worshipping cult.
Other Classes: Knights of the Wild get along best with druids and paladins, for they both know how to care for and ride exotic creatures. They also respect rangers. They are generally indifferent about most other classes, though anyone who practices necromancy or other forms of nature-destroying magic could easily draw negative attention.
Combat: Knights of the Wild do best in open settings where their swift mounts can charge back and forth. In cramped quarters such as dungeons, they are reduced to support roles.
Advancement: Knights of the Wild are already fairly well-rounded with the ability to heal and support, or deliver devastating charging attacks. A Knight of the Wild that wants to focus on making his charging assaults even more devastating should look into taking levels in a prestige class focused on mounted combat.
Knights of the Wild in the World
"With compassion and trust, the fears of even the most savage beasts can be subdued." - Shalin, Elf Knight of the Wild
Daily Life: Knights of the Wild are usually nomadic, traveling the world in search of a greater creature than the ones they have trained previously.
Notables: A druid exiled from her community for being "too dangerous", Shalin pioneered the technique that Knights of the Wild use to tame beasts.
Organizations: Because Knights of the Wild are nomadic, they have few organizational ties.
NPC Reactions: Most people gasp in either shock or awe upon seeing a mounted Knight of the Wild, particularly if his mount is a creature previously thought untamable. Animal trainers, particularly ones that train unusual mounts for paladins, enjoy talking with Knights of the Wild.
Knight of the Wild Lore
Characters with ranks in Knowledge (nature) can research Knights of the Wild to learn more about them. When a character makes a skill check, the following information is revealed, including information from lower DCs:
10: Some summoners enlist the help of only riding beasts and charge into battle. These are the Knights of the Wild.
15: Knights of the Wild can effectively turn their tamed beasts into permanent companions, much like a druid's animal companion. As they increase in power, they can even have multiple companions at once.
20: Knights of the Wild channel either positive or negative energy to influence and subdue creatures, but the process leaves them highly vulnerable while doing so.
25: The pioneer of the technique Knights of the Wild use to subdue creatures was Shalin, an elf girl exiled from her village because her powers were deemed too dangerous.
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A mere ten days after the Mending, a young knight of Valeron and a young ranger of Eos made a discovery that would change Alara forever.
I like it a lot.. it's like Cavalier meets Druid. It's built like a druid but replaces their abilities with mounted combat. Makes you use your spells in a new way. Kudos.
Just 'cause I feel like it. I think we've already discussed the thing but I'm gonna do it my own way, based on the entry in the Doom Wiki.
BFG 9000
The Bio-Force Gun 9000 series is a one-of-a-kind weapon. Its nickname, the Big-Freaking-Gun is appropriate.
Function The BFG9000 uses energy cells to power its blasts. The average energy cell contains 40 charges, though some can contain 100 charges. Each blast of the BFG uses 40 charges. Loading the BFG merely involves charging the weapon; no need to reload. Firing the weapon is a three-step process. First, the trigger is squeezed. Less than one second after the weapon is activated, the weapon charges and releases a massive green sphere of high-powered energy that would fly towards your target. Regardless of whether the sphere hits, immediately after the sphere detonates, 20 invisible trace bolts of energy are emanated from the BFG in a cone shape, in the direction where the original blast was fired. If the shooter moves, the cone's direction does not. The cone's orientation is based upon the path the original blast took. Any and all living things within the cone's radius are one of the up to 20 targets. The targets must be within sight (or, if the target is invisible, must be within line of sight).
The main blast deals 12d8+16 energy damage to whatever it hits, living or nonliving. Upon detonation, 20 invisible bolts of energy hit all living (or undead) creatures in sight within a 120 ft. cone (orientation of the cone based on the path the bolt traveled). If there are less than 20 targets in the cone, the bolts divide evenly to each target. Each bolt deals 2d10+4 energy damage.
Therefore, the maximum damage you can deal to a target is 592 damage (Direct hit with a blast, 20 bolts on the same target). The minimum damage you can deal to a target is 8 (no direct hit, 1 bolt on the target).
As you can imagine, this weapon is especially devastating. Two or three well-placed (and well-rolled) shots can even take down the Tarrasque. Ammunition for the BFG is extremely expensive and rare. Consult with your DM before using.
d20 Modern Weapon
Bio-Force Gun 9000
Damage: 12d8+16 (main shot), 2d10+4 (bolt; 20)
Critical: 20/x2
Type: Energy
Range: 120 ft.
Rate of Fire: Single
Magazine: 40 cells (maximum 600 cells, uses 40 cells per shot)
Size: Huge (requires Exotic Weapon Proficiency feat)
Weight: 50 lb.
Purchase DC: 40 (the BFG should ideally not be purchaseable)
Restriction: Mil (+3)
Bloody hell this book is confusing. Help. Me. Please.
First off, when making weapons with special abilities, I am aware that the total bonus cannot exceed 10. Do masterwork weapons, who already have a +1 bonus, or so I thought, count towards this? Wtf are enhancement bonuses?
Like, i'm just confused about the whole spiff, especially what I need to pay.
Could somebody please help me out with general answers, and maybe a step by step of how to make a particular weapon...say, for the purpose of demonstration, a flaming longsword?
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And you, too, are one of us, and yet you are not. In your words I hear anger, hatred. I see a darkness that is not cold and lifeless, but is alive and moving, like a living entity. I feel caged, trapped, a yearning for escape. --Death Gate Cycle Volume 3: Fire Sea
in order to make a magical weapon the quality of the weapon to be enchanted must be Masterwork so no the +1 to attack that you get from masterwork weapons do not count towards the bonus cap, that being said the masterwork bonus does not stack with the actual magical enhancement bonus.
What does this mean you ask? well its simple, if you have a masterwork long sword, have a Base Attack Bonus of +1 and Str 10 (so no modifier), your total attack bonus will be +2 and your damage will be 1d8+0
Now instead of a plain Masterwork Weapon lets say its a +1 Longsword, what does it do then? well the Total attack Bonus will still be +2 and your damage will now be 1d8+1.
Now lets craft this Flaming Longsword, Flaming is a +1 Bonus property, meaning it will cost you 2.000 to add to the weapon, but there's a catch, you cant add a special ability to a weapon unless it has a +1 enhancement bonus (I know I know you are thinking 'But doesnt Masterwork give a +1 enhancement bonus to attack rolls?' and you would be right the rules are odd here but in the end the rules win, you cant add flaming to a longsword unless you add a +1 enhancement bonus first).
So in order to craft this weapon we need to make it a +1 Flaming Longsword, so it ends up having a +2 Total Bonus so thats 8.000 gold+300 gold for the Masterwork quality + 15 gold for the weapon being a Longsword.
So all added up you need to pay 8.315 gold (yes eight thousand three hundred and fifteen gold pieces) in order to make this weapon.
The DMG has some tricks and cheats for making the process cheaper, but usually this will cause fights with the DM and the other players since its incredibly cheesey (like, you can pretty much make the entire thing cost only 831 gold and 5 silvers).
If this isnt much help I do apologize, im sure Alacar or Amadi will be around soon to explain it better.
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Call me old fashioned, but an evil ascension to power just isn't the same without someone chanting faux Latin in the background.
Oreo, Glazing people better than Dunkin' Donuts since 2009
That is not dead which can eternal lie. And with strange eons even death may die.
Are you sure? Because the DM Guide has a statement that directly contradict what you just said.
It doesn't say it needs a +1 enhancement bonus to enchant, it just says that it needs to be of masterwork quality. The part I tend to lose everything at though, is if I do want an enchancement bonus on it, how do I do that?
I've figured out how to enchant, the costs, and all that jazz, it's no longer a problem. My problem is that for, say, a dagger +3, where the flying **** did that +3 come from?
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And you, too, are one of us, and yet you are not. In your words I hear anger, hatred. I see a darkness that is not cold and lifeless, but is alive and moving, like a living entity. I feel caged, trapped, a yearning for escape. --Death Gate Cycle Volume 3: Fire Sea
are you sure you are not using a 3.0 DMG? because the 3.5 srd clearly explains what i mentioned earlier, if your DMG doesnt say it its possible its a 3.0 edition and therefore needs errata.
It seems to me you want the reasoning behind the +x enhancement bonuses, the fluff is really up to you, the general idea is that there's a magical aura in the weapon which makes the edges sharper or the blows much stronger (in the case of maces and the like).
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Call me old fashioned, but an evil ascension to power just isn't the same without someone chanting faux Latin in the background.
Oreo, Glazing people better than Dunkin' Donuts since 2009
That is not dead which can eternal lie. And with strange eons even death may die.
Now instead of a plain Masterwork Weapon lets say its a +1 Longsword, what does it do then? well the Total attack Bonus will still be +2 and your damage will now be 1d8+1.
You just kinda say, hey, lets say it's this instead, without providing information as to how to do so.
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And you, too, are one of us, and yet you are not. In your words I hear anger, hatred. I see a darkness that is not cold and lifeless, but is alive and moving, like a living entity. I feel caged, trapped, a yearning for escape. --Death Gate Cycle Volume 3: Fire Sea
I believe this feat should work with stacking Binder levels for purposes of duration and other such level dependant features, and for the purpose of what level vestige you can have, but not the number of vestiges or pact augmentation. It should also stack for eldritch blast only for a warlock
Fall of the Draco King Notes
My Characters:
Makhaira
Type: Light Melee
Damage: 1d6 slashing or piercing
Critical: 19-20/x3
Falcata
Type: One-handed Melee
Damage: 1d8 slashing
Critical: 19-20/x3
Scythe-Sword
Type: Two-handed Melee
Damage: 2d4 slashing
Critical: 18-20/x4
What is a Makhaira? Description?
Falcata? Description?
Not a bad Idea, but 18-20x4 that seems a little too good
Fall of the Draco King Notes
My Characters:
The falcata is a curved sword similar to a khopesh, but with a superior design. It was the weapon of choice for Alexander the Great.
As for the scythe-sword, obviously it's very good. But in my opinion, an exotic two-handed weapon should be above the norm. It's actually no different than a ribbon falchion, except that it's not made of an unusual material (and like the ribbon falchion, requires an exotic proficiency feat).
Hmmm, I see, ok, thanks for clearing things up for me, but Don't take this as a ruling for the other dm's or anything
Fall of the Draco King Notes
My Characters:
Blue Mage
BaB and Saves as Druid
HD d6
At Level 1 Blue Mages gain the ability to learn abilities from their enemies. At first level if a Blue Mage is the target (or a target out of many) of a spell cast by an opponent they may make an Int check with a DC of the creatures CR + the Spells Level +10. If the Blue Mage succeeds they learn that spell.
At level 5 the DC becomes CR + SL +5. In addition the Blue Mage may use this ability to learn Spell like Abilities with a DC of CR + SL + 10
At level 10 the DC for spells becomes CR + SL and simply needs to see the spell used. DC for SP becomes CR+SL+5. The Blue Mage can use the ability to learn Supernatural Abilities DC CR+SL+10
At level 15 the DC for SP becomes CR+SL and simply needs to see the ability used. Supernatural Abilities DC CR+SL+5 .The Blue Mage can use the ability to learn Extraordinary Abilities DC CR+SL+10
At level 15 the DC for SU becomes CR+SL and simply needs to see the ability used. Extraordinary Abilities DC CR+SL+5
EDIT: I knew I would miss something:
Spells per day progession as a Wizard but they don't need to be prepared.
Dry up, O Sea.
Burn out, O Sun.
Grant us power Earthly Leaders and Gatekeepers of Hell.
Guide us Makers of the Underworld.
"I am in the arcane, and the arcane is in me."
Official Matron Mother of Clan Planar Chaos
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Deraxas, Dark Maiden of Shimia,, still oddly obsessed with a mindmage.
Right, I even thought of that when I was writing it up but it slipped my mind like the Spells per day initially did.
What about the order of appropiation, should Supernatural, Extraordinary and Spell Like be moved around at all for power reasons?
5 1Sp
7 2Sp
9 3Sp
10 3Sp 1Su
11 4Sp 1Su
12 4Sp 2Su
13 5Sp 2Su
14 5Sp 3Su
15 6Sp 3Su 1Ex
16 6Sp 4Su 1Ex
17 7Sp 4Su 2Ex
18 7Sp 5Su 2Ex
19 8Sp 5Su 3Ex
20 8Sp 6Su 4Ex
Seem like a good progression? You can drop old powers in place of new ones as you learn them.
Edit: Or did I miss your meaning entirely?
Dry up, O Sea.
Burn out, O Sun.
Grant us power Earthly Leaders and Gatekeepers of Hell.
Guide us Makers of the Underworld.
Unless you slap an ability score requirement (I suggest Con) and give things an effective "level". Then again, your DM is the final arbiter of what you could learn.
Improved Grab, sure.
Dual Actions, notsomuch.
"I am in the arcane, and the arcane is in me."
Official Matron Mother of Clan Planar Chaos
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Deraxas, Dark Maiden of Shimia,, still oddly obsessed with a mindmage.
It would be interesting to see how powerful this class becomes.
Ok I guess this didn't come across very well but only abilities that target or aim in some way can be copied. Wether it aims or targets is decided by the DM (I for one would say that Improved Grab does but Dual Actions doesn't). This still may cause problems but I think it should make it quite alot weaker.
Weapon and Armor Proficiencie was skipped on prupose although it is true that it is fairly important. I suppose same as a Wizard. Spell failure would exist for spells but for all other abilities it would depend upon wether it has aspell failure with armor.
As is does it seem like it would get crazy broken too fast? I was thinking of having bonus feats but they can only be ones that they have seen someone else use and must meet all requisites.
Dry up, O Sea.
Burn out, O Sun.
Grant us power Earthly Leaders and Gatekeepers of Hell.
Guide us Makers of the Underworld.
I only say this because there are 9999999 ways around it.
I suggest light armor proficiency and a specialized list of weapons, to include certain martial weapons.
It's only broken if your DM lets it.
Bonus feats help shore up other weaknesses a class has. There are existing classes that can gain class features of other classes, but only one that can snag abilities from a creature (Illithid Savant...bah-roken).
"I am in the arcane, and the arcane is in me."
Official Matron Mother of Clan Planar Chaos
Awesome Avatar and signature by DarkNightCavalier
Deraxas, Dark Maiden of Shimia,, still oddly obsessed with a mindmage.
"I am in the arcane, and the arcane is in me."
Official Matron Mother of Clan Planar Chaos
Awesome Avatar and signature by DarkNightCavalier
Deraxas, Dark Maiden of Shimia,, still oddly obsessed with a mindmage.
Light armor, Simple Weapons, One Martial Weapon of the Players choice?
Does that mean it's just not needed or that it makes the class too powerful?
Dry up, O Sea.
Burn out, O Sun.
Grant us power Earthly Leaders and Gatekeepers of Hell.
Guide us Makers of the Underworld.
Druid, Wizard, Psion (All), Sorcerer, Artificer, Archivist, Cleric, Favored Soul and a bunch of other full-casting classes want to have a word with you. They need a feat to do it, though.
and acts without effort.
Teaching without verbosity,
producing without possessing,
creating without regard to result,
claiming nothing,
the Sage has nothing to lose.
Knight of the Wild
Nature-worshippers that specialize in mounted combat, Knights of the Wild have a supernatural knack for taming the wildest and fiercest of creatures. Often mistaken for druids due to their striking similarities, their true nature is often only identifiable when they are seen charging aboard their exotic mounts.
Making a Knight of the Wild
A Knight of the Wild is much like a paladin that worships nature. Due to being bound by nature's code much like a druid would, he is heavily dependent on his mount for survival, especially at early levels. When riding a powerful mount, though, the Knight of the Wild is a major force in battle.
Abilities: Every stat helps the Knight of the Wild in some way or another. High Strength makes his charges deadly. Constitution helps keep him alive, though it tends to become more of a dump stat when faster mounts are available. Dexterity is especially important, as the Knight of the Wild has strict limitations on what can be worn as armor. Intelligence augments his Monster Lore ability. Wisdom augments spellcasting ability, which can be important for augmenting the abilities of beasts. Charisma, however, is probably the Knight of the Wild's most important stat, as Handle Animal, Diplomacy, and his creature-subdual ability all stem from Charisma.
Races: Though any race can become a Knight of the Wild, elves and halflings are best suited due to their connections with nature. Humans are also good candidates.
Alignment: Any neutral (on at least one axis.)
Starting gold: As druid.
Starting age: Moderate.
Hit die: d6.
Table: Knight of the Wild
Skill Points: 4/level, 1st level x4
Class Features:
Weapon Proficiency: Proficient with Simple and Martial Weapons. Also proficient with light armor, but cannot wear anything metallic (as Druid.)
Mounted Combat: A Knight of the Wild automatically gains Mounted Combat as a bonus feat.
Animal Affinity: A Knight of the Wild automatically gains Animal Affinity as a bonus feat.
Subdue Beast: The Knight of the Wild uses a dangerous, but potentially very effective, method of taming creatures. As a full-round action, he closes his eyes, kneels (and thereby prone), and surrounds both him and a creature at Close range with concentric rings of light, if Good/Lawful, or darkness, if Evil/Chaotic. For a true neutral, it can be either. If successful, a gate to the creature's natural habitat is opened, and he forms a bond with the creature. In 24 hours, the creature's attitude toward him becomes favorable. If unsuccessful, the target creature becomes particularly hostile towards him. A Knight of the Wild of sufficiently high level can attempt to subdue the same creature more than once. A Knight of the Wild can only forge bonds with a number of different creatures equal to his class level.
During an attempt to subdue a creature, a Knight of the Wild must make a check based on the following formulae:
Check result = 1d20 + class level + Handle Animal (for creatures with 2 or less Int) or Diplomacy (for creatures with 3 or more Int)
DC = 10 + HD of creature + (creature's HP - lethal damage) / 5
The base DC of the check (for most animals it's 10) can be adjusted at the DM's discretion (for instance, if the character is trying to subdue a dragon.)
Only creatures capable of being used as mounts can be subdued in this way (again, DM discretion). Generally, any creature in the same size category as the character, or of a larger category, and is also able to bear a rider, is eligible (see Summon Tamed Beast, below.)
Summon Tamed Beast: Once per day and once per day every two levels thereafter, as a standard action, a Knight of the Wild can summon a creature he has subdued in the past. These summons have a duration of one round per class level. Creatures summoned this way are augmented according to the difference between the creature's Hit Dice and the Knight of the Wild's class level. The creature receives extra Strength, Dexterity, and natural armor equal to half the difference between the character's class level and the creature's original Hit Dice, rounded down. If the creature has fewer Hit Dice than the Knight of the Wild does, minus three, the creature gains extra Hit Dice equal to the difference. Creatures do not increase in size as a result of these extra Hit Dice. For instance, if a 15th level Knight of the Wild summons a creature that has 5 Hit Dice, the creature is advanced to 12 Hit Dice.
Mighty Steeds: All summoned beasts a Knight of the Wild summons can bear a rider of the same size category as the character. (Without this ability, a creature can only bear a rider if it is at least one size category larger than the rider.)
Summoned Cohort: Once per day, a Knight of the Wild may extend the duration of a summon to 24 hours. This is not cumulative with any other effects that extend the duration of a summon. This increases to twice per day at 9th level, and three times per day at 17th level.
Monster Knowledge: Starting at 2nd level, a Knight of the Wild can use his Knowledge (Monster Lore) skill to determine a creature's vital statistics, regardless of whether he can subdue the creature or not. The DC is 10 + the creature's HD, but can be adjusted at DM discretion. Successful checks reveal the following information, including information from lower DCs:
DC: The creature's level and HP (both current and max), as well as a short description of its tendencies and attack patterns
DC +5: The creature's abilities (Str, Dex, &c) and elemental and status weaknesses/resistances.
DC +10: The creature's BAB/Grapple, Armor Class, Saving Throws, and any other special characteristics, such as damage reduction.
DC +15: Reveals the creature's attack list.
Ride-By Attack/Mounted Archery: At 5th level, a Knight of the Wild gains Ride-By Attack or Mounted Archery as a bonus feat. At 8th level, he gains the one he didn't select at 5th level as a bonus feat.
Improved Mount Speed: At 6th level and every five levels thereafter, all of the Knight of the Wild's summoned creatures get a movement speed boost of +10 feet. This bonus is cumulative.
Spirited Charge: At 10th level, a Knight of the Wild gains Spirited Charge as a bonus feat.
Deadly Charge: At 20th level, a Knight of the Wild gains Deadly Charge as a bonus feat, and it can be used at will.
Spells: A Knight of the Wild is capable of casting a limited number of divine spells, drawn from the spell list below. He must choose and prepare his spells in advance, much like a cleric or druid does, except he cannot spontaneously cast cure or summon nature's ally spells.
To prepare or cast a spell, the Knight of the Wild must have a Wisdom score of at least 10 + the spell level. The Difficulty Class for a saving throw against a Knight of the Wild's spell is 10 + the spell level + the character's Wisdom modifier. The number of spells a Knight of the Wild can cast is listed on the table above, and takes into account bonus spells; subtract 1 if the character's Wisdom score is not high enough.
0-Level Spells: Create Water, Cure Minor Sounds, Detect Magic, Detect Poison, Know Direction, Light, Purify Food and Drink, Read Magic
1st Level Spells: Calm Animals, Charm Animal, Charm Monster, Cure Light Wounds, Detect Animals or Plants, Detect Snares and Pits, Endure Elements, Hide from Animals, Jump, Restoration (lesser), Speak with Animals
2nd Level Spells: Barkskin, Bear's Endurance, Bull's Strength, Cat's Grace, Cure Moderate Wounds, Eagle's Splendor, Fox's Cunning, Owl's Wisdom, Reduce Animal, Reduce Monster, Remove Paralysis, Resist Energy
3rd Level Spells: Cure Serious Wounds, Cure Light Wounds (Mass) Dominate Animal, Dominate Monster, Neturalize Poison, Protection from Energy, Quench, Remove Disease, Speak with Plants, Water Breathing
4th Level Spells: Command Plants, Commune with Nature, Cure Critical Wounds, Cure Moderate Wounds (Mass), Dispel Magic, Freedom of Movement, Stoneskin
5th Level Spells: Bear's Endurance (Mass), Bull's Strength (Mass), Cat's Grace (Mass), Cure Serious Wounds (Mass), Cat's Grace (Mass), Eagle's Splendor (Mass), Find the Path, Fox's Cunning (Mass), Heal Mount, Owl's Wisdom (Mass)
6th Level Spells: Cure Critical Wounds (Mass), Dispel Magic (Greater), Heal, Repel Wood, Stone Tell
The Epic Knight of the Wild
The ability of the epic Knight of the Wild to subdue and summon creatures increases at the same rate as a nonepic character of the same class.
Legendary Rider: At 21st level, a Knight of the Wild gains Legendary Rider as a bonus feat, if the character is eligible for it.
Swift Steed: At 22nd level, any creature the Knight of the Wild summons is hasted as long as the summon lasts.
Blitz Charge: At 24th level, a Knight of the Wild becomes so proficient at charging that his mount can charge back and forth in a single attack. When a Knight of the Wild charges, if the mount has sufficient movement to reach a second target (including the target he just charged, after applying appropriate movement penalties), the mount can charge a second time that round, using the remainder of its movement for the round.
Playing a Knight of the Wild
Religion: Much like druids, Knights of the Wild revere nature. How that is manifested depends on their origin, but most outsiders would call a Knight of the Wild part of a nature-worshipping cult.
Other Classes: Knights of the Wild get along best with druids and paladins, for they both know how to care for and ride exotic creatures. They also respect rangers. They are generally indifferent about most other classes, though anyone who practices necromancy or other forms of nature-destroying magic could easily draw negative attention.
Combat: Knights of the Wild do best in open settings where their swift mounts can charge back and forth. In cramped quarters such as dungeons, they are reduced to support roles.
Advancement: Knights of the Wild are already fairly well-rounded with the ability to heal and support, or deliver devastating charging attacks. A Knight of the Wild that wants to focus on making his charging assaults even more devastating should look into taking levels in a prestige class focused on mounted combat.
Knights of the Wild in the World
"With compassion and trust, the fears of even the most savage beasts can be subdued." - Shalin, Elf Knight of the Wild
Daily Life: Knights of the Wild are usually nomadic, traveling the world in search of a greater creature than the ones they have trained previously.
Notables: A druid exiled from her community for being "too dangerous", Shalin pioneered the technique that Knights of the Wild use to tame beasts.
Organizations: Because Knights of the Wild are nomadic, they have few organizational ties.
NPC Reactions: Most people gasp in either shock or awe upon seeing a mounted Knight of the Wild, particularly if his mount is a creature previously thought untamable. Animal trainers, particularly ones that train unusual mounts for paladins, enjoy talking with Knights of the Wild.
Knight of the Wild Lore
Characters with ranks in Knowledge (nature) can research Knights of the Wild to learn more about them. When a character makes a skill check, the following information is revealed, including information from lower DCs:
10: Some summoners enlist the help of only riding beasts and charge into battle. These are the Knights of the Wild.
15: Knights of the Wild can effectively turn their tamed beasts into permanent companions, much like a druid's animal companion. As they increase in power, they can even have multiple companions at once.
20: Knights of the Wild channel either positive or negative energy to influence and subdue creatures, but the process leaves them highly vulnerable while doing so.
25: The pioneer of the technique Knights of the Wild use to subdue creatures was Shalin, an elf girl exiled from her village because her powers were deemed too dangerous.
Emille, Seven-Sting Dancer Shalin Nariya
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Ryttare Kelasin Luna Orelinalei
BFG 9000
The Bio-Force Gun 9000 series is a one-of-a-kind weapon. Its nickname, the Big-Freaking-Gun is appropriate.
Function
The BFG9000 uses energy cells to power its blasts. The average energy cell contains 40 charges, though some can contain 100 charges. Each blast of the BFG uses 40 charges. Loading the BFG merely involves charging the weapon; no need to reload. Firing the weapon is a three-step process. First, the trigger is squeezed. Less than one second after the weapon is activated, the weapon charges and releases a massive green sphere of high-powered energy that would fly towards your target. Regardless of whether the sphere hits, immediately after the sphere detonates, 20 invisible trace bolts of energy are emanated from the BFG in a cone shape, in the direction where the original blast was fired. If the shooter moves, the cone's direction does not. The cone's orientation is based upon the path the original blast took. Any and all living things within the cone's radius are one of the up to 20 targets. The targets must be within sight (or, if the target is invisible, must be within line of sight).
The main blast deals 12d8+16 energy damage to whatever it hits, living or nonliving. Upon detonation, 20 invisible bolts of energy hit all living (or undead) creatures in sight within a 120 ft. cone (orientation of the cone based on the path the bolt traveled). If there are less than 20 targets in the cone, the bolts divide evenly to each target. Each bolt deals 2d10+4 energy damage.
Therefore, the maximum damage you can deal to a target is 592 damage (Direct hit with a blast, 20 bolts on the same target). The minimum damage you can deal to a target is 8 (no direct hit, 1 bolt on the target).
As you can imagine, this weapon is especially devastating. Two or three well-placed (and well-rolled) shots can even take down the Tarrasque. Ammunition for the BFG is extremely expensive and rare. Consult with your DM before using.
d20 Modern Weapon
Bio-Force Gun 9000
Damage: 12d8+16 (main shot), 2d10+4 (bolt; 20)
Critical: 20/x2
Type: Energy
Range: 120 ft.
Rate of Fire: Single
Magazine: 40 cells (maximum 600 cells, uses 40 cells per shot)
Size: Huge (requires Exotic Weapon Proficiency feat)
Weight: 50 lb.
Purchase DC: 40 (the BFG should ideally not be purchaseable)
Restriction: Mil (+3)
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Ryttare Kelasin Luna Orelinalei
First off, when making weapons with special abilities, I am aware that the total bonus cannot exceed 10. Do masterwork weapons, who already have a +1 bonus, or so I thought, count towards this? Wtf are enhancement bonuses?
Like, i'm just confused about the whole spiff, especially what I need to pay.
Could somebody please help me out with general answers, and maybe a step by step of how to make a particular weapon...say, for the purpose of demonstration, a flaming longsword?
What does this mean you ask? well its simple, if you have a masterwork long sword, have a Base Attack Bonus of +1 and Str 10 (so no modifier), your total attack bonus will be +2 and your damage will be 1d8+0
Now instead of a plain Masterwork Weapon lets say its a +1 Longsword, what does it do then? well the Total attack Bonus will still be +2 and your damage will now be 1d8+1.
Now lets craft this Flaming Longsword, Flaming is a +1 Bonus property, meaning it will cost you 2.000 to add to the weapon, but there's a catch, you cant add a special ability to a weapon unless it has a +1 enhancement bonus (I know I know you are thinking 'But doesnt Masterwork give a +1 enhancement bonus to attack rolls?' and you would be right the rules are odd here but in the end the rules win, you cant add flaming to a longsword unless you add a +1 enhancement bonus first).
So in order to craft this weapon we need to make it a +1 Flaming Longsword, so it ends up having a +2 Total Bonus so thats 8.000 gold+300 gold for the Masterwork quality + 15 gold for the weapon being a Longsword.
So all added up you need to pay 8.315 gold (yes eight thousand three hundred and fifteen gold pieces) in order to make this weapon.
The DMG has some tricks and cheats for making the process cheaper, but usually this will cause fights with the DM and the other players since its incredibly cheesey (like, you can pretty much make the entire thing cost only 831 gold and 5 silvers).
If this isnt much help I do apologize, im sure Alacar or Amadi will be around soon to explain it better.
It doesn't say it needs a +1 enhancement bonus to enchant, it just says that it needs to be of masterwork quality. The part I tend to lose everything at though, is if I do want an enchancement bonus on it, how do I do that?
I've figured out how to enchant, the costs, and all that jazz, it's no longer a problem. My problem is that for, say, a dagger +3, where the flying **** did that +3 come from?
It seems to me you want the reasoning behind the +x enhancement bonuses, the fluff is really up to you, the general idea is that there's a magical aura in the weapon which makes the edges sharper or the blows much stronger (in the case of maces and the like).
Now instead of a plain Masterwork Weapon lets say its a +1 Longsword, what does it do then? well the Total attack Bonus will still be +2 and your damage will now be 1d8+1.
You just kinda say, hey, lets say it's this instead, without providing information as to how to do so.