Learning how to play a caster

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virgil
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Post by virgil »

Paizo Half-orc Ghoul Fiendish Brute 4/Monk 1
Undead (Darkminded, Unliving, Augmented Outsider, Native, Orc)
HP 57
Ability Scores: Str 31, Dex 8, Con 20, Int 10, Wis 18, Cha 10
AC 25 (+2 armor, +9 natural, +4 Wisdom)
Saves +10/+9/+7
Full Attack: 2 claws +15 (1d6+12), Bite +10 (1d8+7), Slam +10 (2d6+7)
Feats: Enervating Touch, Combat School, Large Size, Harmless Form
* Special Houserule: Allowing a form of planar half-orc rather than the pure tiefling (+2 Str/Wis, -2 Int instead of +2 Dex/Int, -2 Cha)
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How do you confuse a barbarian?
Put a greatsword a maul and a greataxe in a room and ask them to take their pick
EXPLOSIVE RUNES!
SunTzuWarmaster
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Post by SunTzuWarmaster »

Much more reasonable ;).
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virgil
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Post by virgil »

In reference to the original player choosing a beguiler, he's already planning on his next character for when the current one dies (he likes making characters). At the moment, it looks like a cleric, and he discovered an interesting feat in the Book of Hallowed Might II (Monte Cook splatbook)...

Seer
Prerequisites: Caster level 1, Wis 13
Benefit: When you cast a divination spell, you can choose to alter it as described under the feats Still Spell, Enlarge Spell, Extend Spell, Silent Spell, or Widen Spell. This alteration does not adjust the spell’s level or casting time, nor do you have to decide ahead of time how to modify the spell.

Surprising to see a feat that makes EVERY spell in an entire school act as if under the effects of 5 metamagic feats for no cost other than the feat itself.
Come see Sprockets & Serials
How do you confuse a barbarian?
Put a greatsword a maul and a greataxe in a room and ask them to take their pick
EXPLOSIVE RUNES!
Draco_Argentum
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Post by Draco_Argentum »

Looks like its one of those 5 metamagics, not all five.
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virgil
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Post by virgil »

Now there's a question, how does Tome/Book of Gears handle monks/natural-weapon users and DR/magic? Is it a simple magic item that enchants all natural attacks? But that seems like it gives quite a bit more for a single magic item slot than a magic sword (one weapon vs suite of claw/bite/tail/slam).
Come see Sprockets & Serials
How do you confuse a barbarian?
Put a greatsword a maul and a greataxe in a room and ask them to take their pick
EXPLOSIVE RUNES!
Quantumboost
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Post by Quantumboost »

virgileso wrote:Now there's a question, how does Tome/Book of Gears handle monks/natural-weapon users and DR/magic?
Greater Magic Fang can be used to give all natural weapons +1 enhancement, and the Monk Fighting Style list includes the ability to bypass all DR and hardness.

Getting DR/magic, however it happens, will also cause his natural weapon attacks to bypass DR/magic - though the only possibility I can find in the SRD (edit: plus tomes given build choices) is Invulnerable Armor. (Probably out of price range at level 4...)
Is it a simple magic item that enchants all natural attacks? But that seems like it gives quite a bit more for a single magic item slot than a magic sword (one weapon vs suite of claw/bite/tail/slam).
The applicable entry (from the PDF Book of Gears section) is "Enhancement Bonus to Weapons :: 1/3 per character level". Literally taken, that gives the bonus to "weapons", so each natural weapon gets the bonus. That might be overly literal (I actually can't tell) - it also means that TWFers don't care about offhand magic items unless they have special properties. If you interpret it as applying to a single weapon, then they'd need one per natural weapon (or maybe per set of natural weapons, i.e. claws).

Alternatively, there's the item property that grants an enhancement bonus to "something else", where the list of examples includes DR. Getting DR is better than an equivalent enhancement to existing DR (comparing each to their base cases), but only slightly, so an item which grants DR (1/3 level)/magic may not be out of line.
Last edited by Quantumboost on Tue May 12, 2009 8:52 pm, edited 1 time in total.
SunTzuWarmaster
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Post by SunTzuWarmaster »

pshaw, just bill the character whatever you are charging for a +1 Magic Sword (+1/3 character levels), per attack (once for a 1 handed fighter, twice for a TWFer).

Then, have the character able to don "Flaming Gauntlet" or whatever.

If they have had their hands enchanted or whatever, then they are magic for the purposes of DR.

On the Divination feat, seriously looks at the spells that that affects:
Detect X
Read Magic
Blessed Aim
Grave/Golem/Bullshit Strike
Healers Vision
Omen of Peril
Vision of Glory
Wieldskill
---
Adept Sprit
Augury
Divine Insight
Find Traps
Healing Lorecall
Insight of Good Fortune
Lore of the Gods
Masters Touch
Status
Warning
-----
Alter Fortune
Battlemagic Perception
Blessed Sight
Chain of Eyes (first non-Detect good target for Extend)
Circle Dance
Eyes of the Zombie
Guardian Spirit
Know Opponent
Know Vulnerabilities
Sweet Water
Lesser Telepathic Bond (another good Extend target)
Understand Device
Vision of the Omniscient Eye

Honestly, it might as well say "you can quicken AND apply all the above all of your Divination Spells for free." Divination spells are next to worthless in combat, and when they are used in social settings you want them to be Still AND Silent instead of one or the other. Most divinations spells are of the Detect Evil or Circle Dance variety in that they let you find something, and having that Quickened, Stilled, Silent, Empowered, Enlarged, Widened, and Extended usually just doesn't HELP.

I can only think of couple of abuses for allowing every divination to be cast as a swift action: Truestrike (from Elf Domain, among others), and True Seeing.

You just don't care that your Divination/Augury/Detect Evil/Discern Lies spell is Widened or Extended because that doesn't particularly mean anything.
Last edited by SunTzuWarmaster on Wed May 13, 2009 10:14 am, edited 1 time in total.
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