| Post/Author/DateTime | Post |
|---|---|
| MindWandererB05-07-07, 03:08 PM | Now that the change in leadership has been made official, it's time to take a look at the rules that we've had in place for the last couple of years. If you find any errors in any of the "permanent" threads (Rules, Characters, Prison, Guildhall), please post them here. Anything from a blatant mistake to a typo is fair game. If there are two rules that are in conflict with each other, and you're not sure which is correct, please bring that up in a different thread (Tavern, Courtroom, or Council) before posting it here. Those who contribute extensively to this project may be rewarded with credits, on a discretionary basis. But don't let that stop you from reporting something tiny! Every little bit will help. Thanks. |
| Macbrea05-07-07, 03:10 PM | Should fill out the rest of the elders, when you get a chance. :P'' Nothing personal against people like Pitbull but he has been gone for too long. The boards life relies on activity and communications. |
| TelinArtho05-07-07, 03:17 PM | That is already in the works Macbrea - in fact I believe all of the current elders have spoken on the issue - so its just a matter of acceptance at this point. |
| McJarvis05-07-07, 03:20 PM | I don't suppose anyone wants to head over the casino & bet on who was initially desired for elder spots? Out of the three, I'm willing to put credits on Hogarth and 'Rith as peeps who are offered the positions. I dunno if I could think of someone else who is a "sure bet", though. |
| TelinArtho05-07-07, 03:22 PM | Since I believe most of the applicable people for the position have already been PMed, its a little late for something like that. Plus, we (the elders) could always collude to make sure that we win :) |
| McJarvis05-07-07, 03:25 PM | *checks PM box* I knew I wouldn't be considered. :P |
| Zevox05-07-07, 03:27 PM | From Miscellaneous: Meta Rules: "Flight (winged): Creatures with wings need twice their vertical base to pass by an obstacle or fly through a narrow passage." - Should obviously be horizontal. An annoying long-standing mistake. Advanced Rules: NPC Services indicates Cat had intended to add the option of creating custom spells at some point (though why its listed under NPC services I have no clue). I know Vath had some good ideas before for how to implement that - mayhaps we should get that back under discussion. Suggestion: Somewhere in the Rules thread (probably that Meta Rules post, given it lists the "Elder Domains" already), keep a list of the current Elders so everyone knows who they are. Pittbull hasn't been an Elder for a while (not since ToK's return), yet Macbrea apparently wasn't aware of that, and I know theres been occasions in the past where I've forgotten who was at the time. Zevox |
| MindWandererB05-07-07, 03:30 PM | *checks PM box* I knew I wouldn't be considered. :P Your name did come up, for what it's worth. Since this thread has already become sort of conversational, would anyone posting actual corrections please mention it in the title line of the post? Otherwise it could be easy to miss in all the babble. |
| McJarvis05-07-07, 03:34 PM | Your name did come up, for what it's worth. Yeah. I bet it went like this: Telin: So how do we come up with a great excuse to keep McJarvis from being an elder? With him as elder, the annual elder beauty contest wouldn't be fun anymore! NiQil: Yeah, we gotta keep him out. MWB: I'll just rely on his keen non-attention to detail and say that his "name came up". That'll shut up the poor SOB. ToK: Man, I thought of this way to win the beauty contest three years ago, but then it got nerfed LOL. :-) edit-> Zevox, of course! I'd have to guess Zevox, Hogarth, and 'Rith. At least, Rith better be one of the considered since he's the only non-elder who is as much of an old-timer as I am :) |
| MindWandererB05-07-07, 03:39 PM | From Miscellaneous: Meta Rules: "Flight (winged): Creatures with wings need twice their vertical base to pass by an obstacle or fly through a narrow passage." - Should obviously be horizontal. An annoying long-standing mistake.Done. Advanced Rules: NPC Services indicates Cat had intended to add the option of creating custom spells at some point (though why its listed under NPC services I have no clue). I know Vath had some good ideas before for how to implement that - mayhaps we should get that back under discussion.That's more a discussion for the Council--and there are a couple more add-ons with higher priority, which we'll start discussing as the IMT wraps up. Keep it in mind, though. Suggestion: Somewhere in the Rules thread (probably that Meta Rules post, given it lists the "Elder Domains" already), keep a list of the current Elders so everyone knows who they are. Pittbull hasn't been an Elder for a while (not since ToK's return), yet Macbrea apparently wasn't aware of that, and I know theres been occasions in the past where I've forgotten who was at the time.You can find that here. Obviously, it needs updating. |
| Yitzi05-07-07, 03:40 PM | Okay, mistake #1 (I mentioned this in the tavern earlier): Mentioned in Rules: Skills and feats in the "other skill applications" sblock under hide&spot and under listen:"Don't forget about the -5 for moving faster than full speed". According to the SRD, however, the -5 penalty is for moving more than half speed. Another point: The rules about hide/spot/listen/move say that you use the closest the person is during the move. That would mean (and I played it this way in the last fight I ran) that if (to take numbers) character 1 is 10' from character 2 and moves to be 70' away, character 1 has hide +10 (after move penalties) and rolls 5, and character 2 has spot +9 (without distance penalties) and rolls 10, then character 2 sees character 1 the whole way (5+10 vs 10+9-1, the spot check wins), even though at the end of player 1's move he would win the check with those rolls (5+10 vs 10+9-7, hide check wins). Perhaps it would make sense to change things to say that if the character moves far enough away that the distance penalties make him win the check, he is not seen/heard over the area he is too far away. Similarly, determining how much a listen check won by (for pinpointing precision) would be based on where he ends up. |
| Zevox05-07-07, 03:42 PM | That's more a discussion for the Council--and there are a couple more add-ons with higher priority, which we'll start discussing as the IMT wraps up. Keep it in mind, though. Will do :) . You can find that here. Oh, so we do have such a list already! I haven't looked much at the Introduction posts of the rules thread since I joined, which explains why I missed it. Its out of date though. Might be why Macbrea thought Pittbull was still an Elder. Zevox |
| Macbrea05-07-07, 03:44 PM | :P |
| MindWandererB05-07-07, 03:47 PM | Okay, mistake #1 (I mentioned this in the tavern earlier): Mentioned in Rules: Skills and feats in the "other skill applications" sblock under hide&spot and under listen:"Don't forget about the -5 for moving faster than full speed". According to the SRD, however, the -5 penalty is for moving more than half speed. Another point: The rules about hide/spot/listen/move say that you use the closest the person is during the move. That would mean (and I played it this way in the last fight I ran) that if (to take numbers) character 1 is 10' from character 2 and moves to be 70' away, character 1 has hide +10 (after move penalties) and rolls 5, and character 2 has spot +9 (without distance penalties) and rolls 10, then character 2 sees character 1 the whole way (5+10 vs 10+9-1, the spot check wins), even though at the end of player 1's move he would win the check with those rolls (5+10 vs 10+9-7, hide check wins). Perhaps it would make sense to change things to say that if the character moves far enough away that the distance penalties make him win the check, he is not seen/heard over the area he is too far away. Similarly, determining how much a listen check won by (for pinpointing precision) would be based on where he ends up. First bit is fixed. Second bit is unnecessary, for Spot at least: once you've been spotted, you remain spotted until you block LOS (or make a Bluff check to distract). The Listen bit might call for revision. Another pet peeve of mine is our house rules for Listen. The SRD says that a successful Listen check gives you the correct direction, and winning by 20 gives you a pinpoint; why don't we just use that? |
| Macbrea05-07-07, 03:49 PM | And the reason, I thought he was still an elder was because the statement that was made at the time ToK came back was: 'ToK was taking a position as elder until such time that Pittbull returns to take back his position.' Nothing personal, but I don't think anyone leaving for half a year should just be given back a position without first having a vacancy and second showing their willingness to work toward the betterment of the board. ::Shrug:: |
| Macbrea05-07-07, 03:53 PM | First bit is fixed. Second bit is unnecessary, for Spot at least: once you've been spotted, you remain spotted until you block LOS (or make a Bluff check to distract). The Listen bit might call for revision. Another pet peeve of mine is our house rules for Listen. The SRD says that a successful Listen check gives you the correct direction, and winning by 20 gives you a pinpoint; why don't we just use that? It was determined to be added as a house rule for purposes of allowing shades of grey between Noticed and pinpointed. In a real game you can make your listen check and throw an area effect at any location down range. A real player would base their decision off most likely place the person would be at. In the case of a pitlord running the fight they already know the best place for the other person to be standing that was just noticed. And dropping a lightning bolt at that location would be very easy. By stating that the at X which could be anywhere within 20ft of that person. Dropping a lightning bolt at the rolled area might not hit the person and the pitlord isn't second guessed at the location of where it goes. Yes, it is a bit of a flavor thing to state the person is somewhere over there vs within 20ft of that person. |
| McJarvis05-07-07, 04:03 PM | RE: Listen rules. While I'm of the opinion that the listen rules are unreasonable right now, that's really more of an "elder vote" topic than a "correcting mistakes" topic. I'd suggest you guys bring it up in the council. |
| Horatius05-07-07, 05:56 PM | There are a ton of typos and English errors in the 'Rules of Gladius' thread. I'd be willing to go through and edit them, but I won't be able to do it for a couple of months (my internet is too slow here, but I'll be moving) and I'd need access to the Pitlords account. |
| Yitzi05-07-07, 06:02 PM | You can always copy the lot into a word file, edit it there, and send it as a set of PMs to Pitlords. |
| SauroGrenom05-07-07, 06:04 PM | There are a ton of typos and English errors in the 'Rules of Gladius' thread. I'd be willing to go through and edit them, but I won't be able to do it for a couple of months (my internet is too slow here, but I'll be moving) and I'd need access to the Pitlords account. Sorry, not likely. If you want to contribute, then simply post quotes pointing to the errors. Or you can "quote" the rules post and paste it into a word document. Then edit it and email it to MWB. |
| Horatius05-07-07, 06:45 PM | Sorry, not likely. If you want to contribute, then simply post quotes pointing to the errors. Or you can "quote" the rules post and paste it into a word document. Then edit it and email it to MWB. Hey, I won't lose sleep over it. Doing it peacemeal will be way less efficient. Quote and e-mail should work though. |
| Vathelokai05-07-07, 07:19 PM | You can always copy the lot into a word file, edit it there, and send it as a set of PMs to Pitlords. I'd suggest we get the larger corrections done and then do the proofreading. Keeps us from going over things twice. |
| hogarth05-08-07, 07:03 AM | #1 - Please clarify the wording of which allies will affect your rewards if you bring them in. At least change "Animate Object" to "permanent Animated Objects". (I believe the intent is that prebuffed allies that don't come from a magic item (Figurines of Wondrous Power) count against rewards, but maybe that needs to be debated.) #2 - Please clarify the wording of this sentence: "Just like resist energy and other spells, expendables with polymorph (including Alter Self, Metamorphosis, Polymorph any Object, Shapechange) must be specified beforehand." This falsely implies that a scroll of Resist Energy must have an energy type specified beforehand. Maybe it should say "Just like potions of resist energy and other spells...". |
| McJarvis05-08-07, 11:51 AM | I do not believe the wording of the "Rob Store" free activity is supposed to be confining. (expendibles only). It should merely let you steal any one item, which is then returned at the end of the fight. [Ie-> Poison, Elixirs, Eventually wands*, etc should be allowed even if they are not technically "expendibles"] This is likely because Cat isn't a native English speaker...? I don't see a problem with "Stealing" perm. items either, since they're ultimately only available for that fight. *Long way away. Would require +28 to both checks, wowzers! |
| Zevox05-08-07, 11:59 AM | Hate to tell you McJarvis, but thats not an error. When that skill package was added, it was deliberately just for expendables. What you're looking at is a change to the package, not a fix of an error. I'd suggest taking that to the Council. Zevox |
| McJarvis05-08-07, 12:04 PM | Hate to tell you McJarvis, but thats not an error. When that skill package was added, it was deliberately just for expendables. What you're looking at is a change to the package, not a fix of an error. I'd suggest taking that to the Council. Zevox There's an error here somewhere. Should poisons//1-shot wondrous items be treated as expendibles then?(I think NiQil quoted a court-something that excluded them) I'll go fishing in the council. |
| MindWandererB05-08-07, 03:39 PM | There's an error here somewhere. Should poisons//1-shot wondrous items be treated as expendibles then?(I think NiQil quoted a court-something that excluded them) I'll go fishing in the council. No, it was definitely supposed to be expendables only, ever since someone got the bright idea of stealing an archer's arrows. |
| McJarvis05-08-07, 03:40 PM | No, it was definitely supposed to be expendables only, ever since someone got the bright idea of stealing an archer's arrows. Rob store doesn't take from your opponent: you're thinking of burg. |
| MindWandererB05-08-07, 03:43 PM | #1 - Please clarify the wording of which allies will affect your rewards if you bring them in. At least change "Animate Object" to "permanent Animated Objects". (I believe the intent is that prebuffed allies that don't come from a magic item (Figurines of Wondrous Power) count against rewards, but maybe that needs to be debated.) #2 - Please clarify the wording of this sentence: "Just like resist energy and other spells, expendables with polymorph (including Alter Self, Metamorphosis, Polymorph any Object, Shapechange) must be specified beforehand." This falsely implies that a scroll of Resist Energy must have an energy type specified beforehand. Maybe it should say "Just like potions of resist energy and other spells...".The latter is fixed. As to the former, I'm not sure that it's unclear. I don't want to say "allies that don't come from a magic item" because that would encompass Golem Manuals, which should be penalized. And if someone figures out how to make a nonpermanent Animate Objects last over an hour, I think that should be penalized as well.Rob store doesn't take from your opponent: you're thinking of burg.You mentioned burglary, too. But as Zevox said, this would be a rule change, not a correction or clarification. |
| Yitzi05-08-07, 04:13 PM | As to the former, I'm not sure that it's unclear. I don't want to say "allies that don't come from a magic item" because that would encompass Golem Manuals, which should be penalized. And if someone figures out how to make a nonpermanent Animate Objects last over an hour, I think that should be penalized as well. Perhaps just say animated objects except nonpermanent ones from magic items. |
| McJarvis05-08-07, 04:18 PM | You mentioned burglary, too. *re-reads his post* No I didn..... *re-reads MWB's "Gamemaster" tag* Yeah, I guess I did. Good point. |
| MindWandererB05-08-07, 04:21 PM | *re-reads his post* No I didn..... *re-reads MWB's "Gamemaster" tag* Yeah, I guess I did. Good point. Now, now, don't start with that. I inferred when you mentioned "stealing" as a seperate clause that you were referring to burglary. I see that I misread your intent there. |
| McJarvis05-08-07, 04:24 PM | Now, now, don't start with that. I inferred when you mentioned "stealing" as a seperate clause that you were referring to burglary. I see that I misread your intent there. You know I'm just kiddin around with ya ;) Only mentioned it because today is the first day I noticed it when browsing profiles. |
| hogarth05-08-07, 04:42 PM | As to the former, I'm not sure that it's unclear. I don't want to say "allies that don't come from a magic item" because that would encompass Golem Manuals, which should be penalized. And if someone figures out how to make a nonpermanent Animate Objects last over an hour, I think that should be penalized as well. Actually, the wording I was complaining about was fixed some time ago; apparently I didn't notice. The old wording just said "These allies will always require a share of your XP" without mentioning a distinction between prebuffed/non-prebuffed allies. But it's still not clear if a gladiator can activate a Bronze Griffon in battle #1 and then have it prebuffed for battle #2 without paying a share of XP. Or she should be required to pay XP for it? |
| MindWandererB05-08-07, 05:09 PM | Actually, the wording I was complaining about was fixed some time ago; apparently I didn't notice. The old wording just said "These allies will always require a share of your XP" without mentioning a distinction between prebuffed/non-prebuffed allies. But it's still not clear if a gladiator can activate a Bronze Griffon in battle #1 and then have it prebuffed for battle #2 without paying a share of XP. Or she should be required to pay XP for it? As it is currently phrased, yes, the griffon would count as an ally for the second battle. I'm not sure I have a problem with that--the griffon is an X/day item, and it makes some sense that you normally use one expenditure per fight, or else it counts as a pre-summoned ally. |
| Rauul05-08-07, 05:12 PM | No, it was definitely supposed to be expendables only, ever since someone got the bright idea of stealing an archer's arrows. And whats wrong with stealing an archers arrows or a Barbarians Axe.. (if just for that one fight).. especually since Guard eliminates it completely.. Just makes people think outside the box on thier tactics... |
| TelinArtho05-08-07, 05:15 PM | Guard doesn't block it completely - it provides a +5 to the OL DC. If the thief has maxed skills and a +8 mod from other sources (dex, [Ma] tools, custom item), guard will rarely block anything (exception - another thief with a good OL skill...) As to stealing primary items - that was not the intent of the skill package. |
| hogarth05-08-07, 05:16 PM | As it is currently phrased, yes, the griffon would count as an ally for the second battle. I'm not sure I have a problem with that--the griffon is an X/day item, and it makes some sense that you normally use one expenditure per fight, or else it counts as a pre-summoned ally. I would be fine with that interpretation. But that has not been how it has dealt with in the past, I think. |
| MindWandererB05-08-07, 05:24 PM | I would be fine with that interpretation. But that has not been how it has dealt with in the past, I think. I know. But this revision/clarification would change that (just as it would change pulling a wagon into a fight and animating it). |
| Zevox05-08-07, 05:53 PM | Just noticed, in the character roster, templer10's Elric Flamebrother is listed as ECL 5 (without an "active" tag), but he just reached ECL 6 this week. Hey, you said the character thread was fair game ;) . Zevox |
| hogarth05-08-07, 06:00 PM | One more suggestion -- when you make a batch of changes, could you please post a summary of the differences in a post somewhere (for future reference)? I prefer that to having "stealth" rules changes implemented whenever the Gamemaster feels like it. |
| MindWandererB05-08-07, 06:01 PM | Just noticed, in the character roster, templer10's Elric Flamebrother is listed as ECL 5 (without an "active" tag), but he just reached ECL 6 this week. Hey, you said the character thread was fair game ;) . Zevox So he is. Forgot to check to see if he levelled after the fight correction. |
| SauroGrenom05-08-07, 06:02 PM | The 1st post of the rules thread has a link to the "grandmaster". This goes to Caterane, and it should probably be shifted to go to MindWandererB. Rules post #5 still has the old outdated elders and their jobs listed. Also the "people" section points to outdated archived threads. Rules post #10 should probably state that you can start in your starting box prone. This comes up every once in a while with new people. Also it should probably be stated that you cannot put anything into the map like caltrops or lay out 10 loaded crossbows or put down the 5 colossal siagnam. |
| MindWandererB05-08-07, 06:03 PM | One more suggestion -- when you make a batch of changes, could you please post a summary of the differences in a post somewhere (for future reference)? I prefer that to having "stealth" rules changes implemented whenever the Gamemaster feels like it. That's why I added a page at the beginning of the Council thread. All rule changes should be discussed there, and the resolution will be linked to the post finalizing the decision. As you can see, the "fix" for magical allies is on that list. |
| MindWandererB05-08-07, 06:23 PM | The 1st post of the rules thread has a link to the "grandmaster". This goes to Caterane, and it should probably be shifted to go to MindWandererB. Rules post #5 still has the old outdated elders and their jobs listed. Also the "people" section points to outdated archived threads. Rules post #10 should probably state that you can start in your starting box prone. This comes up every once in a while with new people. Also it should probably be stated that you cannot put anything into the map like caltrops or lay out 10 loaded crossbows or put down the 5 colossal siagnam. First and third points addressed. I'll fix the second when we've redistributed the roles. Prisonlords and Guildlords have already been determined, but the duties of Scribelords (maintaining the World of Gladius project) and Eventlords (Newspaper of Gladius and global events), and the upcoming, unnamed 'lord of the Living Characters add-on still need to be decided on, since no one's doing them right now. I'll update that post when I have names to put in it. |
| MindWandererB05-10-07, 03:07 PM | Here are just some a couple of administrative things that I'd like to take care of now that Cat's gone. There's no reason to use CET for the pairings deadline, since Pitlords doesn't live in Germany anymore. I'm going to change all those references so that they read 12:00 PM PST/3:00 PM EST, since most of us live in the U.S. Cat always refused my suggestions that ECL be put into characters' title lines because he figured people would forget to do it. Well, ya know what? I don't care if folks forget sometimes; it's an extra backup system for when I screw up. So I'd like ECL to be included in title lines whenever a character levels up. If you forget, hopefully I caught it anyway. |
| TelinArtho05-10-07, 03:16 PM | Just to be clear - only when the character levels up or all the time? |
| SauroGrenom05-10-07, 03:18 PM | Just to be clear - only when the character levels up or all the time? I'd think better make it all the time. It's easier to forget something you only do every now and then. |
| Macbrea05-10-07, 03:37 PM | Character thread is 1121 posts long. It has 131 active characters in the thread. What are the chances of starting a new thread having that one stickied and linking those 131 characters? Then releasing the long thread to the ether? |
| TelinArtho05-10-07, 03:41 PM | Whenever the character thread gets a new version - copies of everyone should be made in the new thread. Still - I would think it is preferable at this point to keep it. 1000 posts isn't so bad since it doesn't grow too quickly. |
| MindWandererB05-10-07, 04:28 PM | I'd think better make it all the time. It's easier to forget something you only do every now and then.It doesn't matter to me. People forget to set their characters ready correctly half the time anyway (missing week numbers, missing free activities--Malither76 even usually uses Tuesday's date instead of Wednesday's!). But if we add it to the template title line, it might be easier. Character thread is 1121 posts long. It has 131 active characters in the thread. What are the chances of starting a new thread having that one stickied and linking those 131 characters? Then releasing the long thread to the ether?I don't want to mess with that until the WizOs tell me I have to--characters come out of retirement on a fairly regular basis, and the thread is so long that it'll be impossible to link to it if it becomes archived (the archived Battles threads are already untouchable). I think my Moderator powers would allow me to move posts to another thread... worst-case scenario is that I'd transfer the inactive characters to a "graveyard" thread. But I'll deal with that when I have to. |
| hogarth05-10-07, 05:16 PM | Some creatures (with Int <= 6) are missing from the Diplomacy allies list: lantern archon belker hill giant dire wereboar Also, the hellwasp swarm should be moved from the list of Handle Animal allies to the list of Diplomacy allies (since it's too smart for Handle Animal). |
| MindWandererB05-10-07, 05:49 PM | Some creatures (with Int <= 6) are missing from the Diplomacy allies list: lantern archon belker hill giant dire wereboar Also, the hellwasp swarm should be moved from the list of Handle Animal allies to the list of Diplomacy allies (since it's too smart for Handle Animal). Unfortunately, I have no idea what formula was used to determine the BaseCDs of the Diplomacy allies.... |
| hogarth05-10-07, 06:45 PM | Unfortunately, I have no idea what formula was used to determine the BaseCDs of the Diplomacy allies.... Here it is: The value infront of the creature's name is the BaseCD Cost (remember that the CD Cost of all your Diplomacy Allies combined must not exceed your maxCD). The BaseCD Cost is 5+HD+CR of the ally. |
| NiQil05-10-07, 09:45 PM | It doesn't matter to me. People forget to set their characters ready correctly half the time anyway (missing week numbers, missing free activities--Malither76 even usually uses Tuesday's date instead of Wednesday's!). But if we add it to the template title line, it might be easier. I don't want to mess with that until the WizOs tell me I have to--characters come out of retirement on a fairly regular basis, and the thread is so long that it'll be impossible to link to it if it becomes archived (the archived Battles threads are already untouchable). I think my Moderator powers would allow me to move posts to another thread... worst-case scenario is that I'd transfer the inactive characters to a "graveyard" thread. But I'll deal with that when I have to. I'll adjust the template on the Standard Character Sheet in the Prison, and then you can copy the sheet to the rules thread, and use it to edit the template examples in the rules thread as well. |
| McJarvis05-12-07, 11:33 AM | Domain Wizard rules need to be clarified. Currently you can pick any prohibited school you want(our House rule), but it is unclear whether you can still cast domain spells belonging to that prohibited school. Examples: Illusion Domain wizard picks the Illusion school Storm Domain wizard picks either evocation or conjuration schools There should probably be some text that reads: Domain Wizards can not cast spells in their opposed schools, regardless of whether your domain contains spells of the chosen opposed school. Just to be clear. In a brief glance at the domains, only Storm seems to have multiple schools in it. |
| Yitzi05-14-07, 12:14 PM | The list of available classes in the rules thread is seriously messed up in some places. Not only do many of them link to the wrong spot, but it includes some creatures without LA (which are generally the ones that link to the wrong spot), which the SRD more or less explicitly says means they are not suitable for play: Monsters suitable for play have a level adjustment given in their statistics., i.e. those without an LA are not suitable for play. These monsters have an LA given in the rules thread, I have no idea where said LA comes from. |
| TelinArtho05-14-07, 12:16 PM | As mentioned in the other thread, the exceptions that you see are from the Libris Mortis. The incorrect links of course should be fixed - can you identify which ones are in error and what they should be replaced with? |
| Yitzi05-14-07, 12:20 PM | The links for the no-core-LA races tend to link to the same page of the SRD as the listing preceding them-and since they are, on the whole, not to be found on that page, it just goes to the top of the page. Also, perhaps the fact that the LA comes from a non-core book should be noted so others don't make the same mistake. |
| SauroGrenom05-15-07, 07:58 PM | The post about our credit system needs to be updated. It includes things that no longer earn credits (maps), and has incorrect amounts of credits earned for other activities (violations in the prison). |
| MindWandererB05-15-07, 08:29 PM | The post about our credit system needs to be updated. It includes things that no longer earn credits (maps), and has incorrect amounts of credits earned for other activities (violations in the prison). Fixed. The initial post of the Prison was wrong, too, and has also been corrected. |
| McJarvis05-16-07, 05:06 PM | It always confuses me-> so someone else out there must be confused as well. Special: Free Activity 'Guard' protects against Burglary. A character can assign a trap to his equipment (must be mentioned on his sheet) which goes off unless the burglar disables it with a take 10. This always makes me think "Guard" protects against Burglary 100% of the time, instead of giving a bonus to the opposed check. |
| waywreth05-16-07, 07:07 PM | It always confuses me-> so someone else out there must be confused as well. This always makes me think "Guard" protects against Burglary 100% of the time, instead of giving a bonus to the opposed check. Actually I was under the impression if you use your free activity to guard, it does indeed prevent any chance of Burglary. |
| McJarvis05-16-07, 07:09 PM | Actually I was under the impression if you use your free activity to guard, it does indeed prevent any chance of Burglary. Nope. Looks like MWB has already gone on the job and updated the rule. :) Special: Free Activity 'Guard' increases the DC by 5 (so, the burglar has to beat the opponent's ECL+10 or Open Lock+5). A character can assign a trap to his equipment (must be mentioned on his sheet) which goes off unless the burglar disables it with a take 10. It used to be 100% protection, but then everyone was using Guard for a while & it more or less made burglary useless. The opposed bonus rule is favorable, I think. (As an example: See Davian[ECL3]'s fight this week. He avoided the burglary attempt by guarding, but the rogue could conceivably have beat the higher score if he was more focused on burglaries) |
| Yitzi05-16-07, 11:00 PM | (As an example: See Davian[ECL3]'s fight this week. He avoided the burglary attempt by guarding, but the rogue could conceivably have beat the higher score if he was more focused on burglaries) How? Max Dex even if you use a racial bonus of +2 is 20 for +5, max ranks is ECL+3, then 2 for tools gives ECL+10, which does not beat ECL+10. |
| Erithmu05-16-07, 11:42 PM | How? Max Dex even if you use a racial bonus of +2 is 20 for +5, max ranks is ECL+3, then 2 for tools gives ECL+10, which does not beat ECL+10.Feats: Deft hands (I think) or Skill Focus |
| McJarvis05-17-07, 06:28 AM | How? Max Dex even if you use a racial bonus of +2 is 20 for +5, max ranks is ECL+3, then 2 for tools gives ECL+10, which does not beat ECL+10. 1)Dex+6 + 6 Ranks + Tool = 14. [Requires Magic +Dex item, not impossible, though surely difficult] 2)Skill Focus feats, as Rith mentioned. 3)Magical Open locks skill bonus item etc, etc Just all of them require you specialize a bit more. If you compare this to other skills, it makes sense. With intimidate you more or less are required to get a skill focus + magical bonus item in order to scare away enemies completely. Of course: Not [I]nearly as many people use guard nowadays. Even with Davian I almost put a regular free +gp craft skill on him & at the last second changed my mind to use the craft bows/armor for flavour. |
| Yitzi05-17-07, 08:19 AM | 1)Dex+6 + 6 Ranks + Tool = 14. [Requires Magic +Dex item, not impossible, though surely difficult] For a beginning player it is impossible: starting gold is 3k, minimum price for +DEX item (excluding +1 DEX which requires credits and doesn't do the job anyway) is 4k. |
| Khaim05-17-07, 08:45 AM | For a beginning player it is impossible: starting gold is 3k, minimum price for +DEX item (excluding +1 DEX which requires credits and doesn't do the job anyway) is 4k. Still, 20 Dex and Skill Focus gets you a +15, which is plenty. Basically, your skill is (3+HD+Dex+misc) and needs to beat ECL+10; assuming you have no LA, your Dex+misc needs to be 8 or more. So any feat plus masterwork tools and a decent Dex score will do it, as will 6+ Dex and tools. |
| McJarvis05-17-07, 08:55 AM | For a beginning player it is impossible: starting gold is 3k, minimum price for +DEX item (excluding +1 DEX which requires credits and doesn't do the job anyway) is 4k. Once your done with your first 3FC you'll have the necessary funds if you plan appropriately(and win a fight or two), is what I was getting at. [So it is possible within ECL 3.] Khaim captured the essence of what I was saying, though: it is possible, it just requires some dedication on the part of the PC. Not worth it, IMO, but it's there. |
| Zevox05-17-07, 09:59 AM | How? Max Dex even if you use a racial bonus of +2 is 20 for +5, max ranks is ECL+3, then 2 for tools gives ECL+10, which does not beat ECL+10. What do you mean, ECL+10 doesn't beat ECL+10? Last I checked, meeting a DC was considered beating it just as much as being higher than it in this game (for saves, skills, the works). Which means 6 ranks + 5 dex + 2 tool = +13 works against anyone without open locks skill at level 3. Zevox |
| TelinArtho05-17-07, 10:16 AM | Actually - the way burglary is written you have to Beat the DC - not just meet it. |
| Khaim05-17-07, 10:28 AM | Actually - the way burglary is written you have to Beat the DC - not just meet it. Well, that's somewhat of an inconsistency then, isn't it? |
| Khaim05-17-07, 10:32 AM | Well, here goes. I'm going through the Rules thread and cleaning things up a bit. Most of this is wording, spelling, and grammar; I avoided making any changes in the substance of what was there. In places I feel need changes in content I added comments to that effect, including suggested text in some cases. The Rules of Gladius: Playable Races and Classes Race and Class - Available Races The following tables include all playable races. By default, all characters start at ECL 3. You may at a higher league (that is, with an ECL greater than 3) by paying five credits for every extra ECL. For example, if you wish to start at ECL 7, you must pay 20 credits. Note: Some of the level adjustments come from sources other than the Monster Manual; they are legal choices in the CoCo despite this. The following table lists all races that can be entered at no credit cost. I reworded the above paragraphs to be a bit clearer. Also, I think there was some discussion about LAs from non-SRD sources, and whether they should be legal. Not my job. Level Race Class Race Adj. HD Lvl Human (http://www.systemreferencedocuments.org/35/sovelior_sage/races.html) +0 0 3 Dwarf (http://www.systemreferencedocuments.org/35/sovelior_sage/races.html) +0 0 3 Dwarf, Deep (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersDrtoDw.html#deep-dwarf) +0 0 3 Dwarf, Mountain (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersDrtoDw.html#mountain-dwarf) +0 0 3 Elan (http://www.systemreferencedocuments.org/35/sovelior_sage/psionicMonsters.html#elan) +0 0 3 Elf (http://www.systemreferencedocuments.org/35/sovelior_sage/races.html) +0 0 3 Elf, Aquatic (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersEtoF.html#aquatic-elf) +0 0 3 Elf, Gray (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersEtoF.html#gray-elf) +0 0 3 Elf, Wild (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersEtoF.html#wild-elf) +0 0 3 Elf, Wood (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersEtoF.html#wood-elf) +0 0 3 Gnome (http://www.systemreferencedocuments.org/35/sovelior_sage/races.html) +0 0 3 Gnome, Forest (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersG.html#forest-gnome) +0 0 3 Goblin (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersG.html#goblin) +0 0 3 Half-Elf (http://www.systemreferencedocuments.org/35/sovelior_sage/races.html) +0 0 3 Half-Orc (http://www.systemreferencedocuments.org/35/sovelior_sage/races.html) +0 0 3 Halfling (http://www.systemreferencedocuments.org/35/sovelior_sage/races.html) +0 0 3 Halfling, Deep (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersHtoI.html#deep-halfling) +0 0 3 Halfling, Tallfellow (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersHtoI.html#tallfellow-halfling) +0 0 3 Kobold (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersKtoL.html#kobold) +0 0 3 Maenad (http://www.systemreferencedocuments.org/35/sovelior_sage/psionicMonsters.html#maenad) +0 0 3 Orc (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersOtoR.html#orc) +0 0 3 Xeph (http://www.systemreferencedocuments.org/35/sovelior_sage/psionicMonsters.html#xeph) +0 0 3 Aasimar (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersOtoR.html#aasimar) +1 0 2 Blue (http://www.systemreferencedocuments.org/35/sovelior_sage/psionicMonsters.html#blue) +1 0 2 Dromite (http://www.systemreferencedocuments.org/35/sovelior_sage/psionicMonsters.html#dromite) +1 0 2 Dwarf, Duergar (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersDrtoDw.html#duergar-dwarf) +1 0 2 Dwarf, Duergar (Psi) (http://www.systemreferencedocuments.org/35/sovelior_sage/psionicMonsters.html#duergar-psionic) +1 0 2 Half-Giant (http://www.systemreferencedocuments.org/35/sovelior_sage/psionicMonsters.html#half-giant) +1 0 2 Hobgoblin (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersHtoI.html#hobgoblin) +1 0 2 Merfolk (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersMtoN.html#merfolk) +1 0 2 Tiefling (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersOtoR.html#tiefling) +1 0 2 Elf, Dark (Drow) (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersEtoF.html#drow-elf) +2 0 1 Githyanki (MM, p127) +2 0 1 Githzerai (MM, p129) +2 0 1 Gnoll (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersG.html#gnoll) +1 2 0 Lizardfolk (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersKtoL.html#lizardfolk) +1 2 0 Locathah (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersKtoL.html#locathah) +1 2 0 The following table lists all "Exotic Races”. These races must start at a higher ECL because of their Level Adjustment and/or racial HD. The ECL listed in the table is the minimum ECL that race can have, with the corresponding credit cost. You may start at a higher ECL than the minimum by paying additional credits. No matter what race you choose or how advanced the character is, the cost to create a character is 5 credits per ECL over 3. I rewrote this paragraph as well. Lvl Race Class Cred Race Adj HD Lvl ECL Cost Gnome, Deep (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersG.html#svirfneblin-gnome) +3 0 1 4 5 Bugbear (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersBtoC.html#bugbear) +1 3 0 4 5 Demon, Dretch (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersDtoDe.html#dretch-demon) +2 2 0 4 5 Grimlock (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersG.html#grimlock) +2 2 0 4 5 Krenshar (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersKtoL.html#krenshar) +2 2 0 4 5 Sahuagin (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersS.html#sahuagin) +2 2 0 4 5 Sprite, Grig (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersS.html#grig) +3 1 0 4 5 Sprite, Nixie (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersS.html#nixie) +3 1 0 4 5 Troglodyte (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersTtoZ.html#troglodyte) +2 2 0 4 5 Ghoul (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersS.html#ghoul) +3 2 0 5 10 Sprite, Pixie (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersS.html#pixie) +4 0 1 5 10 Derro (Sane) (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersDtoDe.html#derro) +2 3 0 5 10 Dragon, White (Wyrmling) (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersDrtoDw.html#white-dragon) +2 3 0 5 10 Kuo-Toa (MM, p163) +3 2 0 5 10 Pseudodragon (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersOtoR.html#pseudodragon) +3 2 0 5 10 Sahuagin (4 arms) (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersS.html#sahuagin) +3 2 0 5 10 Skum (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersS.html#skum) +3 2 0 5 10 Triton (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersTtoZ.html#triton) +2 3 0 5 10 Azer (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersA.html#azer) +4 2 0 6 15 Centaur (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersBtoC.html#centaur) +2 4 0 6 15 Dragon, Brass (Wyrmling) (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersDrtoDw.html#brass-dragon) +2 4 0 6 15 Ogre (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersOtoR.html#ogre) +2 4 0 6 15 Shadow (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersOtoR.html#shadow) +3 3 0 6 15 Yuan-Ti, Pureblood (p263) +2 4 0 6 15 Allip (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersS.html#allip) +3 4 0 7 20 Aranea (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersA.html#aranea) +4 3 0 7 20 Dragon, Black (Wyrmling) (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersDrtoDw.html#black-dragon) +3 4 0 7 20 Dragon, Copper (Wyrmling) (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersDrtoDw.html#copper-dragon) +2 5 0 7 20 Satyr (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersS.html#satyr) +2 5 0 7 20 Sprite, Pixie (with Dance) (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersS.html#sprite) +6 0 1 7 20 Doppelganger (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersDitoDo.html#doppelganger) +4 4 0 8 25 Ghast (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersDitoDo.html#ghoul) +4 4 0 8 25 Minotaur (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersMtoN.html#minotaur) +2 6 0 8 25 Salamander, Flamebrother (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersS.html#salamander) +4 4 0 8 25 Unbodied (http://www.systemreferencedocuments.org/35/sovelior_sage/psionicMonsters.html#unbodied) +4 4 0 8 25 Vampire Spawn (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersDitoDo.html#vampire-spawn) +4 4 0 8 25 Wight (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersDitoDo.html#wight) +4 4 0 8 25 Dragon, White (very Young) (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersDrtoDw.html#white-dragon) +3 6 0 9 30 Ettercap (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersEtoF.html#ettercap) +4 5 0 9 30 Gargoyle (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersG.html#gargoyle) +5 4 0 9 30 Gargoyle, Kapoacinth (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersG.html#gargoyle) +5 4 0 9 30 Xill (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersTtoZ.html#xill) +4 5 0 9 30 Displacer Beast (MM 66) +4 6 0 10 35 Dragon, Black (Very Young) (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersDrtoDw.html#black-dragon) +3 7 0 10 35 Dragon, Blue (Wyrmling) (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersDrtoDw.html#blue-dragon) +4 6 0 10 35 Dragon, Brass (Very Young) (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersDrtoDw.html#brass-dragon) +3 7 0 10 35 Dragon, Bronze (wyrmling) (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersDrtoDw.html#bronze-dragon) +4 6 0 10 35 Dragon, Green (Wyrmling) (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersDrtoDw.html#green-dragon) +5 5 0 10 35 Drider (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersDrtoDw.html#drider) +4 6 0 10 35 Harpy (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersHtoI.html#harpy) +3 7 0 10 35 Nightmare (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersMtoN.html#nightmare) +4 6 0 10 35 Archon, Hound (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersA.html#hound-archon) +5 6 0 11 40 Dragon, Copper (Very Young) (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersDrtoDw.html#copper-dragon) +3 8 0 11 40 Dragon, Red (Wyrmling) (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersDrtoDw.html#red-dragon) +4 7 0 11 40 Dragon, Silver (Wyrmling) (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersDrtoDw.html#silver-dragon) +4 7 0 11 40 Bralani (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersBtoC.html#bralani) +5 6 0 11 40 Genie, Janni (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersG.html#janni) +5 6 0 11 40 Troll (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersTtoZ.html#troll) +5 6 0 11 40 Demon, Succubus (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersDtoDe.html#succubus-demon) +6 6 0 12 45 Devil, Bearded (Barbazu) (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersDtoDe.html#bearded-devil) +6 6 0 12 45 Dragon, Gold (Wyrmling) (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersDrtoDw.html#gold-dragon) +4 8 0 12 45 Dragon, White (Young) (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersDrtoDw.html#white-dragon) +3 9 0 12 45 Intellect Devourer (http://www.systemreferencedocuments.org/35/sovelior_sage/psionicMonsters.html#intellect-devourer) +6 6 0 12 45 Lammasu (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersKtoL.html#lammasu) +5 7 0 12 45 Ogre Mage (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersOtoR.html#ogre-mage) +7 5 0 12 45 Treant (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersTtoZ.html#treant) +5 7 0 12 36 Yuan-Ti, Halfblood (MM 264) +5 7 0 12 45 Dragon, Black (Young) (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersDrtoDw.html#black-dragon) +3 10 0 13 50 Dragon, Blue (Very Young) (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersDrtoDw.html#blue-dragon) +4 9 0 13 50 Dragon, Bronze (Very Young) (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersDrtoDw.html#bronze-dragon) +4 9 0 13 50 Dragon, Green (Very Young) (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersDrtoDw.html#green-dragon) +5 8 0 13 50 Genie, Djinni (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersG.html#djinni) +6 7 0 13 50 Lamia (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersKtoL.html#lamia) +4 9 0 13 50 Lillend (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersKtoL.html#lillend) +6 7 0 13 50 Mummy (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersKtoL.html#mummy) +5 8 0 13 50 Nymph (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersMtoN.html#nymph) +7 6 0 13 50 Slaad, Red (MM, page 228) +6 7 0 13 50 Devil, Chain (Kyton) (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersDtoDe.html#chain-devil) +6 8 0 14 55 Dragon, Brass (Young) (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersDrtoDw.html#brass-dragon) +4 10 0 14 55 Dragon, Silver (Very Young) (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersDrtoDw.html#silver-dragon) +4 10 0 14 55 Mercane (http://www.wizards.com/d20/files/v35/EpicMonsters(G-W).rtf) +7 7 0 14 55 Rakshasa (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersOtoR.html#rakshasa) +7 7 0 14 55 Salamander (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersS.html#salamander) +5 9 0 14 55 Shambling Mound (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersS.html#shambling-mound) +6 8 0 14 55 Slaad, Blue (MM, page 229) +6 8 0 14 55 Dragon, Copper (Young) (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersDrtoDw.html#copper-dragon) +4 11 0 15 60 Dragon, Red (Very Young) (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersDrtoDw.html#red-dragon) +5 10 0 15 60 Ettin (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersEtoF.html#ettin) +5 10 0 15 60 Inevitable, Zelekhut (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersHtoI.html#zelekhut-inevitable) +7 8 0 15 60 Mind Flayer (MM, page 186) +7 8 0 15 60 Couatl (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersBtoC.html#couatl) +7 9 0 16 65 Couatl (Psionic) (http://www.systemreferencedocuments.org/35/sovelior_sage/psionicMonsters.html#couatl-psionic) +7 9 0 16 65 Devil, Erinyes (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersDtoDe.html#erinyes-devil) +7 9 0 16 65 Dragon, Gold (Very Young) (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersDrtoDw.html#gold-dragon) +5 11 0 16 65 Dragon, Green (Young) (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersDrtoDw.html#green-dragon) +5 11 0 16 65 Giant, Hill (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersG.html#hill-giant) +4 12 0 16 65 Slaad, Gray (MM 231) +6 10 0 16 65 Slaad, Green (MM 230) +7 9 0 16 65 Yuan-Ti, Abomin. (MM 264) +7 9 0 16 65 Dragon, Black (Juvenile) (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersDrtoDw.html#black-dragon) +4 13 0 17 70 Dragon, Blue (Young) (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersDrtoDw.html#blue-dragon) +5 12 0 17 70 Dragon, Brass (Juvenile) (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersDrtoDw.html#brass-dragon) +4 13 0 17 70 Dragon, White (Juvenile) (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersDrtoDw.html#white-dragon) +5 12 0 17 70 Cerebrilith (http://www.systemreferencedocuments.org/35/sovelior_sage/psionicMonsters.html#cerebrilith) +9 9 0 18 75 Demon, Vrock (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersDtoDe.html#vrock-demon) +8 10 0 18 75 Dragon, Bronze (Young) (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersDrtoDw.html#bronze-dragon) +6 12 0 18 75 Dragon, Copper (Juvenile) (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersDrtoDw.html#copper-dragon) +4 14 0 18 75 Dragon, Silver (Young) (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersDrtoDw.html#silver-dragon) +5 13 0 18 75 Giant, Frost (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersG.html#frost-giant) +4 14 0 18 75 Giant, Stone (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersG.html#stone-giant) +4 14 0 18 75 Athach (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersA.html#athach) +5 14 0 19 80 Demon, Hezrou (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersDtoDe.html#hezrou-demon) +9 10 0 19 80 Dragon, Red (Young) (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersDrtoDw.html#red-dragon) +6 13 0 19 80 Giant, Fire (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersG.html#fire-giant) +4 15 0 19 80 Nightmare, Cauchemar (http://www.wizards.com/leaving.asp?url=http://www.systemreferencedocuments.org/35/sovelior_sage/monstersMtoN.html#nightmare&origin=) +4 15 0 19 80 Angel, Astral Deva (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersA.html#astral-deva-angel) +8 12 0 20 85 Archon, Trumpet (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersA.html#trumpet-archon) +8 12 0 20 85 Dragon, Gold (Young) (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersDrtoDw.html#gold-dragon) +6 14 0 20 85 Dragon, Green (Juvenile) (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersDrtoDw.html#green-dragon) +6 14 0 20 85 Giant, Stone (Elder) (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersG.html#stone-giant) +6 14 0 20 85 Morgh (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersG.html#mohrg) +6 14 0 20 85 Alignment: For most races, you may choose character’s alignment freely. However, if your race’s listed alignment is “always”, you are that alignment by default. For example, demons are listed as “always chaotic evil”; if you play a demon, your character is chaotic evil. You may change this alignment by paying 5 credits per step of alignment you wish to change. Thus, a lawful good pixie (always neutral good) costs 5 credits while a fallen chaotic evil hound archon (always lawful good) costs 20 credits. Rewrite here as well. Race and Class - Available Templates The following templates can be added to any of the above races. Each has a corresponding level adjustment, which modifies your character’s ECL and credit cost, as normal. Rewrite. Inherited Tempates (These can only be taken at character creation) LA Template +2 Celestial Creature (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersBtoC.html#celestial-creature) +2 Fiendish Creature (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersEtoF.html#fiendish-creature) +2 Phrenic Creature (http://www.systemreferencedocuments.org/35/sovelior_sage/psionicMonsters.html#phenric-creature) +3 Half-Dragon (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersHtoI.html#half-dragon) +3 Lycanthrope (natural) (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersKtoL.html#lycanthrope) (See below) +4 Half-Celestial (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersHtoI.html#half-celestial) +4 Half-Fiend (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersHtoI.html#half-fiend) The heading for this table was reversed from the contents. I assume this is how it was meant to be. Acquired Templates (These can be taken at any point during the character's career) Acquired Templates - unless taken at character creation - require a roleplaying component to be fulfilled. This is always a Standard 3-week Quest (http://boards1.wizards.com/showpost.php?p=6466804) with the template as the Quest Reward. The quest’s EL is at least as high as the character’s current ECL, and the character must complete the Quest to get the desired template. The player has to pay the appropriate credit cost for the increased ECL, which is 5° per extra level gained from the template. The player must also pay the normal credit cost for a 3-week Quest (3 credits). After completion, the character’s ECL increases to reflect the new template. He instantly jumps to the necessary ECL. He checks the table 3-2 (PHB, p22) to find the minimum XP for his new ECL, then adds the xp he gained during his quest. For gold, he takes the difference in wealth between his new ECL and his old ECL on table 5-1 (DMG, p135), adds that amount to his stash, then adds the gold and items he found in the Quest. Rewrites. Also, this paragraph references the PHB and DMG tables (I assume correctly, being AFB right now). Should it not refer to the tables further down this page, which list the “standard” XP and gold for a Gladius character of level X? The example below seems to use that table for XP, but not for gold. If you choose to change this to use Gladius’s XP and wealth tables, replace the above paragraph with the following: After completion, the character’s ECL increases to reflect the new template. He instantly jumps to the necessary ECL. He checks the XP/Gold by ECL table below to find the XP for his new ECL, then adds the xp he gained during his quest. For gold, he takes the difference in wealth between his new ECL and his old ECL on the same table, adds that amount to his stash, then adds the gold and items he found in the Quest. Example: Anna the halfling (ECL 3; 3500 XP, 3700 gp) led a happy life until her evil player decided that he wants her to die and rise as a ghost. Anna embarks on a Quest with the Quest Goal: Ghost Template. She faces three encounters, and although she has to die in the end to become a ghost, she must first complete the quest successfully - i.e. survive all encounters; her transformation into a ghost is a roleplaying component at the end of the Quest. She completes the quest and gains 4000 XP and 4000 gp. The ghost template has a level adjustment of +5, so her ECL is now 8. According to the table below, an ECL 8 character has 29,000 XP; Anna’s XP is set to that. She then adds the 4000 XP that she gained by completing her Quest. For her gold, she checks the table 5-1 in the DMG, and calculates the difference between ECL 3 and 8 to be 24,300 gp. She also gets the 4000 gp from her quest for a total gold reward of 28,300 gp, which she adds to her existing wealth (3700 gp). Anna ends up with 33,000 XP and 32,000 gold. She spent 28 credits; 3 for the Quest and 25 for increasing her ECL by 5. Minor rewrites. As mentioned above, this example uses the Gladius XP by level table but the DMG wealth by level table; it would be nice to be consistent. If you choose to change the example to use Gladius wealth by level, replace the last paragraph and the last line with: The ghost template has a level adjustment of +5, so her ECL is now 8. According to the table below, an ECL 8 character has 29,000 XP; Anna’s XP is set to that. She then adds the 4000 XP that she gained by completing her Quest. For her gold, she checks the table below and calculates the difference between ECL 3 and 8 to be 25,000 gp. She also gets the 4000 gp from her quest for a total gold reward of 29,000 gp, which she adds to her existing wealth (3700 gp). Anna ends up with 33,000 XP and 32,700 gold. She spent 28 credits; 3 for the Quest and 25 for increasing her ECL by 5. LA Template +2 Lycanthrope (afflicted) (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersKtoL.html#lycanthrope) (See below) +4 Lich (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersKtoL.html#lich) +5 Ghost (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersG.html#ghost) +8 Vampire (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersTtoZ.html#vampire) Same problem as the first table. Notes: Lycanthrope The lycanthrope template can be inherited or acquired. You may choose either one during character creation, but may only gain the acquired template later on. Although they are slightly different templates, you may only have one lycanthrope template. In addition to the level adjustment for the template itself, a lycanthrope adds the animal’s base HD to his own, which further increases his ECL. Example: Natural Human Werewolf Fighter 2 = (Human 0) + (Inherited Lycanthrope 3) + (Wolf 1) + (Fighter 2) = ECL 6 Deleted the copy/paste from the SRD; players can be expected to look up the template on their own, especially when it’s linked right here. Wrote what seems to be the relevant information, namely, the unusual LA on the lycanthrope template. Notes: Undead templates The ghost, vampire, and lich templates require the character to die, but do not incur a level loss. They are gained as a quest reward at the end of a Quest. Title changed to reflect content; dying isn’t just for ghosts anymore. Race and Class - Available Classes Playable Base Classes: Barbarian (http://www.systemreferencedocuments.org/35/sovelior_sage/barbarian.html), Bard (http://www.systemreferencedocuments.org/35/sovelior_sage/bard.html), Cleric (http://www.systemreferencedocuments.org/35/sovelior_sage/cleric.html), Druid (http://www.systemreferencedocuments.org/35/sovelior_sage/druid.html), Fighter (http://www.systemreferencedocuments.org/35/sovelior_sage/fighter.html), Monk (http://www.systemreferencedocuments.org/35/sovelior_sage/monk.html), Paladin (http://www.systemreferencedocuments.org/35/sovelior_sage/paladin.html), Ranger (http://www.systemreferencedocuments.org/35/sovelior_sage/ranger.html), Rogue (http://www.systemreferencedocuments.org/35/sovelior_sage/rogue.html), Sorcerer (http://www.systemreferencedocuments.org/35/sovelior_sage/sorcerer.html), Wizard (http://www.systemreferencedocuments.org/35/sovelior_sage/wizard.html); Psion (http://www.systemreferencedocuments.org/35/sovelior_sage/psionicPsion.html), Psychic Warrior (http://www.systemreferencedocuments.org/35/sovelior_sage/psionicPsychicWarrior.html), Soulknife (http://www.systemreferencedocuments.org/35/sovelior_sage/psionicSoulknife.html), Wilder (http://www.systemreferencedocuments.org/35/sovelior_sage/psionicWilder.html); Adept (http://www.systemreferencedocuments.org/35/sovelior_sage/npcClasses.html), Aristocrat (http://www.systemreferencedocuments.org/35/sovelior_sage/npcClasses.html), Commoner (http://www.systemreferencedocuments.org/35/sovelior_sage/npcClasses.html), Expert (http://www.systemreferencedocuments.org/35/sovelior_sage/npcClasses.html), and Warrior (http://www.systemreferencedocuments.org/35/sovelior_sage/npcClasses.html). Playable Prestige Classes: Arcane Archer (http://www.systemreferencedocuments.org/35/sovelior_sage/arcaneArcher.html), Arcane Trickster (http://www.systemreferencedocuments.org/35/sovelior_sage/arcaneTrickster.html), Archmage (http://www.systemreferencedocuments.org/35/sovelior_sage/archmage.html), Assassin (http://www.systemreferencedocuments.org/35/sovelior_sage/assassin.html), Blackguard (http://www.systemreferencedocuments.org/35/sovelior_sage/blackguard.html), Dragon Disciple (http://www.systemreferencedocuments.org/35/sovelior_sage/dragonDisciple.html), Duelist (http://www.systemreferencedocuments.org/35/sovelior_sage/duelist.html), Dwarven Defender (http://www.systemreferencedocuments.org/35/sovelior_sage/dwarvenDefender.html), Eldritch Knight (http://www.systemreferencedocuments.org/35/sovelior_sage/eldritchKnight.html), Hierophant (http://www.systemreferencedocuments.org/35/sovelior_sage/hierophant.html), Horizon Walker (http://www.systemreferencedocuments.org/35/sovelior_sage/horizonWalker.html), Loremaster (http://www.systemreferencedocuments.org/35/sovelior_sage/loremaster.html), Mystic Theurge (http://www.systemreferencedocuments.org/35/sovelior_sage/mysticTheurge.html), Red Wizard (DMG, page 193), Shadow Dancer (http://www.systemreferencedocuments.org/35/sovelior_sage/shadowdancer.html), Thaumaturgist (http://www.systemreferencedocuments.org/35/sovelior_sage/thaumaturgist.html); Cerebremancer (http://www.systemreferencedocuments.org/35/sovelior_sage/psionicCerebremancer.html), Elocater (http://www.systemreferencedocuments.org/35/sovelior_sage/psionicElocater.html), Psionic Fist (http://www.systemreferencedocuments.org/35/sovelior_sage/psionicFist.html), Slayer (http://www.systemreferencedocuments.org/35/sovelior_sage/psionicSlayer.html), Metamind (http://www.systemreferencedocuments.org/35/sovelior_sage/psionicMetamind.html), Psion Uncarnate (http://www.systemreferencedocuments.org/35/sovelior_sage/psionicPsionUncarnate.html), Pyrokineticist (http://www.systemreferencedocuments.org/35/sovelior_sage/psionicPyrokineticist.html), Thrallherd (http://www.systemreferencedocuments.org/35/sovelior_sage/psionicThrallherd.html), and War Mind (http://www.systemreferencedocuments.org/35/sovelior_sage/psionicWarMind.html). Race and Class - Start XP/GP for all ECLs Most newly created characters will begin with ECL 3. However, you may wish to pay credits to enter at a higher ECL, perhaps because you want to play an exotic race. Once the character is up on the roster, you cannot buy additional levels by paying credits; you must level normally. (Exception: Adding a template increases your ECL at the cost of credits; see above.) The table below shows the starting XP and gold for each ECL. Entering a character at a higher level costs 5 credits per level beyond ECL 3. ***** Starting- ***** -ECL -XP -Gold ________________________ 3 3200 3000 4 6300 5700 5 10500 9500 6 15500 13500 7 22000 20000 8 29000 28000 9 38000 38000 10 47000 51000 11 57000 69000 12 69000 92000 13 82000 115000 14 95000 157000 15 110000 210000 16 126000 273000 17 143000 357000 18 160000 462000 19 179000 609000 20 200000 800000 Please notify the Pitlords Board Avatar if you want to enter a creature higher than ECL 3 Race and Class - XP Loss House Rules Under normal D&D rules, if a player character crafts a magic item or buries his familiar, he loses Experience Points. In the Core Coliseum, we have mostly removed voluntary and involuntary XP losses to simplify things. If your character crafts a magic item, you only need to pay the price in gold; forget about the XP cost. Likewise, you lose no XP if your familiar dies. Rewrite. I note that this paragraph does not address what happens if you want to craft an item than has an XP cost in addition to the normal crafting XP cost; a ring of three wishes, for example. This should probably be decided and added here. There is one exception to this rule: spells and powers. If a spell or power has an XP cost associated with casting it, you do pay this XP cost. In addition, you also lose a certain amount of gold, depending on your ECL and how much XP you spent. Find your ECL on the table below and multiply the XP cost by the given ratio; that is how much gold you lose. For example, if you are ECL 10 and cast a spell with an XP Cost of 100 XP, then you also lose 193 GP (100*1.93). Rewrite. I assume leaving powers out was an oversight, but if you meant to make psionics better than spellcasting, take the power references back out. ECL XP : GP 1 1 : 1.00 2 1 : 1.00 3 1 : 1.00 4 1 : 1.00 5 1 : 1.06 6 1 : 1.11 7 1 : 1.23 8 1 : 1.41 9 1 : 1.66 10 1 : 1.93 11 1 : 2.27 12 1 : 2.72 13 1 : 3.33 14 1 : 4.04 15 1 : 4.88 16 1 : 5.83 17 1 : 7.05 18 1 : 8.70 19 1 :10.70 20 1 :13.33 Race and Class - Character Retirement Sometimes, characters don't work as well as you might have initially thought, and it is of course within your rights to retire a character. Simply write a PM to the Pitlords GM Avatar and tell him that you want to retire the character. The only thing we ask is that you do not delete the character. Leave him as he is. The character will not be on the Roster anymore, but we still have backups of all character links; they only work if there is still a character in there. If your character was at least in the level 7 League, he has earned a place of honor on the Gladius Graveyard in the Characters thread. Minor rewrite. Back to the FAQ (http://boards1.wizards.com/showpost.php?p=6463399) Phew! |
| MindWandererB05-18-07, 01:54 PM | Nice work! I didn't make every change you suggested (such as deleting Cat's snide reference to Jindl's Anna), but I did do most of them. The LAs from non-SRD sources are staying unless they prove to be a problem, which is highly unlikely. We use the PHB XP tables for the purpose you mention because our tables add a small buffer for XP loss. That's probably not necessary anymore, since XP costs of most kinds were removed, but at any rate, that's why we use the PHB tables for everything other than starting characters. Also, your paraphrasing from the MM/SRD on lycanthropes was erroneous; since a lycanthrope retains the humanoid (or giant) type, it remains a legal candidate for the lycathrope template. You could conceivably have the template applied multiple times, even if they were both afflicted (or both natural!). I've awarded you a credit for your work. |
| McJarvis05-18-07, 02:21 PM | The LAs from non-SRD sources are staying unless they prove to be a problem, which is highly unlikely. I believe the actual request, so many posts ago, was that they be labeled as non-core LA's. I'm not really sure there is a need for this, but all the same...now you know. |
| MindWandererB05-18-07, 02:30 PM | I believe the actual request, so many posts ago, was that they be labeled as non-core LA's. I'm not really sure there is a need for this, but all the same...now you know. That fact wasn't even mentioned before; now it is. If anyone really cares which ones are which, they can figure it out, but it's not helpful info to play our game. |
| Khaim05-18-07, 10:18 PM | Nice work! ... I've awarded you a credit for your work. Thanks! And I didn't realize you could be a multiple lycanthrope, although I agree that it does seem to work. |
| Macbrea05-19-07, 12:27 PM | The map description of the statue in the temple is listed as Huge. As a result the statue takes up too much space. It needs to be listed as Gargantuan. This would allow a medium size creature to stand at it's base. Without that ruling no person may actually arrive in it's square. |
| SauroGrenom05-19-07, 12:33 PM | The map description of the statue in the temple is listed as Huge. As a result the statue takes up too much space. It needs to be listed as Gargantuan. This would allow a medium size creature to stand at it's base. Without that ruling no person may actually arrive in it's square.It's an object. Not a creature. So the space rules don't really apply. Also note that the ceiling is only 20'. So if it were gargantuan it would reach the ceiling, and I think it's intended to have some space remaining over the top. |
| Macbrea05-19-07, 12:41 PM | please, define which squares below the statue your allowed to stand in. http://www.hwx.it/coco/coco.php;v=1;map=temple;a=Name,M,15,17;b =Name,M,16,17;c=Name,M,15,14;d=Name,M,16 ,14;style=s By the rules of cutting corners these appear to be the only legal squares if it's not treated as a gargantuan inanimate object. |
| SauroGrenom05-19-07, 12:52 PM | From what I understand there are no squares "below" the statue. Below the statue is the lava pool. I've always thought of it as being a 15' high structure that fills the entire "island" in the middle of the lava. If you want be there, you need to climb on the statue. |
| MitzaVolchenko05-19-07, 12:54 PM | Well I've been killed by a horse standing on that island...so yeah...clarify or change. My tactics are pending a better description of that map. |
| NiQil05-19-07, 12:57 PM | Based on how it is visually, it would appear that the statue is 20 ft by 20 ft at it's base, with a 5 ft area of island completely surrounding it's base. The corner spaces are occupied, even though the statue doesn't extend all the way to the edge. So a medium creature can fight there just fine, with anything large getting squeezed. That's how it is run in most battles I have seen there as well....I for one use the middle island with great regularity for just this reason...helps take mounts out of the picture. |
| Macbrea05-19-07, 12:57 PM | No character in coco can jump from the ground to the top of a 15' statue across the lava. That would be an amazing DC. Assuming a 6' tall individual trying to reach their arms upto the top +2ft for arms would need to jump 7' high. DC 28 jump check. |
| TelinArtho05-19-07, 01:01 PM | You apparently haven't seen Jar-red's jump check lately... |
| Macbrea05-19-07, 01:03 PM | Yeah.. but how many fights have been run incorrectly if no square below the statue is legal? |
| TheMagister05-19-07, 06:41 PM | It was my interpretation that the statue was humanoid (stood on two feet...looked like "The Green Giant" in all those vegetable commercials with his hands on his hips and chest puffed out). I used the "If they're three sizes larger than you then you can go through their space unrestricted" rule for medium creatures. I allowed large creatures to squeeze because the statue isn't exactly a "creature", but an object, and so it made sense. Now that I spell it out, I can see that I pretty much made a DM call on that one. It makes sense, but it's not supported by anything that I can remember. :( TM |
| MindWandererB05-19-07, 07:43 PM | Since the obstacle blocks LOS, it isn't assumed to be creature-shaped. As described, it should fill the entire area, like a 20x20x15 rectangular prism. |
| TheMagister05-19-07, 08:31 PM | Then nobody without access to meld into stone (is that still around?) can share its space. All someone could do is jump the lava, try to catch themselves while falling (DC 20+climb check DC) and then climb the statue (DC 15?). If they fail the first check, they burn and die. If they fail the second by 5 or more, they burn and die. That doesn't seem to me to be the intent of the central statue... edit: AHA! Make it into a stone gazebo! Then it'll just EAT anyone that jumps into its space! Problem solved! if you don't understand the funny I just made, click here and read (http://cubiclemuses.com/cm/blog/archives/000239.html) |
| Usurpator05-19-07, 08:31 PM | That's funny and weird. Never gave the statue a second thought, but on all the fights I've run there (both as Pitlord and as gladiator) I always treated the statue as having a base that characters could stand upon and jump to without needing climb checks. Not a massive block thus. I've never seen anyone before claim otherwise. I think it makes for a more interesting fight and broader range of tactics if you allow a few squares on the base of the statue for gladiators to stand upon. After all, that is the purpose of the different maps, right? |
| Vathelokai05-19-07, 09:33 PM | When I made the map (yes, the cavern and temple are my fault....) It was a humanoid statue holding a tower shield (thus blocking LoS). the spaces below were intended to be stand-upon-able. It gave a bonus to anyone willing to put skill points in jump... that's what we did to give skills a bonus back before those new-fangled skill packages. ;) Revise as you wish. |
| Zevox05-19-07, 09:35 PM | I've always run it with the base as standable as well. By the image, it seems it should be that way. May I suggest revising the wording of the map to make that the way the rules have it and not just the way everyone thinks it is? Zevox |
| MindWandererB05-20-07, 02:22 AM | Then it sounds like what we should probably do is have the statue be a 10'x10'x15' rectangular prism. (Humans with tower shields don't block LOS for anyone but themselves, and even then only in one direction. And it must block LOS, so that corners don't spot each other right off.) Everyone okay with that? |
| Macbrea05-20-07, 12:13 PM | I am fine with calling it that. I always thought of it personally when pitlording as a Gargantuan Inanimate animated object. :P |
| TheMagister05-20-07, 06:30 PM | IF that is what we do, then we need to change the language in the map description to match. No more "always has cover," for example. |
| MindWandererB05-21-07, 01:59 PM | Than how's this for revised text:Obstacles: the central statue is treated as a 15' tall, 10' square obstacle, surrounded by a 5' safe "path;" the medium statues next to the boxes are 5'x5'x5'. They block Line of Sight just as a normal pillar would. All statues can be climbed with a DC 15 climb check, and you can sit on the shoulder of the statues if you are no larger than Large (for the central statue) or Small (for the smaller ones). In this case, your elevation is 15ft (for the huge statue) and 5ft (for medium statues), respectively and you are considered 'sitting' (-2 melee AC, +2 ranged AC, move action to 'stand up'), and on higher ground (+1 melee attacks vs opponents below you). Both statues have AC 3, Hardness 8, and either 1440 hp (huge) or 360 hp (medium).This treats the statues as sort of uneven blobs, rather like boulders. Note also that I changed the hit points; the way it was, the Medium stone statues were less than 3 inches thick! I made the asumption here that the Medium statues are 2 feet thick at the weakest point, and the Huge one four times that. |
| Macbrea05-21-07, 02:08 PM | looks good. |
| MitzaVolchenko05-21-07, 03:03 PM | Tactics will be on their way within an hour. Question...bg statue no longer provides cover, but does it require balance checks to stand on it? 10x10 square doesn't sound like a problem for standing... |
| TheMagister05-21-07, 08:09 PM | And can one be "prone" on top of a statue? {scratches head} Re: balance checks - I think it'd be reasonable to require them if you're standing. Sitting isn't a problem (I can see a person twinging their legs around a neck or arm/shoulder of the statue). I think DC 10 is fine. Great tactics, Mitza. Pretty good for "mush in your head". |
| MindWandererB05-21-07, 08:16 PM | I was actually thinking about that. Standing on top of the rounded head or shoulder of a statue actually sounds pretty tough, though. At best, I'd go with the DC 10 for the small surface, plus 2 for being uneven and 2 for being sloped, for a total of 14. For the smaller statues, I'd go with 19 (a base 15 surface, same modifiers). Consensus? |
| TheMagister05-21-07, 08:18 PM | Round it to 15 and call it good? |
| Zevox05-21-07, 08:24 PM | I was actually thinking about that. Standing on top of the rounded head or shoulder of a statue actually sounds pretty tough, though. At best, I'd go with the DC 10 for the small surface, plus 2 for being uneven and 2 for being sloped, for a total of 14. For the smaller statues, I'd go with 19 (a base 15 surface, same modifiers). Consensus? Works for me. Most folks would probably rather just sit anyway. Zevox |
| McJarvis05-22-07, 10:08 AM | Pitlords - Deadlines There is a deadline at which time your assigned fight must be posted on the fights thread, in proper shape. This deadline is Tuesday 9 PM GMT (Western European Time; click here to see Time Zones<--link). If you do not The link in the rules thread that I pointed out above goes to the allies of gladius section of the rules. |
| Yitzi05-22-07, 12:03 PM | And the parallel statement in the deadlines section says 9 AM GMT, so whichever one is wrong needs to be changed. |
| MindWandererB05-22-07, 05:13 PM | Announcement: I've gone through all the portions of the rules with precalculated values--namely, the XP/GP ratios and powerratings--and extended them to 2 additional decimal places. It's always bugged me how much they rounded, so now that's been changed. |
| Erithmu05-22-07, 08:10 PM | A need to line up the CoCo maps (in char thread) and the CoCo mapper (Drac's) with similar starting blocks ex: Temple NW clockwise maps: 1,2,3,4 mapper: 1,2,4,3 Not sure if this is with all the maps, but maybe check for uniformity. |
| Guildmaster (WAR)05-22-07, 08:13 PM | Also, there's the thing in the cavern map that leaves it asymmetrical. Look at the spaces between the statues... |
| MindWandererB05-22-07, 08:21 PM | Yeah, and the sewer is off, too (the north central water is on the wrong side). Unfortunately, although I could probably edit the maps in Paint Shop to fix them, I can't do anything about the ones in the Mapper, and Dracazar doesn't reply to my emails. So there's not a darn thing I can do about that except pray that Drac keeps his web site running. I've worried about that for a long time. |
| TheMagister05-22-07, 09:08 PM | Yeah. I miss him. He sure was a big help. I don't think I could run fights at all without his tools. |
| SauroGrenom05-22-07, 09:23 PM | Yeah, and the sewer is off, too (the north central water is on the wrong side). Unfortunately, although I could probably edit the maps in Paint Shop to fix them, I can't do anything about the ones in the Mapper, and Dracazar doesn't reply to my emails. So there's not a darn thing I can do about that except pray that Drac keeps his web site running. I've worried about that for a long time.Drac pops up every now and then on my Yahoo. Should I ask him to get in touch with you? |
| MindWandererB05-22-07, 10:11 PM | Drac pops up every now and then on my Yahoo. Should I ask him to get in touch with you? That would be nice, yes. I don't want to ask him for much, but we're so dependent on his tools that I kind of have to, every once in a while. I've already had to work around several of the mistakes/changes in the pairingsmaker. |
| Khaim05-23-07, 08:18 AM | That would be nice, yes. I don't want to ask him for much, but we're so dependent on his tools that I kind of have to, every once in a while. I've already had to work around several of the mistakes/changes in the pairingsmaker. You might want to ask him for the code and such to his tools, so if he drops off the face of the earth (it happens) you have something to build on. |
| Khaim05-24-07, 10:10 AM | This section is messy. I tried to clean it up as best I could, but people should check to make sure I kept the content the same. The Rules of Gladius: Skills and Feats While most of the skills work in the Core Coliseum (or don't) just as you would expect them to, there are a few skills that work slightly differently in Gladius, or have some special issues of note. When using any skill outside of a fight or encounter, you're always assumed to be taking 10 (unless you can't take 10 on the skill in question, like Use Magic Device, or as noted here). Note that some tasks refer to your modifier, not your check. I added a line about things being based off skill modifiers. I’m also going to try to update the rest of the rules to reflect “taking 10” where appropriate, mostly by increasing the DC by 10. What are Free Activities? As the name suggests, Free Activities are character actions that do not interfere with arena fights; they do not take up enough time to force a character to sit out. There are still some limits on Free Activities. First of all, Free Activities can only be used in conjunction with the character being active in one of the various Battles of Gladius. Other actions such as Quests/Miniquests, Operations and Campaigns do not grant Free Activities. You may only use one Free Activity per fight, never more. You must write it into the subject line of your character sheet (Example: Ready for June 3; Free Activity: teach 'seek' to direwolf). Linking Activities: Some activities must also be recorded on your sheet which is noted in the skill descriptions below. The Pitlord of your fight will post the Free Activity you mentioned in the headline of your sheet to the Fight Summary. You must link this post to your character sheet on the spot where it belongs to. For example, if you taught the seek trick to your wolf, you would have to link the post to the "Tricks" section of your ally on your sheet, and name the link "seek". Failure to do so means the trick/item/etc is not available. What are Full Activities? Full Activities are similar to Free Actions, but take up more time and may only be performed if the character is not otherwise occupied. Your character is considered active (marked [X] on the Roster) and can do nothing but the Full Activity (not even a Free Activity). Example Full Activities are crafting for more than 1000 gold or training two tricks to an animal. Note that full activities are not improved Free Activities. Linking Activities: Like Free Activities, Full Activities must be linked to the character sheet but since you do not fight, there is no fight or quest a Pitlord/Questlord can write it into. Instead, you have to link the correct weekly character actions on the Battles of Gladius thread (posted by the Pitlord Board Avatar). In this post, your Craft Activity is recorded which you have to link like described above. Failure to do so means the trick/item/etc is not available. Tools and Masterwork Tools Some skills require mundane tools to operate effectively, else the character suffers a -2 circumstance penalty for using improvised tools. These skills are Craft skills (artisan's tool: 5 gp) Diplomacy vs courtiers/nobles (Courtier's outfit and jewelry: 80 gp; Noble's outfit and jewelry and signet ring: 180 gp) Disable device (Thieves’ tools: 30 gp) Open lock (Thieves’ tools: 30 gp) Perform skills that require an instrument (Common musical instrument: 5 gp) Ride (Eiding saddle: price varies) You can buy a set of masterwork tools for certain skills which give you a +2 circumstance bonus for the skills. These masterwork tools are only available for Appraise by weight (Merchant's scale: 2 gp) [non-magic value only] Appraise by detail (Magnifying glass: 100 gp) [non-magic value only] Climb (Climber's kit: 80 gp) Craft Alchemy/Poisonmaking (Alchemy lab: 500 gp) Craft skills, all others (Artisan's tool: 55 gp) Disable device (Masterwork thieves’ tools: 100 gp) Disguise (Disguise kit: 50 gp/10charges) Handle Animal (Whistle: 50 gp) Heal (Healer's kit: 50 gp/10charges) Open lock (Masterwork thieves’ tools: 100 gp) Perform skills (Masterwork musical instrument: 100 gp) Professions (Various tools: 50 gp) Ride to stay in the saddle (Military saddle: price varies). Note that you need a different tool for each skill; for example, you need to buy seperate tools for Craft(Weaponsmithing) and Craft(Armorsmithing). Exceptions to this rule are the thieves’ tools (apply to Disable Device and Open Lock) and the alchemist's lab (alchemy and poisonmaking). You can buy magic items that grant a higher bonus and/or a bonus to skills not listed here (eg. listen, spot, etc) by paying credits (and the price, of course) in the Blackmarket (http://boards1.wizards.com/showthread.php?t=396641). Skill Package Activities Skill Packages are a combination of two or more skills or abilities that can be used to perform certain activities, many of them affecting your fight in a beneficial way. Some skill packages are Free Activities and must go into the title line of your sheet along with your ready status. Others are Automatic and do not require any action to use, although they should still be listed on your character sheet. The following Skill Package Activities are available. Sleight Of Hand Open Lock . Task: You must have at least 5 ranks in both skills. . Effect: You gain one item for your fight up to the product of Sleight of Hand x Open Lock modifiers. The item is lost after the fight. Special: 20 units of ammunition counts as one item for the purpose of this ability. All 20 must be identical. Open Lock (vs ECL+16) and (vs Open Lock) Search . Task: You must beat a DC of your opponent's ECL+16 or win an opposed open lock check (whichever is harder; if the opposed check is a tie the defender wins). Remember that all such checks are considered to be taking 10. . Effect: You may remove expendables (potions/oils, scrolls, tattoos, or power stones) from your opponent's sheet for the fight, up to a market price value of your Search modifier x "ECL Multiplier" (see table below). The item is returned to the opponent after the fight. You may not use this item. . Special: Free Activity 'Guard' increases the DC by 5 (so, the burglar has to beat the opponent's ECL+21 or Open Lock+5). A character can assign a trap to his equipment (must be mentioned on his sheet) which goes off unless the burglar disables it. . Note: The burglar writes a PM to both the Pitlord and the affected Player which items he wants to steal. If he hasn't sent this PM (to both) until Thursday 9 PM GMT (24 hours after pairings) his Burglary attempt fails. Appraise Bluff Sense Motive . Task: You need at least 5 ranks in all three skills . Effect: Gain a discount for one bought item in percent equal to the average of the three skills’ modifiers. It may not be raw materials or material components. Appraise Gather Information . Task: You need at least 5 ranks in both skills. . Effect: Sell one item for a value equal to (50 + the lowest of the two skill modifiers) percent. Normally, an item is sold at 50% of its market price. Multi ECL plier ----------- 3 x17 4 x20 5 x22 6 x24 7 x26 8 x28 9 x30 10 x32 11 x33 12 x35 13 x36 14 x37 15 x39 16 x40 17 x41 18 x42 19 x44 20 x45 Since these activities work without adding them to the title line, make sure you have the listed on your sheet in a clear manner and include a link to this section of the rules (Rules: Skills & Feats). Failure to link them means Skill Packages do not function. Forgery Sleight of Hand . Task: You need at least 5 ranks in both skills . Effect: You may exceed the limit on expendable items by (the sum of both skills’ modifiers) percent. Knowledge (Nobility and Royalty) Diplomacy . Task: You need at least 5 ranks in both skills . Effect: You gain a bonus to your XP Rewards equal to (the sum of both skills’ modifiers) percent. Calculate gold rewards from the new XP value. Knowledge (Nobility and Royalty) Money Earning skill (see below) . Task: You need at least 5 ranks in both skills. You must earn money with a Free Activity. . Effect: You gain a bonus to the money earned with the Free Activity equal to (your Knowledge Nobility modifier) percent. Please check everything above to make sure it still works the same. I tried to be diligent, but everyone makes mistakes. Particularly, with Court Connections, is the requirement supposed to include 5 ranks in the skill you use to make money? Attack/Defend Skill Packages Attack/Defend Skill Packages are require no Free Activity to activate. Instead, they are automatically activated anytime you fight. There are, however, some restrictions: You need at least 5 ranks in each skill mentioned, and you can only use them in a 1 vs 1 Battle of Gladius (not in Multiplayer fights, quests, etc). If you are in such a fight and have the required ranks, check the task requirements. If all task requirements are fulfilled, the activity is executed. I removed the following line, which appears to be misleading: If there are rolls involved, the pitlord sets them up before you send tactics. Attackers and Defenders: The following skill packages are divided into Attack Packages and Defend Packages. You may only use an Attack Package if you are the Attacker and a Defend Package if you are the Defender. To determine who is the Attacker and who is the Defender, check the order in which the characters are aligned in the Pairings Post: the left character is the Attacker; the right one is the Defender. Example: Gork the Orc (Player1) vs. Schecko (Player2) : Pitlord [Map] In this case, Gork would be the Attacker and Schecko the Defender. Note: Add any Package you can do to the title line, and make sure you have them listed on your sheet in a clear manner and include a link to this section of the rules (Rules: Skills & Feats). Failure to link them means the Skill Packages do not function. Hide (vs Spot) Move Silently (vs Listen) Bluff (vs Sense Motive) Sense Motive (vs Bluff) . Task: All four skills must be higher than the respective opposed skills of your opponent. . Effect: You may pick both you and your opponents’ starting boxes, and you gain a surprise round. The starting boxes can't be the same. Disguise (vs Spot) Gather Information (vs Gather Information) Bluff (vs Sense Motive) Open Lock (vs ECL+16) and (vs Open Lock) . Task: All four skills must be higher than the mentioned opposed skills of your opponent. In the case of Open Lock, the opposed check works the same way as it does in Burglary, above. . Effect: You gain one standard action against an opponent's ally. You may apply any prebuffed effect to the attack. This attack takes place before initiative is rolled, which in most cases means that the ally is flat-footed against the attack. If either character gets any prebuff or surprise rounds, they take place immediately following this attack. . Note: The action must affect the ally in a harmful way. You cannot use this action to buff yourself. Survival or Search (vs Track DC) Use Rope (vs Escape Artist) Knowledge(Geography) . Task: You have to pass the Track DC (Indoor: DC15; Outdoor: DC10; plus modifiers on PHB p101). Your must win an opposed check of your Use Rope against your opponent's Escape Artist. . Effect: You gain one free prebuff round just before the fight for every 5 points of modifier in Knowledge(Geography). . Note: Without the track feat, you can only find tracks up to DC 10. Search (vs Trap DC) Disable Device (vs Trap DC) . Task: You must own a trap, and pass the DCs by taking 10. . Effect: Your opponent faces this trap just before combat begins. A given trap may only be used once every 3-Fight-Cycle. Traps count as allies for determining how many allies you can bring with you to a fight. . Note: An opponent can ignore the trap if he passes the trap DC in both Search and Disable Device with by taking 10. A character who has found the trap (Search) can instead avoid it by making a check using the sum of his Balance, Climb, Jump, and Swim modifiers against the Disable Device DC + 20. To find a trap with a DC of 20 or more, you need the trapfinding ability. See NPC Services for more rules on traps. Balance (vs Balance) Climb (vs Climb) Jump (vs Jump) Swim (vs Swim) . Task: You must beat your opponent in an opposed check using each of the four skills. . Effect: You (and your allies) may start outside your home box by a number of squares equal to the sum of your skill checks minus the sum of your opponent’s skill checks. . Example: Your Balance+Climb+Jump+Swim check is 55 and your opponent's is 39, so you may start 16 squares (80 ft) outside your home box. I removed the “you need 5 ranks” from the task descriptions, since it was redundant. I also modified the text in Set Trap to reflect the trap rules. Finally, I changed the sentence about bypassing a trap with balance/climb/jump/swim to reflect the take 10 rules; I think it has the same difficulty it did before. Single Skill and No Skill Activities Like Skill Packages, Single Skill Activities can be used as a Free or Full Activity (as mentioned in its description) but involve mostly only one skill, with a second skill sometimes granting additional benefits. In addition, there are some activities that do not require any skills at all to use. The following list shows all Single Skill Activities available; for a detailed description, see the individual description in the skill entry below. Craft: Earn Money [Free] Gather Information: Shop in the Blackmarket without credits [Free/Full] Handle Animal: Train animals, vermin, or magical beasts [Free/Full] Intimidate: Frighten opponent’s allies [Free] Perform: Earn Money [Free] Profession: Earn Money [Free] Sleight of hand: Earn Money [Free] The following activities do not require any skill to use: Guard Home: You gain a +5 bonus to opposed checks against Burglary Hide Trail: The difficulty to track you increases by 5 Move Cautiously: You can Take 20 to search for a trap Earn Money (Profession/Crafts/Perform/Sleight)Not everyone was born as a gladiator. Many characters had to get their daily bread in another way, by using their talents and skills, and many continue to do so now. Once a week, as a Free Activity, you can use a skill to earn extra money if you have at least 5 ranks in that skill. The skills that may be used in this manner are Sleight of Hand, all Perform skills, all Profession skills, and some Craft skillsx. You may only use one skill at a time to earn money using one skill at a time! You earn (Take 10+skill modifier)*ECL gold pieces in a week. The Pitlord mentions this extra income at the bottom of the fight along with the fight rewards, and adds them together. x: all Craft skills except Craft armorsmithing, weaponsmithing, bowmaking, poisonmaking, and alchemy. These skills already have a function in the CoCo (see 'Other Skill Applications' below). Use Blackmarket Connection (Gather Information) Normally, a character can use secret contacts, outstanding favors, or bribes to buy custom items from the Blackmarket; these are expressed in a credit cost. Characters with at least 5 ranks in the Gather Information skill can circumvent that credit cost with their knowledge of Gladius' underworld. Once a week, as a Free Activity, you can buy one item that would normally cost credits without paying the credit cost, up to the allowed gp value. Alternatively, you can gain two such items as a Full Activity. The maximum value of one item depends on your ECL and your Gather information modifier: Look for your ECL in the table below, then multiply your gather information skill modifier with the multiplier. Note that you still need to pay the gold cost of the item you buy. You must link this activity. It is possible to accumulate up to three Free Activities of Gather Information to save for a more expensive item, but they must be within the same 3-Fight-Cycle. Multi ECL plyer ----------- 3 x17 4 x20 5 x22 6 x24 7 x26 8 x28 9 x30 10 x32 11 x33 12 x35 13 x36 14 x37 15 x39 16 x40 17 x41 18 x42 19 x44 20 x45 This skill use is rather poorly written. You can apparently use it up to three times, adding the gp limit together and then buy one item; or you can buy two items as a full activity- two items each up to the gp limit, summing to the gp limit? Or one item up to twice the gp limit? Train Beast (Handle Animal) You may teach a trick to an animal, train an animal, or teach or train a magical beast. The DC to do so is as listed in the PHB. Note that you always take 10 on such checks, so you generally need a skill modifier of +10 or higher to use this action. You can buy a masterwork tool (50 gp) which grants you a +2 circumstance bonus to your Handle animal skill. Training and Time: According to the rules, you need to spend only 3 hours a day training with your companion; this doesn't interfere with your arena fight. Once a week, as a Free Activity, you may teach one trick to your animal, or you may teach two tricks as a Full Activity, provided you have a high enough Handle Animal value. You must link this activity. Trained for War: If you want to equip your ally with barding, it needs to be trained for war or suffer penalties for not being proficient with armor. This requires the 'Combat Riding Package' which consists of the six tricks Attack, Come, Defend, Down, Guard, and Heel. Alternatively, you can customize your ally by exchanging its feats with armor proficiencies (see Rules: Allies I for more information about that). You can also train your animal tricks not listed in the PHB as long as they are reasonable and within the animals capabilities. We suggest you ask the GM or an Elder first. Here are some ideas for tricks (taken from the WotC homepage 'Wildlife'): Ambush (DC 15): The animal hides using the Hide skill to the best of its ability. It then stays in one place and attacks the first creature to come near it, unless it has been previously trained to recognize the creature as a friend. Bull Rush (DC 15): The animal attempts to bull rush a designated creature. Flush Out (DC 20): The animal moves into an area and, if it encounters any creatures, it makes noise and feints attacks toward the creature in an attempt to drive it to you. If the animal makes the creature move, there is a 50% chance that the quarry moves directly toward you. Otherwise, the quarry veers to your left or right (equal chance for each). Overrun (DC 15): The animal attempts to overrun a designated creature. If the animal has the trample special ability, it uses that ability against the creature if the creature is small enough to be affected. Pin (DC 15): The animal attempts to grapple and pin a designated creature. Stalk (DC 20): The animal follows a designated creature using the Hide and Move Silently skills to the best of its ability. It stays with the target until you call it off (normally accomplished with a whistle). If attacked by the designated creature, the animal attacks. If attacked by a different creature or severely wounded, the animal attempts to return to you. Frighten Allies (Intimidate) As a Free Activity, you can use your Intimidate skill to scare one or more allies of your opponent that have an intelligence of 3 or more. Your Intimidate modifier must be at least as high as (Ally CR + Ally Wisdom + Resistance to fear) to affect him or her (called Courage Value). There are three different effects depending on your Intimidate value relative to the Courage Value: Scared: Your intimidate skill is at least equal to the ally's Courage Value. Your opponent's ally is Shaken for the entire combat. Frightened: Your intimidate value is higher than the Courage Value by 5 or more. Your opponent's ally is Frightened for the first 4 rounds, then is Shaken for the entire combat. Panicked: Your intimidate value is higher than the Courage Value by 10 or more. Your opponent's ally is Panicked and does not appear to the fight. Multiple Allies: If the opponent has more than one ally, you can decide which ally you want to intimidate. After having intimidated the first ally, deduct the the Courage Value from your Intimidate Value. If you have points left, you can intimidate another ally (and so on) but your Intimidate value is decreased after each intimidation. The intimidate rules seem a little strange. Is there a reason the attacker wins ties? Also, why is the difficulty based on the ally’s CR, instead of HD? Handle Animal: If you also have a Handle Animal value equal to the CR of an opponent's ally, you may also intimidate animals. If you have a Handle Animal value of CR+5 you can intimidate magical beasts and vermin. Note: If the ally is immune to fear, he is also not subject to Intimidate. If the master has the Aura of Courage (Paladin 3), the ally gains an additional +4 bonus to resist the level check. Other Skill Applications Asides from the activities mentioned above, skills can also have passive or automatic effects which need no Free or Full Activity. Other skills need to be clarified on how they interact with the Core Coliseum and its environment. The following section addresses these issues. Concentration You can take 20 to become psionically focused outside combat, and you need to pass DC 20. You must list this action under the Prebuff Section on your sheet. Quest- and Campaignlords may require you to actually roll the checks, if they so desire. The Craft Skills Weaponsmithing, Armorsmithing, Bowmaking: You may craft any non-magical item with a listed price that is related to the respective craft skill. The cost of raw materials is 1/2 (not 1/3), but the speed of crafting is much faster than that given in the skill description: you can craft 1000 gp's worth of market price in one day. For example, an adamantine greatsword costing 3050 gp would take 4 days to craft, and cost you 1525 gp. You are assumed to be taking 10 on all crafting rolls. For example, the above adamantine greatsword would have a craft DC of 20, meaning that your character would need a Craft (weaponsmithing) skill bonus of at least +10. You can buy a masterwork tool (55 gp) for the respective craft skill which gives you a +2 circumstance bonus. Note: arrows and bolts are created with bowmaking. Poisonmaking and Alchemy: With Craft (poisonmaking), you can craft any non-magical poison listed in the DMG, p297. The cost of raw materials is 1/2 of the base price. There is no chance for failure and you complete it much faster. To create a poison, you need to have a skill modifier of at least as high as the respective poison's DC. For example, if you want to craft carrion crawler brain juice poison (DC 13), you would have to have a Craft poisonmaking modifier of +13 or more. You can buy an alchemist's lab (500 gp) which gives you a +2 circumstance bonus on this check. With Craft (alchemy), you can craft any alchemical item listed in the Equipment section of the PHB, or on p71 (Craft skill). Your modifier needs to be +5 for acid flasks, +10 for alchemist's fire, smokesticks, and tindertwigs, and +15 for antitoxins, sunrods, tanglefoot bags, and thunderstones. You also need to have at least one caster level in any spellcasting class, or one manifester level in any psionic class. You can buy an alchemist's lab (500 gp) which gives you a +2 circumstance bonus on this check. Craft (firearms) and Knowledge (engineering): If you have at least 5 ranks in each and pass DC 20 with a take 10, you can craft Renaissance Weapons (DMG,p145) at half the mentioned price. Such weapons cannot be bought. Note that some require you to take Exotic Weapon Proficiency and to craft special ammunition. The Rapid Reload feat can be used for firearms, and magical enchantments work like for any ranged weapon. Crafting and Time: You may craft items with a value up to 1000 gp as a Free Activity. You may also use a Full Activity to exceed that amount, up to the full week’s worth of time (7000 gp worth). Your character is still considered active and may not do any Free Activities that week. You may work on items over time; keep track of the progress made. You must link this activity. The Craft Feats This section includes all craft feats for spellcasters (scrolls, potions, arms and armor, rods, staffs, wands, rings, wondrous items, and constructs) as well as the equivalent items for psionic manifesters (tattoos, powerstones, dorjes, cognizance crystals, psicrowns, universal items, and psionic constructs). In order to craft a magic or psionic item, you must have the appropriate feat and any spell or power mentioned as necessary in the items entry. However, you do not have to have the caster level mentioned in the item's entry; you may craft it at a lower CL if you like. If you do, list the item’s CL in its description. Crafting follows the core rules as described in the DMG/XPH in the respective feat description. You pay 1/2 of the market price in raw materials; you do not lose XP when crafting. Crafting and Time: You may craft items with a value up to 1000 gp as a Free Activity. You may also use a Full Activity to exceed that amount, up to the full week’s worth of time (7000 gp worth). Your character is still considered active and may not do any Free Activities that week. Very expensive items might require you to spend multiple weeks crafting them. You must link this activity. Diplomacy Convincing arguments and a high charisma are one way to get a cohort which is expressed through the diplomacy skill, although it is restricted to creatures with an Intelligence from 3 to 6 (for creatures with lower intelligence, see Handle Animal; for more intelligent creatures, see leadership feat) and the number and power of the allies depends on your diplomacy value. You have to go on a Quest or Miniquest to get an ally. Additionally, there are several requirements that must be met (language, skill modifier, alignment, etc); see Rules: Allies I and Rules: Allies II for more details. Is this section being cut? Handle Animal You can use the Handle Animal skill to tame wild beasts. You will generally have to go on a Quest to find a particular beast. Once you have found it and overcome the Quest obstacle, it is yours. Finally, you must take the time to teach it tricks or train it for a purpose (see skill description (http://www.systemreferencedocuments.org/35/sovelior_sage/skillsAll.html#handle-animal) for details). See Rules: Allies I (http://boards1.wizards.com/showpost.php?p=6466763) for more information on which races you can obtain and train with Handle animal. To teach a trick to an animal, see Single Skill Activities above. Heal (Identifying Health Status) A character always knows his own health exactly, but guessing the injury level of others is a different matter. That's where the Heal skill comes in. Note that Heal can be used untrained, so a character with no ranks but a high Wisdom might be able to determine another creature’s health. Default: By default, a character without the appropriate value in the Heal skill can only determine another's health status as "Unconscious/Dead, Disabled, Injured, Uninjured" and automatically succeeds. Medicus: The study of medicine helps in assessing wounds. If a character has a Heal modifier at least as high as the target creature's HD+5, he can determine the injury level of that creature as "Dead, Unconscious, Disabled, Quarter Health, Half Health, Three-quarter Health, Uninjured". Additionally, a character recognizes the symptoms of poisons and diseases and can tell if someone is affected. Anatomist: Specialized in the field of anatomy, those characters can immediately see the exact health status of a creature. To use this, a character must have a Heal modifier as high as the target creature's HD+5 and have the appropriate Knowledge modifier for that type of creature at HD+5. For example, to determine the exact health status of a 7-headed Hydra [7 HD] a character needs Heal +12 and Knowledge (Arcana) +12. Bardic knowledge and Lore always count as the correct knowledge type. Hide and Spot These skills are often used incorrectly. Please read the Spot skill description (http://www.systemreferencedocuments.org/35/sovelior_sage/skillsAll.html#spot) carefully. A quick clarification on how Hide/Spot works: First of all, if a character has no cover or concealment at the end of his turn, he cannot hide. If he has no cover or concealment at the beginning of his turn, but manages to move to cover or concealment by the end of the turn, he can hide, but his opponent will know exactly where he last lost sight of the guy hiding. Note that hiding is not an action; if a character has cover, he will automatically try to hide. Don't forget about the -5 for moving faster than half speed, or the -20 for running or attacking. Secondly, an opponent gets one reactive Spot roll every round in the hider’s round, if line of sight is not completely blocked. For the distance modifier, use the closest distance the opponent was to the spotter in the round. If the spotter wants to make a Spot roll during his own action, he can use a move action to do so. Clarified which round the reactive spot roll is made. The phrase “during the opponent’s round” is 100% ambiguous, as it could refer to either the opponent mentioned earlier in the sentence, who is doing the spotting, or the opponent of that opponent, who is doing the hiding. I went with the second interpretation, since otherwise the reactive Spot roll doesn’t make much sense. If that is incorrect, by all means fix it, but use “spotter” or “hider”, please. Knowledge Knowledge skills are used to identify monsters encountered on quests, campaigns, or monster fights. It can also be used in conjunction with Heal to know the exact health status of others (see 'Heal' above). Monster Fights: Monsters rolled in the pairings are not identified automatically. A character must have the requisite knowledge about a monster to gain information about it. This is done by using the various knowledge skills. When the pairings are rolled, the Game Master lists a monster fight by default as [Random Monster]. The assigned Pitlord then rolls that monster with an online roller (same ID as for the fight) and gives the player more information on the monster. The amount of information depends on the player’s knowledge skill. His check, by taking 10, is compared to the following list. No Ranks: Size and rough description (like 'huge monster') 1+ Ranks: Size, Type, Description (huge magical beast with many heads) DC 10+CR: Race (7-headed hydra) DC 15+CR: Race, Subtypes, Class levels (7 headed Cryo-Hydra, no classes) DC 20+CR: Race, Subtypes, Class levels, Equipment, Specials DC 25+CR: Race, Subtypes, Class levels, Equipment, Specials, the monster’s Tactics You have to have the right knowledge skill to gain information. For example, you would only gain the information above about the hydra if you have Knowledge (arcana). Any other knowledge skill is useless against that monster. Bardic knowledge and Lore always count as the necessary knowledge skill. The following list shows the requisite knowledge skills: Arcana: Constructs, Dragons, Magical Beasts Dungeon: Aberrations, Oozes Local: Humanoids Nature: Animals, Fey, Giants, Monstrous humanoids, Plants, Vermin Religion: Undead Planes: Elementals, Outsiders Psioncs: Psionic creatures Quests and Campaigns: If the character meets a monster on a quest, the questlord should make the appropriate Knowledge roll in secret (dungeoneering for oozes, nature for animals, fey, giants, monstrous humanoids, plants, and vermin, religion for undead, the planes for outsiders and elementals, and arcana for everything else). If the character fails his roll, he should only get a rough description of what he has encountered (an ogre might be a "large, giantish brute clothed in rags", for example). The questlord should feel free to lie to the player about what he has encountered, especially if the roll fails by 5 or more. For example, he could say that the Wyvern the character encountered is actually a Black Dragon, or a Troll is actually an Ogre. If a character goes hunting a specific creature, that creature should, of course, be identified correctly without making any rolls. Knowledge and Templates: If a creature has a template that changes its type, multiple knowledge skills may apply (one to the base creature, and one to the post-template one). In this situation, each knowledge skill is considered independently. For instance, if the character encounters a fiendish dire rat, he or she would be able to identify the fiendish template with Knowledge (arcana), and to identify the dire rat with Knowledge (nature). Similarly, a skeletal troll would require both Knowledge (nature) and Knowledge (religion) to identify completely, but a character with only Knowledge (religion) would still know that it is a Large, bipedal skeleton (which is probably enough). Move Silently and Listen Move Silently and Listen work similarly to Spot. Specifically: Moving Silently is not an action; a character will automatically try to move silently. Don't forget about the -5 for moving faster than half speed, though, or the -20 for running. Also, an opponent gets one reactive Listen roll every round in the mover’s round. For the distance modifier, use the closest distance the opponent was to the spotter in the round. If the spotter wants to make a Listen roll during his own action, he'll have to use a move action. Finally, the rules don't specify how precisely someone's position is determined if the Listen roll beats the Move Silently, but by less than 20. We use the following estimate: If the Listen roll beats the Move Silently by 0-4, randomize within 20'; this is 61 possible positions in 2D, or a lot more in 3D: | | | |*|*|*| | | | | |*|*|*|*|*|*|*| | | |*|*|*|*|*|*|*| | |*|*|*|*|*|*|*|*|*| |*|*|*|*|@|*|*|*|*| |*|*|*|*|*|*|*|*|*| | |*|*|*|*|*|*|*| | | |*|*|*|*|*|*|*| | | | | |*|*|*| | | | By 5-9: within 15'; randomize between 37 squares in 2d, 179 in 3d. | | |*|*|*| | | | |*|*|*|*|*| | |*|*|*|*|*|*|*| |*|*|*|@|*|*|*| |*|*|*|*|*|*|*| | |*|*|*|*|*| | | | |*|*|*| | | By 10-14: within 10'; randomize between 21 squares in 2d, 91 in 3d. | |*|*|*| | |*|*|*|*|*| |*|*|@|*|*| |*|*|*|*|*| | |*|*|*| | By 15-19: within 5'; randomize between 9 squares in 2d, 27 in 3d. |*|*|*| |*|@|*| |*|*|*| By 20 or more: pinpoint. Same change as for Hide. Psicraft and Spellcraft You cannot use Spellcraft to identify psionic-related things, and vice versa. This has nothing to do with the magic-psionic transparency. To decipher a scroll or address a powerstone, the item needs to be identified first. This can be done with a Spellcraft (scrolls) or Psicraft (powerstones) check. You are assumed to take 20 on the check, and you must pass the DC of the item (Scrolls: DC 20+spell level; Powerstones: DC 15+power level). If you have access to the read magic spell, you do not need to make any spellcraft checks. Ride and Mounted Combat The ride skill let's you perform any trick mentioned in the Ride skill entry (http://www.systemreferencedocuments.org/35/sovelior_sage/skillsAll.html#ride). Although ride functions normally in the Core Coliseum, a clarification of the complicated rules on mounted combat is necessary to prevent confusion. Cover from Mount: If you use your mount for cover (Ride check DC 15), you cannot make any attacks at the exact time of doing this but you are not prevented from casting spells or attacking later in the same round. This has been clarified by Skip Williams in the Rules of the Game: All about Mounts (http://www.wizards.com/default.asp?x=dnd/rg/20050125a) section of the WotC homepage. You must be aware of the attack and not flat-footed. Mounted Combat: If you have the Mounted Combat feat, and want to use your ride skill to negate a hit, you must be aware of the attack and not flat-footed. Mounted Movement: If your mount moves, you move as well. This does not take any of your actions. If you want to do an action while riding, you must complete the action before your mount has moved half its total distance during that round. Commanding a mount: The mount can perform any action that is within the limits of its physical abilities and intelligence. The mount must be able to see or hear the rider. If the commanded action is a trick the mount knows, giving the command is a move action and requires a DC 10 Handle Animal check. If the mount does not know the trick, the rider must make a DC 25 handle animal check as a full round action (called "push an animal"). For druids and rangers giving a command to their companion, this is a free action or a move action, respectively. The Defend trick: Unlike all other tricks, the defend trick does not require an action but is automatically triggered if the master of the animal is being attacked. Use Magic/Psionic Device Use Magic Device and Use Psionic Device are two separate skills that apply only to either magic (UMD) or psionic (UPD) items, respectively. Never to both. This has nothing to do with the magic-psionic transparency. You can use Use Magic Device to decipher magic scrolls with a DC 25 and you can address psionic powerstones with a DC 25 Use Psionic Device check, you can take 20 on either check. Back to the FAQ (http://boards1.wizards.com/showpost.php?p=6463399) |
| Usurpator05-24-07, 11:50 AM | I propose the following: Intimidate As a Free Activity, you can use Intimidate to scare one or more of your opponent's allies. You can use this skill only on allies with an intelligence score of 3 or higher. Compare your Intimidate skill modifier to the Will save modifier of the targeted ally and consult the table below: Intimidate skill modifier lower The targeted ally is unimpressed: no effect. Initmidate skill modifier equal or up to 4 higher The targeted ally is Shaken for the entire combat. Intimidate skill modifier higher by 5 to 9 points The targeted ally is Frightened for 4 rounds, then is Shaken for the rest of the combat. If the targeted ally doesn't know where you are (you are out of sight at the start of the combat) it will try to flee in a random direction while Frightened. Intimidate skill modifier higher by 10 points or more The targeted ally is Panicked: it does not appear in the fight. Handle Animal: If you have ranks in Handle Animal, you can also intimidate animals. Your Handle Animal skill modifier must be equal or greater to the targeted animal's HD to do so. You can also intimidate Magical Beasts with intelligence score below 3 and Vermin if your Handle Animal skill modifier is at least equal to the targeted creature's HD+5. Effect: Intimidate is a fear effect. If the ally is immune to fear, he is not subject to Intimidate. The ally gains any applicable modifiers for saving throws against fear including the +4 if it's master has the Aura of Courage special ability. Multiple Allies: If your opponent has more than one ally, you can targeted the first ally you want to intimidate. Reduce your Intimidate skill modifier by the first target's Will save modifier. If you have a positive number left, you can make a second attempt at intimidation against the next ally. |
| Khaim05-24-07, 12:00 PM | The problem is that the Intimidate skill has a very specific wording, and it's not based on Will saves. However, it is based on HD; how these rules started using CR, of all things, I do not understand. |
| templer1005-24-07, 12:16 PM | The problem is that the Intimidate skill has a very specific wording, and it's not based on Will saves. However, it is based on HD; how these rules started using CR, of all things, I do not understand. i assume so chars OTHER then barbarian can use the skill package since barbarian is the only class with intimidate and handle animal as class skills. since a significant percentage of allies are animals and magical beasts (familiar,s animal companions, mounts) and all of those usually have very high HD compared to how much you can get handle animal with cross class skill ranks using HD for tha handle animal part of the skill package would make that skill useless. (since how many really play barbarian - or 1 level max. |
| Usurpator05-24-07, 12:21 PM | The problem is that the Intimidate skill has a very specific wording, and it's not based on Will saves. However, it is based on HD; how these rules started using CR, of all things, I do not understand. I'm fine with a HD solution too, Will saves seem to make more sense though. CR we should ditch. Too difficult to calculate, skewed and always problematic with determining familiar and animal companion CR's, which incidentally are the most common allies. |
| NiQil05-24-07, 12:25 PM | I'm fine with a HD solution too, Will saves seem to make more sense though. CR we should ditch. Too difficult to calculate, skewed and always problematic with determining familiar and animal companion CR's, which incidentally are the most common allies. This really isn't the thread for new rules discussion...might want to move this to the Tavern or Council |
| Khaim05-24-07, 12:28 PM | i assume so chars OTHER then barbarian can use the skill package since barbarian is the only class with intimidate and handle animal as class skills. since a significant percentage of allies are animals and magical beasts (familiar,s animal companions, mounts) and all of those usually have very high HD compared to how much you can get handle animal with cross class skill ranks using HD for tha handle animal part of the skill package would make that skill useless. (since how many really play barbarian - or 1 level max. I wasn't talking about Handle Animal. That can be based off CR, although ECL would make more sense. (CR is for dumb, DM-run monsters; ECL is for smart, player-run monsters, which all allies count as.) No, I'm wondering why the Intimidate check seems to be based on the ally's CR, when the rules use HD. Now maybe HD is too high, as you say, but then we should use ECL, not CR. We shouldn't use CR for anything. |
| Usurpator05-24-07, 12:31 PM | This really isn't the thread for new rules discussion...might want to move this to the Tavern or Council Maybe, but just subsititute Will save modifier for CR and my new text is good to go! |
| Khaim05-24-07, 01:13 PM | Maybe, but just subsititute Will save modifier for CR and my new text is good to go! The question is whether that should be the rule or not. And I think the answer is no, it should be the way Intimidate is supposed to work. Which has nothing to do with Will saves. |
| Usurpator05-24-07, 01:25 PM | The question is whether that should be the rule or not. And I think the answer is no, it should be the way Intimidate is supposed to work. Which has nothing to do with Will saves. NiQil suggested to move that discussion to the Tavern. If you subtitute Will save with CR the improved text will work the same way as the current text. Whether or not it is supposed to work that way is irrelevant to the 'cleaning up' of the wording of the rule. |
| Yitzi05-28-07, 04:01 PM | I noticed that under certain situations, the powerrating system can "break down" and have strange things happen. 1. If a character loses to someone with an extremely low base powerrating (100 in the case both characters are the same ECL), their powerrating will drop to 0. If they lose to someone with a base PR even lower than that, their powerrating will drop to the negatives, which will completely mess up the system (you decrease PR for winning against them, and increase PR for losing against them). This can be solved by capping base powerrating loss (and therefore the other character's gain) at some percentage of current base powerrating (I would use 50% in order to avoid one bad fight completely killing a great renown character, but anything less than 100% works). 2. In certain circumstances a lower powerrating before a fight can lead to a higher powerrating after the fight. e.g. someone with base PR 500 beats someone with base PR 2500 of the same ECL, they gain 2500/500X100=500 for a total of 1000 base PR. But if they had had base PR 250 before the fight, they would gain 2500/250X100=1000 for a total of 1250. To avoid this situation, I would advise also capping base PR loss/gain for each character at: 10Xsqrt(loser's total powerrating divided by winner's ECL multiplier). For equal ECL, this simplifies to 10Xsqrt(loser's base powerrating). Most of the time, this will have no effect, but when a failure beats a great renown (or a really bad failure wins or a really good great renown loses) it may. Note: The formula for #2 is for 1v1 only, as I'm not quite sure how the powerrating system works for other fights. |
| MindWandererB05-29-07, 04:03 PM | I'd rather cap powerrating at a minimum value than cap the amount of change, if that would solve the problem. I don't think it's necessary to change or create a rule for if a PR 500 beats a PR 2500, though--not even Cat had any characters with a PR that high, and there's only one character with a PR that low; the chances of such characters being in the same league are low to begin with, and on top of that, such a horrendous upset is just too darn unlikely. |
| McJarvis05-29-07, 04:09 PM | I'd rather cap powerrating at a minimum value than cap the amount of change, if that would solve the problem. I don't think it's necessary to change or create a rule for if a PR 500 beats a PR 2500, though--not even Cat had any characters with a PR that high, and there's only one character with a PR that low; the chances of such characters being in the same league are low to begin with, and on top of that, such a horrendous upset is just too darn unlikely. I'm still in favor of executing gladiators that dip below a certain PR :-) edit-> Actually, this might be more of a "council" kind of thing, but I was thinking of a leadership mod: "Great Mortal". Basically, you can at character creation say that if the character ever dips below a certain PR(1000+-100?) they are dead & the nimbus ceases to effect them. Grants a +1 to leadership. :-) |
| MindWandererB05-29-07, 04:14 PM | I'm still in favor of executing gladiators that dip below a certain PR :-) edit-> Actually, this might be more of a "council" kind of thing, but I was thinking of a leadership mod: "Great Mortal". Basically, you can at character creation say that if the character ever dips below a certain PR(1000+-100?) they are dead & the nimbus ceases to effect them. Grants a +1 to leadership. :-) Only if you forego the right to argue with your pitlord entirely. :) |
| McJarvis05-29-07, 04:16 PM | Only if you forego the right to argue with your pitlord entirely. :) I suppose that depends on the pitlord ;) Or we could have a rule that if a gladiator is on a fight that could potentially kill him/her, the fight gets two weeks to be run. [[Shouldn't be such a high PR value that this happens often]] |
| Hirumajoe05-29-07, 09:19 PM | I'm still in favor of executing gladiators that dip below a certain PR :-) If you want to keep playing a character with a losing record, I think that should be your perogative. Especially with builds which are relatively stronger at later levels. Your suggestion implies those builds either don't get run, or only get run by people with credits. I mean what harm do poorly performing builds do? |
| Zevox05-29-07, 09:24 PM | I don't think he was serious, Hirumajoe. Zevox |
| MitzaVolchenko05-29-07, 09:27 PM | If you want to keep playing a character with a losing record, I think that should be your perogative. Especially with builds which are relatively stronger at later levels. Your suggestion implies those builds either don't get run, or only get run by people with credits. I mean what harm do poorly performing builds do? None as long as they aren't 'pulling a Maeven'...which for those that don't know means building a character designed to surrender or lose easily just to get other characters more gold and xp...in Maeven's actual case it was also an experiment with how much money you could save up for mass expenditure at a later level and had the intended side effect of getting the player more opponents in ECL4-5. |
| Hirumajoe05-29-07, 11:38 PM | I don't think he was serious, Hirumajoe. Zevox *Rereads statement and context* You know, you're right. Woops. *Walks off quietly chagrined* |
| McJarvis05-30-07, 09:05 AM | Court Decisions has been archived. |
| MindWandererB05-30-07, 01:31 PM | Court Decisions has been archived. Huh? They're in the Courtroom thread, which hasn't been archived. You must be looking at an old one somewhere. |
| McJarvis05-30-07, 01:36 PM | Huh? They're in the Courtroom thread, which hasn't been archived. You must be looking at an old one somewhere. I followed a link from the meta-rules page & it brought me to an archived court decisions page. Forget the exact one, but you should be able to find it pretty easily. Must be a broken link. Speaking of broken links-> the link to court decisions in the prison thread brings me to a "Reserved" post. |
| Usurpator05-30-07, 02:14 PM | New suggested improvisation text: Improvisation Sometimes tactic submitted by players break down, don’t cover a particular situation or are unclearly written. In such a situation you have to adapt and improvise. Pitlord adaption is a common thing and is used in many fights. There are no hard and fast rules for Pitlord improvisation, but consider the guidelines below: 1. Improvise in the spirit of the submitted tactics Don't decide you know a far better tactic for this fight than what was submitted. If a gladiator's primary goal is melee, Pitlord's should improvise tactics to get him to melee and (for example) only switch to ranged when no melee seems possible even after improvisation, even though *you* might think ranged is a far better option. 2. Improvisations should be basic Please save your fiendish and/or complicated tactics for your own characters and don't reward players for writing inapplicable tactics or failing to mention contingencies. Basic improvisations only. 3. Improvisations must be beneficial An improvisation by a Pitlord should always attempt to bring the gladiator in a better position. No improvisations should be worse than the failing tactic. 4. Improvisations only need to be acceptable A Pitlord has a multitude of options available when improvising. He is not required to choose the best of these options (he might not even be aware of the best option). He just needs to choose an acceptable option. 5. Minimize use of expendables A Pitlord should never use costly expendables when improvising, unless the player has given him permission. Even then Pitlords should exercise caution. 6. One improvisations deserves another If you improvise for one player, you should be prepared to make equal improvisations for the other player (if neccessary). This is especially true if your improvisation causes the other's players tactics to fail or become less effective. Some players may actually count on opponents being unprepared for their fiendishly crafted tactics. If you improvisation negates such a tactic or makes it significantly less usefull, you are rewarding the player with didn't write comprehensive tactics, and punishing the player who wrote an novel/suprising tactic, so be careful with that! 7. Be cautious about including player suggestions when you edit The Pitlord editing a fight should be very cautious of using improvised tactics that are suggested by one of the players in the fight. Players should refrain from suggesting tactics after they have seen the fight. Players can ask a Pitlord to improvise, but should refrain from suggesting a specifc tactic (unless given in the submitted tactics of course, but then it's not an improvisation). If they had wanted a particular improvisation, they should have included it in their tactics. 8. Some things are not improvisations This is a difficult guideline, because it will vary from Pitlord to Pitlord, but generally players shouldn't be expected to include basic combat tactics. For example: archers and wizards should always take a 5 ft. step to avoid drawing an AoO if they can, riders should always use their ride skill to get a +4 cover bonus to AC etc. (unless mentioned otherwise in tactics of course). |
| McJarvis05-30-07, 02:20 PM | 7. Be cautious about including player suggestions when you edit The Pitlord editing a fight should be very cautious of using improvised tactics that are suggested by one of the players in the fight. Players should refrain from suggesting tactics after they have seen the fight. Players can ask a Pitlord to improvise, but should refrain from suggesting a specifc tactic (unless given in the submitted tactics of course, but then it's not an improvisation). If they had wanted a particular improvisation, they should have included it in their tactics. This is largely unnecessary. Perhaps it belongs in a guide for how players should respond to fights. I offer suggestions to my pitlords all the time-> usually three or four "examples" of how they could have done a better job than what they did wrong. ;) [And many times these examples are not even particularly better for the team-> see the last TBD fight that Macbrea pitlorded] Regardless-> Pitlords should feel at liberty to include whatever changes/edits they deem fit & fair. The source doesn't matter-> just "how fair the actual suggested change is" does. |
| Macbrea05-30-07, 02:23 PM | No.. I am fine with a guideline for newer people to be able to read. Improvisation goes a long way in both directions. Example: I improvise in the spirit of the tactics. Telin as far as I can tell hates to improvise at all. :P |
| Usurpator05-30-07, 02:35 PM | Removed because discussion belongs in Tavern.... |
| templer1005-30-07, 02:35 PM | No.. I am fine with a guideline for newer people to be able to read. Improvisation goes a long way in both directions. Example: I improvise in the spirit of the tactics. Telin as far as I can tell hates to improvise at all. :P I also go out of my way to not improvise and will prefer to adapt existing tactics to the situation. i do this mainly becaue iam in the school of thought that if some player thought of a tactic that totally suprised the other guy - he deserve to win - that's just part of the game. |
| Usurpator05-30-07, 02:37 PM | Moved because discussion belongs in Tavern |
| MitzaVolchenko06-02-07, 05:11 AM | Birthdays and Gallery have been archived. |
| Yitzi06-05-07, 09:32 PM | The rules about listen DCs for attacking should be clearly stated, in particular what types of attacks they apply to (there was a dispute between elders in the tavern about whether it has been decided yet if they apply to spell attacks-that's a sure sign that clarification is needed) Actually, I would like to see the rules changed to bettter reflect a realistic situation. I think proper changes would be: 1. The origin of the DC 0 listen check is the spot that the attack hits, not where the attack is made from. Drawing back a bow does not make that much sound, even if the arrow hitting does. Perhaps there could be a listen check of higher DC (perhaps 15) from the source of the attack. 2. Nonphysical attacks should not have a listen check (or should have a very high DC). I doubt a ray of frost makes a sound. 3. Perhaps the DC should be based on the size of the weapon (as wielder for 2-handed, 1 less than wielder for 1-handed, 2 less than wielder for light), since a half-giant's large greatsword makes far more noise than a halfling's dagger. |
| Usurpator06-07-07, 04:38 PM | Many map rules text could use some serious cleaning up and clarifications. City Map: Starting Positions Characters start in one of the four starting boxes in the corners of the map, rolled randomly by the Pitlord. Maximum Altitude Gladius City regulations forbid gladiators to ascend higher than 50ft. If a gladiator does so he is considered to have forfeited the match. Terrain The city counts as Outdoor and City terrain. All the squares except the courtyards (see below) are considered to be worked stone. Features Hedges: These are marked as green lines. They count as low-obstacles and grant cover to medium-size creatures, but only to creatures within 30 feet (6 squares) of it. They grant improved cover to creatures smaller than medium-size and no cover to creatures bigger than medium-size. The attacker can ignore cover if he’s closer to the obstacle than his target. Creatures that go prone are counted as one size smaller with respect to the cover the hedges provide. Creatures with improved cover cannot attack targets that they have improved cover against: they are unable to see them and cannot achieve a line of effect. Medium-size and smaller creatures can jump over the hedges with a DC 16 Jump check (high jump with 20 ft. running start). Large and bigger creatures consider it difficult terrain. Courtyards: these are marked as squares of mottled greenish color. Courtyards contain some plants and thus are valid targets for entangle spells and the like. Buildings: There are two types of buildings, houses and towers. Houses have rooftops 20 ft. high, towers have rooftops 40 ft. high. Gladius City regulations forbid gladiators to enter any of the buildings featured on the map, although they are allowed to climb the rooftops. If a gladiator enters a building (regardless of means: incorporeality, melding into stone etc.) he is considered to have forfeited the match. Rooftops: A character can attempt to climb towards the rooftop of a building with a DC 15 Climb check. If the check fails by 5 or more, the character falls to the ground from half the height he would have reached that that round. Climb movement is at one-quarter normal speed (as normal for climbing). Rooftops require a DC 15 Balance check to move across. Failure means the character makes no progress while failure by 5 or more means the character slips and falls from the roof at the closest edge. For purposes of cover and elevation rooftops are considered to be flat. This means that characters on rooftops benefit from cover against attackers below. Scaffolds: There are four scaffolds near the starting boxess which can be used to climb to the roof. The scaffolds reduce the climb DC to 0. Balconies: Four of the buildings have 4 square wide balconies at 10ft altitude. These provide cover from any attacker below below. |
| TheMagister06-07-07, 04:50 PM | Hedges: These are marked as green lines. They count as low-obstacles and grant cover to medium-size creatures, but only to creatures within 30 feet (6 squares) of it. They grant improved cover to creatures smaller than medium-size and no cover to creatures bigger than medium-size. The attacker can ignore cover if he’s closer to the obstacle than his target. Creatures that go prone are counted as one size smaller with respect to the cover the hedges provide. Creatures with improved cover cannot attack targets that they have improved cover against: they are unable to see them and cannot achieve a line of effect. Medium-size and smaller creatures can jump over the hedges with a DC 16 Jump check (high jump with 20 ft. running start). Large and bigger creatures consider it difficult terrain. I despise considering hedges (essentially heavy undergrowth) as "cover". They should be "improved heavy undergrowth" and treated exactly the same as heavy undergrowth except that they block LOS. How about: Hedges: These 4' tall thick, leafy plants are marked as green lines. They count as squares of a special heavy undergrowth that completely blocks LOS. Ranged and melee attacks can be directed through the hedge, but the defender is considered to have a measure of concealment. Two medium or smaller creatures attacking one another through the hedge have to deal with a 50% miss chance (total concealment) because they cannot see one another. A large or larger creature being attacked by a medium creature through the hedge (and vice versa) has normal concealment (20% miss chance). A large creature being attacked by another large creature through the hedge has only normal concealment (20% miss chance). Two creatures larger than Large size attacking one another ignore the hedge completely. Medium-size and smaller creatures can jump over the hedges with a DC 16 Jump check (high jump with 20 ft. running start), or push through the hedges as a full-round action. Large and bigger creatures consider it difficult terrain only. Don't you think that that is simpler, and more realistic? Hedges aren't gonna stop a guy with a sword, or even a determined guy weilding nothing but wearing armor. Heck, I don't wanna give too much away, but I crashed through a REALLY thick hedge one time while running from the cops. It was a few feet thick, and it still only took me a few seconds to make it through. I lost skin, but I didn't go to jail. ;) Edited some stuff in. TM |
| McJarvis06-20-07, 11:16 AM | Keeping this thread alive. Spells/Powers and Abilities: You may enter the arena with spells and effects already running. Basically, you may pre-buff with any spell that you can savely cast (that is to say without any check). Pre-Buffs do count against your spell slots or special ability uses that are available for the coming fight (if they're spells, you have to have the given spell prepared and grayed out or strikethrough on your character sheet). Any spell or ability is deducted from your next fight's allotment. So if you prebuff with a Mage Armor, you have 1 SL less in your next fight. If the Mage Armor is still available the fight thereafter, no additional SL must be payed. bolded is incorrect. |
| Macbrea06-20-07, 11:33 AM | It probably should be stated on maps that don't have obvious walls that there either are or arent walls at the edge of the arena. The reason for this is the following: Is it legal to use telekinesis to move a character in a telekinetic grapple outside of the arena and hold them there for 10 rounds? |
| MindWandererB06-20-07, 01:23 PM | It probably should be stated on maps that don't have obvious walls that there either are or arent walls at the edge of the arena. The reason for this is the following: Is it legal to use telekinesis to move a character in a telekinetic grapple outside of the arena and hold them there for 10 rounds? This is more of a Council discussion, actually, since we've never addressed it before. |
| TelinArtho06-20-07, 03:04 PM | After the updates for allies went in - some of the links between Allies I and II went awry (presumably because the order is fixed... weren't they once ordered Allies II and then Allies I). The links in Allies I that are supposed to point to Allies II point right back to Allies I. |
| Macbrea06-20-07, 05:03 PM | Ok, will ask in council. |
| McJarvis06-20-07, 07:01 PM | Mind's Eye Asides from the core material allowed in the Core Coliseum, there is a certain amount of non-core material that can be used aswell. This material comes from the Mind's Eye (http://www.wizards.com/default.asp?x=dnd/arch/psi) material with an Open Game License. However, not everything in this section is allowed and some things have been modified to fit into the CoCo so use this reference here in any case. Anything not listed in this post is not allowed. Because of the complexities of the new material, a solid credit cost has not been worked out for this material. This is to be decided in the future. New Material: (In order of appearance) New Powers New Feats New Base Class Variant Psionic Classes Psionic Prestige Classes I (http://boards1.wizards.com/showpost.php?p=13080283&postcount=167) Psionic Prestige Classes II (http://boards1.wizards.com/showpost.php?p=13080548&postcount=168) Overflow topics are appropriately hyperlinked for now. It is my suggestion that new powers & feats be credit-free to access. 10 Creds seems to be the standard for accessing new classes/prestige classes. Reasoning behind feats/powers: Many are requirements for various classes, and it would be redundant to charge credits both for the feats/powers & for the class. As an example: the Meditant would cost upwards of 50 creds to achieve since it requires 4 new feats & entrance in the class itself. New Powers Psychometabolism Level: Egoist 2, psychic rogue 2 Display: Material Manifesting Time: 1 standard action Range: Personal Target: You Duration: 1 hour/level Power Points: 3 ------------------------ As delay poison (see page 217 of the Player's Handbook) except as noted above. Clairsentience Level: Psychic rogue 1 Display: Visual Manifesting Time: 1 standard action Range: 60 ft. Area: Cone-shaped emanation Duration: Concentration, up to 1 min./level Power Points: 1 As detect secret doors (see page 220 of the Player's Handbook) except as noted above. Augment: If you pay 4 additional power points, this power's duration is changed to 1 hour. During the 1-hour duration, you must concentrate on the power to gain information from it (as noted in the detect secret doors spell description), but a lapse in concentration doesn't end the power. Clairsentience Level: Psychic rogue 1 Display: Visual Manifesting Time: 1 standard action Range: 60 ft. Area: Cone-shaped emanation Duration: Concentration, up to 1 min./level Power Points: 1 As detect snares and pits (see page 220 of the Player's Handbook) except as noted above. Augment: If you pay 4 additional power points, this power's duration is changed to 1 hour. During the 1-hour duration, you must concentrate on the power to gain information from it (as noted in the detect snare and pits doors spell description), but a lapse in concentration doesn't end the power. Psychoportation Level: Psychic rogue 1 Display: Mental Manifesting Time: 1 standard action Range: Touch Target: One unattended object, weighing up to 1 lb./level Duration: 1 hour/4 level (D) Saving Throw: None Power Resistance: No Power Points: 1 Your touch transfers an unattended object to an extradimensional pocket hidden in the palm of your hand. The dimensional pocket is invisible and weightless, regardless of its contents. When the power ends or is dismissed, the object returns to your hand, or next to your hand if you cannot hold it. Augment: You can augment this power in one or both of the following ways. 1. For every 2 additional power points you spend, you can store an additional pound per level (but still only one object). 2. If you spend 4 additional power points, the duration increases to one day, regardless of your manifester level. Psychoportation Level: Psychic rogue 5 Display: Visual Manifesting Time: 1 standard action Range: Personal Target: You Duration: 1 minute/level Power Points: 9 Your body seems light as a feather, though your weight does not actually change. This power has no effect on your equipment. If you fall while this power is in effect, you suffer 1d6 point of damage for every 60 feet you fall; you take no damage from falls of less than 60 feet. While this power is in effect, you gain a +8 bonus on Climb checks you make to climb any vertical surface (not a ceiling or negative slope), and you climb at half your normal speed (or your normal speed if you make an accelerated climb). You retain your Dexterity bonus to Armor Class (if any) while climbing, and opponents get no special bonus on their attacks against you. Also while this power is in effect you gain a +8 bonus on Move Silently checks. Augment: If you spend 4 additional power points, the duration becomes 1 hour. Clairsentience Level: Psychic rogue 2 Display: Visual Manifesting Time: 1 standard action Range: Personal Target: You Duration: 1 min./level Power Points: 3 With this power, you can make Search checks to locate traps even without any ranks in the Search skill. You gain a +2 bonus on your Search checks when looking for traps. Augment: For every additional power point you spend, you gain an additional +1 bonus on your Search checks when looking for traps. Psychokinesis Level: Psychic rogue 3 Display: Visual Manifesting Time: 1 standard action Range: Touch Duration: 1 round/level Saving Throw: None (object) Power Resistance: Yes (object) Power Points: 5 You can use telekinesis to replace your standard tools when using your Open Locks and Disable Device skills. Augment: For each additional 2 power points you spend, you gain a +1 bonus on your Open Locks and Disable Device checks made with this power. Psychoportation (Teleportation) Level: Psychic warrior 1 Display: Material Manifesting Time: 1 round Range: 0 ft. Effect: 1 armor/shield; see text Duration: 1 min./level; see text (D) Saving Throw: None Power Resistance: No Power Points: 1 You call a piece of armor or a shield "from thin air" to you. (Actually, it is a real item hailing from some other random location in the space and time.) You don't have to see or know of the item to call it -- in fact, you can't ever call a specific item; you just specify the kind (chain shirt, full plate, buckler, or some other). The item is made of ordinary materials appropriate for its kind. Armor appears correctly donned and shields appear on the proper arm. If the armor is ever off your body or you relinquish your grip on the shield you called for 2 or more consecutive rounds, it automatically returns to wherever it originated. (For this purpose, you're considered to be wearing armor when you're donning or shedding it.) Armor and shields gained by call armor are distinctive due to their astral glimmer. Augment: For every 4 additional power points you spend, this power improves the item's enhancement bonus to Armor Class by 1. For example, if you spend 13 power points, you call a shield or piece of armor with a +3 enhancement bonus to Armor Class. Psychoportation (Teleportation) Level: Psion/wilder 1, psychic warrior 1 Display: Material Manifesting Time: 1 standard action Range: 0 ft. Effect: 1 item; see text Duration: 10 min./level; see text (D) Saving Throw: None Power Resistance: No Power Points: 1 You call a piece of nonmagical equipment worth 10 gp or less "from thin air" into your waiting hand. (Actually, it is a real item hailing from some other random location in space and time.) You don't have to see or know of the item to call it -- in fact, you can't ever call a specific item. You just specify the kind (silk rope, basket, torch, or some other item). This power cannot call weapons, armor, psionic items, masterwork items, living creatures, or valuable treasures (see Table 7-8 in the Player's Handbook for typical items called by this power). The item is made of ordinary materials appropriate for its kind. Using called items as spell components causes the spell to fail. If you relinquish your grip on the item you called for 2 or more consecutive rounds, it automatically returns to wherever it originally came from. Items gained by call item are distinctive due to their astral glimmer. Augment: If you spend 2 additional power points, you can call an item worth 100 gp or less. If you spend 4 additional power points, you can call an item worth 1,000 gp or less. Clairsentience Level: Psion/wilder 5, psychic warrior 5 Display: Mental, Visual Manifesting Time: 1 immediate action Range: Personal Target: You Duration: See text Saving Throw: None Power Resistance: No Power Points: 9, XP Change fate allows you to automatically get a roll of "20" on one saving throw or ability check (the next saving throw or ability check you make after manifesting the power). You can also choose to get a roll of 20 on a skill check (both provided the skill can be used untrained). You choose to manifest this power instead of rolling the d20. You can manifest this power instantly so that you can gain its benefits in a clutch situation. Manifesting the power is an immediate action, like manifesting a quickened power, and it counts toward the normal limit of one quickened power per round. You can use this power even when it's not your turn. Your effective roll of 20 guarantees success on a saving throw. Your effective roll of 20 may or may not give you success on an ability check. If you use the power to make a skill check, apply only the roll of 20, plus your relevant ability modifier -- ranks and other modifiers do not apply. XP Cost: 500 XP. Psychometabolism Level: Egoist 6, psychic warrior 6 Display: Visual Manifesting Time: 1 standard action Range: Personal Target: You Duration: 1 round/level Saving Throw: None Power Resistance: No Power Points: 11 You become a fighting machine -- stronger, tougher, faster, and more skilled in combat. Your mind-set changes so that you relish combat and you can't manifest powers, even from psionic items (and you cannot cast spells, even from magic items). You gain a +4 enhancement bonus to Strength, Dexterity, and Constitution, a +4 natural armor bonus to AC, a +5 competence bonus on Fortitude saves, and proficiency with all simple and martial weapons. Your base attack bonus equals your character level (which may give you multiple attacks). You lose any ability to manifest powers, including your ability to use command thought, use-activated, or power trigger psionic items, just as if the powers were not on your class list. You likewise lose the ability to use spell trigger or spell completion magic items. Augment: If you spend 4 additional power points, the natural armor bonus increases by +1 and the competence bonus on Fortitude saves increases by +2. Metacreativity Level: Psion/wilder 1, psychic warrior 1 Display: Auditory and material Manifesting Time: 1 standard action Range: 10 feet Target: One object of up to 1 lb. Duration: Instantaneous Saving Throw: Will negates (harmless, object) Power Resistance: Yes (harmless, object) Power Points: 1 Ectoplasmic repair mends small breaks or tears in objects (not warps). In metallic objects, it can weld a broken ring, a chain link, a medallion, or a slender dagger, providing but one break exists. Ceramic or wooden objects with multiple breaks can be rejoined invisibly to be as strong as new. A hole in a leather sack or wineskin is completely healed over by ectoplasmic repair. The power can repair a psionic item, but the item's psionic abilities are not restored. (For restoring a broken psionic item's abilities, see the item creation feats.) The power cannot mend broken magic rods, staffs, wands, psicrystals, cognizance crystals, power stones, dorjes, or psicrowns. You can repair 1d4 points of damage to a construct with this power. Augment: If you spend 1 additional power point, you can affect an object 1 pound heavier. If you spend 2 additional power points, you can repair 1d4 additional points of damage to a construct. Psychometabolism Level: Psion/wilder 2, psychic warrior 2 Display: Visual and material Manifesting Time: 1 swift action Range: Personal Target: You Duration: 1 round/level Saving Throw: None Power Resistance: No Power Points: 3 Your limbs lengthen and gain more suppleness, thus increasing the area you threaten by 5 feet while the duration lasts. For instance, if you normally threaten a 5-foot-radius area (normal for a Medium creature), you now threaten a 10-foot-radius area; your space/reach is now 5 ft./10 ft. Manifesting this power is a swift action, like manifesting a quickened power, and it counts toward the normal limit of one quickened power per round. You cannot manifest this power when it isn't your turn. Augment: If you spend 4 additional power points, the duration increases to 1 min./level. Metacreativity Level: Leech 3 Display: Auditory, material, and visual Manifesting Time: 1 standard action Range: Touch Target: One unconscious creature Duration: 1 day/level Saving Throw: None Power Resistance: Yes Power Points: 5 This power draws forth and encases one unconscious creature in strands of ectoplasm. The power keeps the creature in stasis for the duration of the power. The creature cannot act and it does not perceive anything. Affected creatures can be freed by outside help only. The strands have a hardness of 17 and 30 hit points. Destroying the strands releases the victim from stasis. If the victim is not released from the cocoon before the power expires, it dies. Anyone viewing the body leech with truesight or similar ability will see a dark shadowy tendril attached to the leech and leading to the cocoon. Augment: For every 4 additional power points you spend, this power can trap a creature of one size category larger (as limited by the Cocoon Drains table). Metacreativity Level: Leech 4 Display: Auditory, visual Manifesting Time: 1 minute Range: Close (25 ft. + 5 ft./2 levels) Target: One construct Duration: 1 day/level Saving Throw: None Power Resistance: No Power Points: 7 This power creates a tether hound from the raw ectoplasm of the Astral Plane. To manifest this power, the body leech must have a free stasis cocoon to which to attach it. Only one hound can be attached to a cocoon, and no hounds can be attached to a cheat death host cocoon. Augment: You can augment this power in one or both of the following ways. 1. By spending 4 additional power points, the body leech can have the hound transport its cocoon down another of her tendrils to the location of her other cocoons. 2.For every additional power point spent, the hound gains 2 Hit Dice and +2 Strength. Metacreativity Level: Leech 5 Display: Auditory, material, and visual Manifesting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Target: One creature Duration: 1 day/level Saving Throw: Will negates Power Resistance: Yes Power Points: 9 As stasis cocoon, only with range, and the target need not be unconscious. This monster is included because a power described above summons it. Large Construct Hit Dice: 6d10+30 (63 hp) Initiative: +6 Speed: 50 ft. (10 squares) Armor Class: 17 (-1 size, +2 Dex, +6 natural), touch 11, flat-footed 15 Base Attack/Grapple: +4/+13 Attack: Bite +8 (1d8+5) Full Attack: Bite +8 (1d8+5) and 2 claws +3 (1d6+2) Space/Reach: 10 ft./5 ft. Special Qualities: Aurasense, construct traits, damage reduction 5/magic, darkvision 60 ft, low-light vision, psi-like abilities, tether Saves: Fort +2, Ref +4, Will +3 Abilities: Str 20, Dex 14, Con --, Int 13, Wis 13, Cha 5 Skills: Concentration +6, Hide +7*, Move Silently +11* Feats: Improved Bull Rush, Improved Initiative, Power Attack Environment: Any Organization: Solitary Challenge Rating: 4 Treasure: None Alignment: Always neutral Advancement: -- A large canine made of wispy purplish black ectoplasm bares its teeth in a snarl, revealing a darker essence within. A tether hound appears to be a canine created from the stuff of shadows, though in essence, they are a specialized form of astral construct. They are quite large, standing 6 feet at the shoulder. If a viewer uses true seeing, he can also see a black cord that connects the hound to a stasis cocoon created by a body leech. A tether hound understands Common and Draconic, but it cannot speak either language. Combat Tether hounds attack anything within range of their cocoon that is not a body leech or another tether hound. They have no restraints and attack only to kill -- they do not stop until the target is dead, has fled out of its range, or has destroyed itself. Their favorite mode of attack is to ambush prey as it enters its area of patrol. Aurasense (Ex): Tether hounds know when any entity enters the range of its tether. It loses this ability if the cord is severed. The hound does not know the intruder's exact location, only the presence of one or more creatures within range. Tether (Su): A hound's tether is 30 feet long for each Hit Die the hound has. As noted earlier, a hound cannot move farther away from its cocoon than its tether allows. A slashing weapon with a magical enhancement bonus of +1 or higher can sever the tether. The tether has a hardness of 5, and Armor Class of 17, and 15 hit points. If severed, the tether reattaches itself in the following round. When the tether is severed, the hound can take only single actions, and it cannot use its psi-like abilities or its aura sense power. Even though it is no longer attached to its cocoon, a tether hound still cannot move farther from its cocoon than its tether length allows. For example, a tether hound with 6 Hit Dice must remain within 180 of its cocoon, even when the tether is severed. Psi-Like Abilities: A tether hound can manifest body adjustment as an 8th-level psychic warrior. They cannot use this ability if the tether is severed. New Feats Your mediations assist your body control. Benefit: When you have psionic focus you gain a +2 bonus on Balance, Climb and Tumble checks. Prerequisite: Improved Feint. Benefit: You may expend your psionic focus to feint as a swift action. Your tumbling is enhanced by your powers of concentration. Prerequisite: Focused Body, Dex 15. Benefit: You can ignore the Tumble DC modifiers for difficult surfaces and accelerated tumbling when you expend your psionic focus. (You are still granted the bonus from Focused Body on the action you expend your focus.) You are more resistant to psionic powers than most people are. Prerequisite: Must possess a repertoire of powers. Benefit: You gain a +1 bonus on all saves against psionic powers and psi-like abilities. Special: You can take this feat multiple times, adding an additional +1 bonus. You can enhance an already existing ability to detect psionic energies. Prerequisite: Must have detect psionics on your list of known powers. Benefit: Once per day, you can expend your psionic focus while manifesting detect psionics and gain the psionic equivalent to the arcane sight spell. You allow your mind to rest and go quiet for a period of time, which allows the psionic energy in your body to grant you several psychic benefits. Benefit: When you take this feat, you are granted access to the seven psychic energy centers. To gain a benefit from a center, you must first awaken that energy center. Awakening a psychic energy center requires 8 hours of uninterrupted meditation. You can have only one center awakened at a time. A center remains awakened until it is reset. Resetting a center clears it of its awakened status. Resetting a center is a standard action and does not provoke an attack of opportunity . If your hit points ever fall below 0, an awakened center automatically resets. Once awakened, you can activate a center as a standard action that does not provoke an attack of opportunity . You can activate a center only once per day. You gain the benefits of the center for 1 hour. Psionic Centers: Psychic Energy Center Associated Bonus Crown +3 natural armor bonus to AC Third Eye 1 temporary power point* per manifester level Throat +2 bonus to Int, Wis, and Cha Heart 2 temporary hit points per manifester level (maximum 40 hit points). These hit points do not stack with temporary hit points from other sources Solar (Plexus) +2 morale bonus on saving throw of choice, +1 morale bonus on remaining two Base +2 bonus to Str, Dex, and Con Sacral Receive a power resistance of 5 + your manifester level Further study of psychic energy centers brings knowledge that allows you to enter a deeper level of meditation, awakening more of your psychic potential. Prerequisite: Psychic Meditation Benefit: This feat allows you to have 2 additional psychic energy centers awakened at the same time. Awakening these centers each requires a full 8 hours of meditation. You also gain 2 additional activations per day. You may activate any center that you have awakened including those that you have previously activated on the same day. Benefits from activating a center twice do not stack; instead they replace the previous activation's benefits. You may take this feat up to 3 times. Focusing all of your energies in few centers rather than maintaing balance causes psysical and mental stress. Each activation of a psychic energy center per day beyond the first costs one more activation that the previous activation. The first time a center is activated per day uses 1 activation, the second uses 2 activations, the third uses 3 activations, and so on. New Base Class Alignment: Any. Hit Die: d6. Class Skills The psychic rogue's class skills (and the key ability for each skill) are Appraise (Int), Autohypnosis (Wis), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (local) (Int), Knowledge (psionics) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Psionic Device (Cha), and Use Rope (Dex). Skill Points at 1st Level: (6 + Int modifier) x 4. Skill Points at Each Additional Level: 6 + Int modifier. Class Features All the following are class features of the psychic rogue. Weapon and Armor Proficiency: Psychic rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. Psychic rogues are proficient with light armor, but not with shields. Power Points/Day: A psychic rogue's ability to manifest powers is limited by the power points he has available. His base daily allotment of power points is given on Table: The Psychic Rogue. In addition, he receives bonus power points per day if he has a high Intelligence score (see Table: Ability Modifiers and Bonus Power Points). His race may also provide bonus power points per day, as may certain feats and items. A 1st-level psychic rogue gains no power points for his class level, but he gains bonus power points (if he is entitled to any) and can manifest the single power he knows with those power points. Powers Known: A psychic rogue begins play knowing one psychic rogue power of your choice. With the exception of 4th, 8th, 12th, 16th, and 20th levels, each time he achieves a new level, he unlocks the knowledge of a new power. Choose the powers known from the psychic rogue power list. (Exception: The feats Expanded Knowledge and Epic Expanded Knowledge do allow a psychic rogue to learn powers from the lists of other classes.) A psychic rogue can manifest any power that has a power point cost equal to or lower than his manifester level. The total number of powers a psychic rogue can manifest in a day is limited only by his daily power points. A psychic rogue simply knows his powers; they are ingrained in his mind. He does not need to prepare them (in the way that some spellcasters prepare their spells), though he must get a good night's sleep each day to regain all his spent power points. The Difficulty Class for saving throws against psychic rogue powers is 10 + the power's level + the psychic rogue's Intelligence modifier. Maximum Power Level Known: A psychic rogue begins play with the ability to learn 1st-level powers. As he attains higher levels, he may gain the ability to master more complex powers. To learn or manifest a power, a psychic rogue must have an Intelligence score of at least 10 + the power's level. Sneak Attack: If a psychic rogue can catch an opponent when she cannot defend herself effectively from his attack, he can strike a vital spot for extra damage. Basically, the psychic rogue's attack deals extra damage any time his target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the psychic rogue flanks his target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every three psychic rogue levels thereafter. Should the psychic rogue score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a sap (blackjack) or an unarmed strike, a psychic rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. He cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty, because he must make optimal use of his weapon to execute a sneak attack. A psychic rogue can sneak attack only living creatures with discernible anatomies -- undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The psychic rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A psychic rogue cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach. Trapfinding: Psychic rogues can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic or psionic trap has a DC of 25 + the level of the spell or power used to create it. Psychic rogues can use the Disable Device skill to disarm magic and psionic traps. Magic and psionic traps generally have a DC of 25 + the level of the spell or power used to create them. A psychic rogue who beats a trap's DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with his party) without disarming it. Evasion (Ex): At 2nd level and higher, a psychic rogue can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the psychic rogue is wearing light armor or no armor. A helpless psychic rogue does not gain the benefit of evasion. Danger Sense (Su): At 5th level, a psychic rogue gains the ability to augment his ability to sense danger. When active, this ability grants the psychic rogue the effects of the danger sense power. This ability is active as long as the psychic rogue maintains psionic focus. At 7th level, the psychic rogue's danger sense ability gains the effects of a single augmentation and he is granted the effects of the uncanny dodge ability. While his danger sense ability is active, the psychic rogue can react to danger before his senses would normally allow him to do so. He retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. If a psychic rogue already has uncanny dodge from a different class (a psychic rogue with at least two levels of barbarian, for example), he automatically gains improved uncanny dodge (see below) instead. At 9th level, he gains a second augmentation and is granted the effects of the improved uncanny dodge ability. While his danger sense ability is active, the psychic rogue cannot be flanked; he can react to opponents on opposite sides of him as easily as he can react to a single attacker. This defense denies another rogue the ability to sneak attack the character by flanking him, unless the attacker has at least four more rogue levels than the target does. If a character already has uncanny dodge (see above) from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character. Special Abilities: On attaining 11th level, and at every three levels thereafter (14th, 17th, and 20th), a psychic rogue gains a special ability of his choice from among the following options. Blind Spot (Ps): The psychic rogue can use this ability once per day. While in effect, the psychic rogue can attempt to make himself completely undetectable to any single creature as if manifesting the cloud mind power with a manifester level equal to his psychic rogue level. If the target creature fails its save, the psychic rogue can remain hidden as long as he maintains concentration on this ability. Decoy (Ps): Once a day, the psychic rogue can create an illusionary duplicate of himself. The illusion functions as a project image spell with a caster level equal to his psychic rogue level, except that it lasts as long as he maintains concentration, to a maximum of 1 round per caster level. Enhanced Sneak Attack (Su): When the psychic rogue has psionic focus, he adds psionic damage to his sneak attacks. This ability increases his sneak attack damage by +1d6. (For example, an 11th-level psychic rogue would deal +5d6 damage with a sneak attack instead of +4d6). This ability may be selected up to three times. Improved Evasion (Ex): This ability works like evasion, except that while the psychic rogue still takes no damage on a successful Reflex saving throw against attacks, he henceforth takes only half damage on a failed save. A helpless psychic rogue does not gain the benefit of improved evasion. Mind Cripple (Su): A psychic rogue with this ability has learned to focus psychic energy into his sneak attacks, which disrupts the mental capability of his foe. An opponent damaged by one of his sneak attacks also takes 2 points of Intelligence damage. Ability points lost to damage return on their own at the rate of 1 point per day for each damaged ability. Shadow Jump (Ps): The psychic rogue gains the ability to travel between shadows. This ability works like the psionic dimension door power with a manifester level equal to his psychic rogue level, except as follows: The transport must begin and end in an area with at least some shadow. A psychic rogue can jump up to a total of 60 feet each day in this way; this can be a single jump of 60 feet or he can split the total distance he can jump each day among many jumps, but each one, no matter how small, counts as a 10-foot jump. The psychic rogue can select this ability up to three times and he adds 60 feet to the daily total each time he selects it. The psychic rogue can expend his psionic focus to use this ability as a move action. Skill Mastery: The psychic rogue becomes so certain in the use of specific skills that he can use them reliably even under adverse conditions. Upon gaining this ability, he selects a number of skills equal to 3 + his Intelligence modifier. When making a skill check with one of these skills, he may take 10 even if stress and distractions would normally prevent him from doing so. A psychic rogue may gain this special ability multiple times, selecting additional skills for it to apply to each time. Slippery Mind (Ex): This ability represents the psychic rogue's ability to wriggle free from magical or psionic effects that would otherwise control or compel him. If a psychic rogue with slippery mind is affected by an enchantment spell or effect and fails his saving throw, he can attempt it again 1 round later at the same Difficulty Class. He gets only this one extra chance to succeed on his saving throw. Feat: A psychic rogue can gain a bonus feat in place of a special ability. Table: The Psychic Rogue Level BAB Fort Ref Will PP/Day Powers Known Max Power Lvl Special 1st +0 +0 +2 +0 0* 1 1st Sneak attack +1d6, trapfinding 2nd +1 +0 +3 +0 1 2 1st Evasion 3rd +2 +1 +3 +1 2 3 1st -- 4th +3 +1 +4 +1 4 3 1st Sneak attack +2d6 5th +3 +1 +4 +1 6 4 2nd Danger sense 6th +4 +2 +5 +2 8 5 2nd -- 7th +5 +2 +5 +2 10 6 2nd Sneak attack +3d6, Danger sense (uncanny dodge) 8th +6/+1 +2 +6 +2 12 6 2nd -- 9th +6/+1 +3 +6 +3 16 7 3rd Danger sense (improved uncanny dodge) 10th +7/+2 +3 +7 +3 20 8 3rd Sneak attack +4d6 11th +8/+3 +3 +7 +3 24 9 3rd Special ability 12th +9/+4 +4 +8 +4 28 9 3rd -- 13th +9/+4 +4 +8 +4 32 10 4th Sneak attack +5d6 14th +10/+5 +4 +9 +4 40 11 4th Special ability 15th +11/+6/+1 +5 +9 +5 48 12 4th -- 16th +12/+7/+2 +5 +10 +5 56 12 4th Sneak attack +6d6 17th +12/+7/+2 +5 +10 +5 64 13 5th Special ability 18th +13/+8/+3 +6 +11 +6 76 14 5th -- 19th +14/+9/+4 +6 +11 +6 88 15 5th Sneak attack +7d6 20th +15/+10/+5 +6 +12 +6 100 15 5th Special ability Psychic Rogue Power List 1st Level Astral Traveler Attraction Bolt Burst Catfall Compression Conceal Thoughts Control Light Create Sound Déjà Vu Detect Psionics Detect Secret Doors, Psionic Detect Snares and Pits, Psionic Dimensional Pocket Disable Distract Elfsight Empathy Empty Mind Entangling Ectoplasm Far Hand Float Force Screen Know Direction and Location My Light Precognition, Defensive Precognition, Offensive Prescience, Offensive Sense Link Skate Vigor 2nd Level Animal Affinity Aversion Body Equilibrium Chameleon Cloud Mind Concealing Amorpha Control Object Control Sound Darkvision, Psionic Detect Hostile Intent Feat Leech Find Traps, Psionic Knock, Psionic Levitate, Psionic Object Reading Read Thoughts Sustenance Thought Shield Tongues, Psionic Wall Walker 3rd Level Body Adjustment Body Purification Concealing Amorpha, Greater Control Air Dimension Slide Escape Detection Hustle Keen Edge, Psionic Mental Barrier Microkinesis Telekinetic Force Ubiquitous Vision 4th Level Correspond Dimension Door, Psionic Freedom of Movement, Psionic Steadfast Perception Telekinetic Maneuver Wall of Ectoplasm 5th Level Adapt Body Feather Weight Power Resistance Remote Viewing Retrieve True Seeing, Psionic Variant Psionic Classes You can summon a specific weapon to your hand that is bound to your very soul. Level: 1st and 2nd. Replaces: You lose your 2nd-level bonus feat. Benefit: You must choose a soulbound weapon at 1st level and you gain the Weapon Focus feat with this weapon. Also, the first power you learn must be call weaponry. You can summon your chosen soulbound weapon to your hand using call weaponry. At 2nd level, you gain the soulbound weaponclass ability, and the weapon you summon using call weaponry is of the same type as you chose at 1st level. Its physical appearance slowly changes, growing in power as you do. You must manifest the power call weaponry to obtain your soulbound weapon; you retain the weapon for the duration of the power. You may still use the call weaponry power as normal if you wish. This is a specific weapon every time you summon it, and it automatically gains a weapon enhancement at the following levels: 4th +1 weapon 8th +2 weapon 12th +3 weapon 16th +4 weapon 20th +5 weapon Also, add the following augmentation to your call weaponry power: Augmentation: When you manifest your soulbound weapon, for each additional 5 power points you spend, you may add a weapon enhancement of +1 value to the weapon. For example, if you spend an additional 10 power points, you could add two +1 weapon enhancements or a single +2 weapon enhancement. You sacrifice power for skill and technique. Level: 3rd, 7th, 11th, 15th, and 19th. Replaces: You lose all psychic strike class abilities at the above levels. Benefit: In place of the psychic strike class ability, you gain a bonus feat at each level above. You may choose any feat designed for soulknives (such as those in Complete Psionic) or any feat that your mind blade can benefit from, such as Power Attack or Improved Critical (also see the mind blade feats in Dragon Magazine #341 in the "Class Acts: Adventurer" article). You must meet any prerequisites for the feat you choose. You have had formal psionic training. Level: 5th, 9th, 13th, and 17th. Replaces: You lose the volatile mind class ability at all levels listed above. Benefit: You have received some formal psionic training and as such, you have unlocked psionic powers most wilders never dream of. You gain the Expanded Knowledge feat at all of the above levels. But due to the training involved, your mind is not as untamed as most wilders and you lose the defensive ability volatile mind. Please note that the required discipline for each of these variants is noted in the title of each one. You can manifest a small burst of energy. Level: 1st. Replaces: The bonus feat at 1st level. Benefit: By expending your psionic focus, you can create a small burst of energy. You can use it as a weapon; treat it as a psi-like ability and consider it a 1st-level power for power resistance. You have to succeed on a melee touch attack as you expend your focus and, if successful, it does 1d3 points of damage of the type of energy manifested. This ability is used more often on objects for other effects, depending on the type of energy manifested, and you must expend your psionic focus every time you use it. Fire: This can warm food, provide a distraction, and of course start a fire. Cold: This can chill food or a drink, make sure a campfire is out, and numb a bruise. Electricity: This can give someone a jolt, startle an animal, or start a fire. Sonic: This can startle someone up close or get someone's attention from far away. You can animate much larger objects. Level: 5th. Replaces: The bonus feat at 5th level. Prerequisite: You must know the control object power. Benefit: Your control object power gains the following augmentation. Augment: For each additional power point you spend, you can target an object weighing an additional 25 lbs. You have an extradimensional storage pocket available. Level: 1st. Replaces: The bonus feat at 1st level. Benefit: You gain an extradimensional storage space within your body. You can access it as a psi-like ability by expending your psionic focus. You may send an item to it or retrieve an item as you wish. The size of the storage space grows with your own power. At 1st level it is equivalent to a belt pouch, at 5th level it equals a sack, at 10th level it is the size of a backpack, at 15th level it is the size of a chest, and at 20th level it is the size of a Medium creature. You cannot store anything that has extradimensional properties, such as a bag of holding , within your personal space. Any attempt will fail. You can resist effects that use extradimensional, temporal, or movement spells or powers. Level: 5th. Replaces: The bonus feat at 5th level. Benefit: Your power over movement allows you to resist effects that inhibit any form of movement. Anytime you fail a save against an effect that would slow, prevent, or otherwise affect your ability to move, you may expend your psionic focus to get another saving throw, adding +1 for every 5 manifester levels you possess. You gain bits and pieces of knowledge from all the divinations you do. Level: 1st. Replaces: You lose the bonus feat at 1st level. Benefit: You gain the psionic equivalent of bardic knowledge. It functions just like a bard's class ability, except you use your manifester level in place of bardic level. You can create little items by sacrificing your psionic focus. Level: 1st. Replaces: The bonus feat at 1st level. Benefit: By sacrificing your psionic focus, you can create a temporary item as a move action. It is like minor creation, except the object you create is smaller and you create it more quickly. You can create one unattended, nonmagical object of nonliving plant matter, up to 1 cubic inch. For instance, you could create a wooden ring, a piece of paper, a handkerchief, a thin glove, or other item. You cannot create a dried herb, a poison, or other distillate of dead plant matter that has special secondary effects. The created object has a duration of 1 minute and can be recognized as a "created" object easily. This ability is considered a psi-like ability and treated as a 1st-level power for purposes of dispelling the effects. You have a favored astral construct form that you can summon at a moment's notice. Level: 5th. Replaces: The bonus feat at 5th level. Prerequisite: You must know the astral construct power. Benefit: You can create a specific astral construct that you have chosen as your favored as if you had the Quickened Power feat, by only sacrificing your psionic focus. This personal construct, once chosen, always has the same abilities and appearance every time you summon it. Each time you gain a level, you may change the abilities and appearance of your favored construct. You gain the supernatural ability to communicate with any creature with your telepathy. Level: 5th. Replaces: The bonus feat at 5th level. Benefit: You gain the supernatural ability telepathy from page 316 of the Monster Manual. You can communicate telepathically with any other creature that has a language within 5 feet per manifester level. You can address multiple creatures at once telepathically, although maintaining telepathic conversation with more than one creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same time. Your mental attacks have a specific symbolism to them that aids you in your mental combat. Level: 5th. Replaces: The bonus feat at 5th level. Prerequisite: You must also take the power false sensory input at 5th level. Benefit: You have learned to incorporate symbolism into your psionic attacks and defenses. When you manifest powers that specifically target another's mind or defend your mind, you gain an augmentation option. Augment:If you spend an additional 5 power points, you can add a mental illusionary aspect to your attack. This takes the form of a harbinger, a mental symbol that conveys a confusing or threatening message to the target's mind and momentarily distracts or disables them. The target gets a Will save to negate the effects of the harbinger. If the target fails the Will save, the power you manifest is considered 1d3 levels higher than its actual level for purposes of DC. The form of the harbinger can vary wildly. An offensive power could have a harbinger of a sword, a flame, or a spider. A defensive power could have a harbinger of a shield, a wall, or brambles with thorns. |
| TheMagister06-22-07, 03:21 PM | This is confusing: Additionally, you can apply the Elite Ability Array to those creatures, which doubles their marketprice (and increases the CR and minimal ECL by 1). vs. An Elite version of a purchased or Handle Animal ally increases the Minimal ECL Requirement by +2. and Pegasus (Egg 2000 gp, Adult 3000 gp)[Elite: +2000 gp] vs. Additionally, you can apply the Elite Ability Array to those creatures, which doubles their marketprice (and increases the CR and minimal ECL by 1). :confused: Also, where does it spell out how much of a +x CR an increase in HD causes? TM |
| MindWandererB06-22-07, 03:51 PM | Okay: the minimal ECL should be increased by 1. That's been fixed. The price is from before my time. Anyone know what the correct answer is supposed to be? |
| SauroGrenom06-22-07, 05:35 PM | Also, where does it spell out how much of a +x CR an increase in HD causes?I think you cannot get allies with increased racial HD or class levels except those which are class allies and those which have an ECL. So this much is kind of a non-issue. With respect to the price of elite ability array, that's from before my time. |
| NiQil07-01-07, 03:19 AM | The People - Member Pictures We are all real people from around the world, and you can see many of us in all our glory here (http://boards1.wizards.com/showthread.php?p=7048390), in the Tales of Gladius thread. If you want your picture up there, just email it to Caterane (Caterane(at)gmx.de). That's worth 2 credits - a good way to start your carreer in the CoCo. Might wanna fix the spelling errors above, and also redirect where those emails are going. Cat might not take too kindly to having random people emailing him about this place nowadays. |
| Erithmu07-01-07, 07:00 PM | General issue that seems to be coming up regarding team fights (as opposed to party fights) Team fights do not always start in the same start box yet I can't find this in either of the 'Battles of Gladius' links in the Rules thread. It also isn't attached to the maps in the char thread, nor is it listed in the Pitlording section of the Rules. Please add. ... |
| Salrantol07-01-07, 09:22 PM | General issue that seems to be coming up regarding team fights (as opposed to party fights) Team fights do not always start in the same start box yet I can't find this in either of the 'Battles of Gladius' links in the Rules thread. It also isn't attached to the maps in the char thread, nor is it listed in the Pitlording section of the Rules. Please add. ...From the section on Fight Types in the Rules thread:Team Fights: These work similar to the Standard Fight but include more than 2 Characters up to a maximum of 8 Characters. This kind of fight is randomly decided by the GM who rolls the pairings. All Characters must come from the same league but other than that, there is no guarantee that you won't end up in a team fight. Pitlords roll starting boxes for each PC individually (allied PCs may end up in the same box). Power-Rating Calculation: Base PR of (Loser+Loser)/(Winner+Winner)*100 (emphases mine) |
| TheMagister07-02-07, 04:43 AM | Wasn't a "team" fight. Was an "interleague" fight, and there's no specification of starting boxes (which was 'Rith's main problem). Inter-League Fight: This kind of fight works similar to Standard or Multiplayer Fights but you are not paired against Characters from your league. The most common combination of Inter-League fights is that two characters team together against one character of two levels higher than those characters of the team (e.g. ECL 5 & ECL 5 vs. ECL 7). When there is only one active character in a league, they may be paired against a character of a league higher or lower than their own (e.g. ECL 11 vs. ECL 12); in this case, the lower-ECL character gains a surprise round at the beginning of combat. Other possible, though rarer, combinations are three characters of one league vs. one character of a league three higher than them (e.g. ECL 6 & ECL 6 & ECL 6 vs. ECL 9), or one character vs. a character of one league lower than them and a character of a league three lower than them (e.g. ECL 9 & ECL 11 vs. ECL 12). Even stranger combinations can happen due to special events, such as guild activities. Power-Rating Calculation: Absolute PR of Loser(s)/Winner(s)*100 |
| Abyssal Stalker07-02-07, 06:19 AM | Wasn't a "team" fight. Was an "interleague" fight, and there's no specification of starting boxes (which was 'Rith's main problem). Well, the Rules quote refers to "team" so shouldn't they be handled as if they were team fights? Not that the rules couldn't be a little bit more specific, but this is one way to read them as they stand... |
| TheMagister07-02-07, 07:02 AM | Hey I'm all for spefic...specaficat...uh...making 'em more accurate. {It's spelled "specificity", I know...I just felt like making a funny} |
| Abyssal Stalker07-02-07, 09:09 AM | Hey I'm all for spefic...specaficat...uh...making 'em more accurate. {It's spelled "specificity", I know...I just felt like making a funny} Heh, I'm having those problems all the time - given that English isn't my native language :) |
| MindWandererB07-02-07, 12:30 PM | Clarified, after a fashion. I also added some examples to the ally penalty/rewards section, since some people seem to be having problems with it. |
| TelinArtho07-10-07, 12:51 PM | In the NPC services section, there are still references to changing skills and feats for animals and exotic beasts: Fees for Animal Trainers: Basic Animals.......50 gp (per trick) Basic Animals......100 gp (per feat change) Basic Animals......100 gp (for skill changes) Giant Eagle........200 gp (per trick) Griffon............250 gp (per trick) Hippogriff.........200 gp (per trick) Giant Owl..........200 gp (per trick) Pegasus............200 gp (per trick) Spider Eater.......500 gp (per trick) Exotic Mounts.....1000 gp (per feat change) Exotic Mounts.....1000 gp (for skill changes) |
| MindWandererB07-10-07, 01:19 PM | In the NPC services section, there are still references to changing skills and feats for animals and exotic beasts: Actually, we didn't remove skill changes, but I'll take out the feat references. |
| lonewolf07-10-07, 04:55 PM | The Quick Start Guide is no longer up to date: For potions and wands, you may select only ones specifically listed in the DMG/SRD. That means no wand of reduce person, and no CL 2 oil of shillelagh. ... You may buy animal allies (like a warhorse) with a maximum CR of 1 (for now). Copy their stats straight out of the Monster Manual; you don't get to customize or modify them in any way. both entries should be corrected to reflect the recent rule changes |
| TelinArtho07-12-07, 03:48 PM | Pretty sure the error here is in the devlopments: Construction Specialist I-III: Whenever you use Construction Points, you pay 25% per level less in gold. Example: with level II tech and 1000 CON, you process 1000 hitpoints but pay only 1000 gold (instead of 2000). A GAP processes stored construction points and you always have to pay an equal amount of gold to construct something. I think the example in the development is incorrect. |
| McJarvis07-15-07, 04:50 PM | Psionic Prestige Classes I (Mind's Eye) Hit Die: d4. Requirements To qualify to become a constructor, a character must fulfill all the following criteria: Skill: Craft (any) 9 ranks. Feat: Boost Construct. Psionics: Manifester level 5th and able to manifest astral construct, ecto protection, and psionic repair damage. Class Skills The constructor's class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Concentration (Con), Craft (Int), Disguise (Cha), Knowledge (any) (Int), Psicraft (Int), and Spot (Wis). Skill Points at Each Level: 4 + Int modifier. Class Features All the following are class features of the constructor prestige class. Weapon and Armor Proficiency: Constructors gain no proficiency with any weapon or armor. Powers Known: At every level from 2nd through 9th, a constructor gains additional power points per day and access to new powers as if she had also gained a level in whatever manifesting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained (bonus feats, metapsionic or item creation feats, psicrystal special abilities, and so on). This essentially means that she adds the level of constructor to the level of whatever manifesting class the character has, then determines power points per day, powers known, and manifester level accordingly. If a character had more than one manifesting class before she became a constructor, she must decide to which class she adds the new level of constructor for the purpose of determining power points per day, powers known, and manifester level. Advanced Construction: At 1st level, a constructor gains the ability to select menu abilities from an expanded list. Menu A Brawn (Ex): The astral construct does an additional +1 point of damage on a successful melee attack. Claws (Ex): The astral construct has razor sharp claws. Attacks are now considered claw attacks instead of slams. Damage from these claw attacks is 1d8 + Strength modifier. The claw attacks are considered slashing or piercing weapons. The type is chosen when the construct is manifested. Dodge (Ex): The astral construct gains the Dodge feat even if it does not meet the prerequisites. Armor Spikes: The construct's body is covered in spikes, which allows the construct to deal an extra 1d6 points of piercing damage with a successful trample, constrict, bull rush, or grapple attack. The construct also can make a regular melee attack with the spikes, and they deal 1d6 points of damage (x2 critical) in that case. Menu B Great Cleave (Ex): The astral construct gains the Great Cleave feat even if it does not meet the prerequisites. Improved Brawn (Ex): The astral construct deals an additional +3 points of damage on a successful melee attack. Reach (Ex): The astral construct's arms elongate, which increases its reach by 5 feet. Stunning Fist (Ex): The astral construct gains the Stunning Fist feat even if it does not meet the prerequisites. Menu C Extra Brawn (Ex): The astral construct deals an additional +5 points of damage on a successful melee attack. Tail Slap (Ex): The astral construct has a tail, and it can slap one opponent each round with its tail. A tail slap deals 2d8 points of damage plus 1-1/2 times its Strength bonus (round down) and is treated as a secondary attack. Ecto Protection: At 2nd level, any constructs manifested by a constructor are made from reinforced ectoplasm. They receive a +1 bonus on any manifester level checks made to protect them against dispel psionics or a similar effect, and a +1 bonus on saving throws to resist dismiss ectoplasm. These bonuses increase by +1 every other level (4th, 6th, 8th, and 10th). These bonuses stack with those of the ecto protection power (see Expanded Psionics Handbook, page 97). Combat Construction: At 3rd level, the constructor gets a +4 bonus on Concentration checks made to manifest astral construct while on the defensive (see Manifesting Powers on the Defensive on page 54 of the Expanded Psionics Handbook). The +4 bonus from this ability stacks with that of the Combat Manifestation feat (ExpandedPsionics Handbook, page 44), granting a possible total bonus of +8. Boost Construct: At 4th level, when the constructor creates an astral construct, she can give it one additional special ability from any menu (Expanded Psionics Handbook, page 186) from which the construct currently has an ability. The constructor can use this ability in conjunction with the Boost Construct feat (Expanded Psionics Handbook, page 43). She gains this ability again at 8th level. Extended Construction: At 5th level, astral constructs manifested by the constructor have a duration of 1 minute per manifester level instead of their normal duration. This ability is active only when the constructor has psionic focus. Utility Construct: At 7th level, the constructor gains the ability to alter an astral construct as it is being manifested. The astral construct loses all attack capabilities and menu selections. The astral construct in return has its duration increased to 1 hour per manifester level. The constructor can shape the astral construct into either a standard featureless humanoid-shaped biped or a horselike-shaped quadruped. A utility construct can run and fetch things, open unstuck doors, and hold chairs, as well as clean and mend. It can perform only one activity at a time, but it repeats the same activity over and over again if told to do so, thus allowing you to command it to clean the floor and then turn your attention elsewhere as long as you remain within range. As another example, a utility construct following a psion and carrying a barrel will stop at a closed door; it must be told to place the barrel on the ground and open the door. It can open only normal doors, drawers, lids, and the like. It can trigger traps and such, but it can exert only 100 pounds of force, which may not be enough to activate certain pressure plates and other devices. It can also perform simple functions such as opening only normal doors, drawers, lids and so on. A utility construct cannot attack in any way; it is never allowed an attack roll. It can make saves as normal. You need to stay in close range (Close 25 ft. + 5 ft./2 levels) of a utility construct to command it; however, it will continue to execute its last command to the best of its ability until its duration is reached or it is destroyed. When shaped like a quadruped, the utility construct can more easily have bags or crates strapped to it or be used to pull a cart. A character can ride a quadruped utility construct if her weight is less than its carrying capacity. Enhanced Construction: At 9th level, the constructor gains added flexibility and greater efficiency when manifesting astral construct. When manifesting astral construct, she can add the following augmentation to the power. Augment: For every 2 power points you spend, an additional construct is created. The additional construct's level equals that of the first construct created. You can create up to three additional constructs per manifestation. Additional constructs have the same menu selections as the first construct. For example, a constructor can spend 17 power points manifesting astral construct: 1 to manifest the power, 14 power points to augment the level of the first construct to 8th level, and 2 power points to create a second 8th-level construct. Quickened Construction: At 10th level, the constructor gains the ability to manifest astral construct as though the Quicken Power feat were applied to it. Doing so does not cost any additional power points, though the constructor must still expend psionic focus to activate this ability. Using this ability does not provoke an attack of opportunity and it counts as the character's one quickened power per round. Level BB Fort Ref Will Special Powers Known 1 +0 +0 +0 +2 Advanced construction -- 2 +1 +0 +0 +3 Ecto protection 1 +1 level of existing manifesting class 3 +1 +1 +1 +3 Combat construction +1 level of existing manifesting class 4 +2 +1 +1 +4 Boost construct, ecto protection 2 +1 level of existing manifesting class 5 +2 +1 +1 +4 Extended construction +1 level of existing manifesting class 6 +3 +2 +2 +5 Ecto protection 3 +1 level of existing manifesting class 7 +3 +2 +2 +5 Utility construct +1 level of existing manifesting class 8 +4 +3 +3 +6 Boost construct, ecto protection 4 +1 level of existing manifesting class 9 +4 +3 +3 +6 Enhanced construction +1 level of existing manifesting class 10 +5 +3 +3 +7 Quickened construction, ecto protection 5 -- Hit Die: d4. Requirements To qualify to become a crystal master, a character must fulfill all the following criteria. Skills: Knowledge (gemology) 4 ranks, Craft (gemcutting) 4 ranks. Feats: Psicrystal Affinity, Psicrystal Containment. Psionics: Manifester level 5th. Class Skills The crystal master's class skills (and the key abilities for each skill) are Appraise (Int), Concentration (Con), Craft (gemcutting) (Int), Intuit Direction, Knowledge (any) (Int), Psicraft (Int), and Search (Int). Skill Points at Each Level: 4 + Int modifier. Class Features All the following are class features of the crystal master prestige class. Weapon and Armor Proficiency: Crystal masters gain no proficiency with any weapon or armor. Powers Known: At every level indicated on the table, a crystal master gains additional power points per day and access to new powers as if she had also gained a level in whatever manifesting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained (bonus feats, metapsionic or item creation feats, and so on). This essentially means that she adds the level of crystal master to the level of whatever psionic manifesting class the character has, then determines power points per day, powers known, and manifester level accordingly. Unlike most other prestige classes, the crystal master does gain effective additional levels for her psicrystal's powers. If a character had more than one psionic class before she became a crystal master, she must decide to which class she adds the new level of crystal master for the purpose of determining power points per day, powers known, and manifester level. Embed Gem (Su): When the crystal master gains this ability, she adds another embedded gem to her body. She can embed up to five gems (see table below) -- one each in the arms, legs, and chest. Once a part of the body has a gem embedded in it, another gem cannot be embedded in that part of the body. The powers and restrictions on each gem are found below. The level restriction is the minimum level of crystal master needed to take this gem. Each type of gem can be embedded only once. The gem itself must initially be unworked and nonenhanced in any way (in other words, it cannot have any magical or psionic properties). It needs to have a minimum value of 100 gp before it is cut. The crystal master needs to make a DC 15 Craft (gemcutting) check to successfully shape the stone for embedding. If for some reason the crystal master's body is destroyed and she somehow gains access to a new body, she may re-embed any lost gems within the new body. The gems must be the same type as the originals and embedded in the same order. Improved Psicrystal: At 1st level, the crystal master gains the Improved Psicrystal feat, even if she does not meet the prerequisites. Psycrystal Synergy: At 10th level, the crystal master gains the ability to count her psicrystal as one additional embedded gem for purposes of determining the effects of any embedded gems. The crystal master must maintain psionic focus to use this ability and her psicrystal also must be in physical contact with her body to gain any benefit. Level BB Fort Ref Will Special Powers Known 1st +0 +0 +0 +2 Improved Psicrystal -- 2nd +1 +0 +0 +3 Embed gem +1 level of existing manifesting class 3rd +1 +1 +1 +3 +1 level of existing manifesting class 4th +2 +1 +1 +4 Embed gem +1 level of existing manifesting class 5th +2 +1 +1 +4 +1 level of existing manifesting class 6th +3 +2 +2 +5 Embed gem +1 level of existing manifesting class 7th +3 +2 +2 +5 +1 level of existing manifesting class 8th +4 +3 +3 +6 Embed gem +1 level of existing manifesting class 9th +4 +3 +3 +6 +1 level of existing manifesting class 10th +5 +3 +3 +7 Embed gem, psicrystal synergy -- Embedded Gems Embedded Stones by Level Restriction - Amethyst - Aquamarine - Bloodstone - Bulls Eye Agate - Calcite - Deep Crystal - Emerald - Malachite - Moonstone - Onyx - Peridot - Red Garnet - Red Jasper - Ruby - Sapphire - Smokey Quartz - Tiger Eye - Tourmaline - Blue Zircon - Diamond - Jade - Jet - Opal - Sugilite - Chrysocolla - Obsidian - Azurite Notes 1. See the Embed Gem ability of the crystal master prestige class for more on level restrictions 2. You can embed any gem provided you meet the minimum level restriction. The following gems provide different abilities or enhancements to the crystal master. Each type of gem can be embedded only once. Gem Descriptions: Amethyst: The crystal master becomes immune to all poisons. This includes alcohol. Aquamarine: The crystal master gains an Intelligence bonus of +1. This bonus increases by +1 for every two additional embedded gems (+2 at 3 embedded gems, and +3 at 5 embedded gems). This ability is active as long as the crystal master maintains psionic focus. Azurite: The crystal master no longer needs to eat, drink, or sleep, though she may do so if she desires. (Level restriction: 10th.) Bloodstone: The crystal master gains a Strength bonus of +1. This bonus increases by +1 for every two additional embedded gems (+2 at 3 embedded gems, and +3 at 5 embedded gems). This ability is active as long as the crystal master maintains psionic focus. Blue Zircon: The crystal master gains immunity to all diseases, including supernatural and magical diseases. (Level restriction: 4th.) Bulls Eye Agate: The crystal master is immune to all fear effects. Calcite: The crystal master gains a Wisdom bonus of +1. This bonus increases by +1 for every two additional embedded gems (+2 at 3 embedded gems, and +3 at 5 embedded gems). This ability is active as long as the crystal master maintains psionic focus. Chrysocolla: The crystal master gains the ability to use astral caravan as the power. The crystal master can use this ability a number of times per day times equal to the number of embedded gems she possesses. Once she activates this ability, she can also apply the effects of the astral traveler power a number of times equal to twice the amount of embedded gems. Using this ability requires the crystal master to expend psionic focus. (Level restriction: 6th.) Deep Crystal: The crystal master can expend 2 power points to add 2d6 points of damage to her next successful natural attack or unarmed strike. The ability stays charged for 1 minute or until the crystal master scores a hit. Using this ability is a free action and does not provoke an attack of opportunity. This ability can be used only once per round. Diamond: The crystal master gains 4 additional bonus power points per day per embedded gem. (Level restriction: 4th.) Emerald: The crystal master gains power resistance equal to 11 + 3 per embedded gem she possesses. Jade: The crystal master is immune to aging attacks and doesn't suffer the effects of old age. (Any penalties already incurred stay in effect.) The character still dies of old age. (Level restriction: 4th.) Jet: The crystal master gains the ability to fly as the power with double its normal duration (2 minutes per level). She can activate it a number of times per day equal to twice the number of embedded gems. (Level restriction: 4th.) Malachite: The crystal master gains a limited telepathy. She can communicate telepathically with any creatures that speak a language that she speaks, provided they are within 30 feet. This range increases by 10 feet for each additional imbedded gem. She can address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than one creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same time. Moonstone: The crystal master gains an insight bonus of +1 to her Armor Class and on all saving throws. This increases by +1 per embedded gem. This ability is active as long as the crystal master maintains psionic focus. Obsidian: The character gains the ability of escape detection as the power. The crystal master can voluntarily deactivate or reactivate this ability by expending psionic focus. (Level restriction: 8th.) Onyx: When activated, this causes one opponent who can see the crystal master to make a Will save (DC 10 + 2 per embedded gem + key ability modifier) or become shaken (see page 300 of the Dungeon Master's Guide) for 2d6 rounds. This ability can be used a number of times per day equal to the number of embedded gems. Opal: The crystal master gains the ability of divination as the power. She can use this ability a number of times per day equal to the number of embedded gems. (Level restriction: 4th.) Peridot: The crystal master gains damage reduction of 1/--. This is increased by 1 for each additional embedded gem. Red Garnet: The crystal master gains the ability to heal herself. She can heal 4 points per embedded gem each day. She can divide this up into many uses over the day. Red Jasper: The crystal master becomes partially immune to ability-draining attacks. The character can completely ignore the effects of ability-draining attacks a number of times per day equal to the number of embedded gems she has. This immunity does not apply to ability burn. This ability is active as long as the crystal master maintains psionic focus. Ruby: The crystal master gains a Constitution bonus of +1. This bonus increases by +1 for every two additional embedded gems (+2 at 3 embedded gems, and +3 at 5 embedded gems). This ability is active as long as the crystal master maintains psionic focus. Sapphire: The crystal master gains touchsight as the power. Her touchsight field emanates out to 20 feet, increasing by +10 feet per additional embedded gem to a maximum of 60 feet. This ability is active as long as the crystal master maintains psionic focus. Smokey Quartz: The crystal master gains a Charisma bonus of +1. This bonus increases by +1 for every two additional embedded gems (+2 at 3 embedded gems, and +3 at 5 embedded gems). This ability is active as long as the crystal master maintains psionic focus. Sugilite: The crystal master gains immunity to the effects of the Psionic Hole feat. (Level restriction: 4th.) Tiger Eye: The crystal master gains a Dexterity bonus of +1. This bonus increases by +1 for every two additional embedded gems (+2 at 3 embedded gems, and +3 at 5 embedded gems). This ability is active as long as the crystal master maintains psionic focus. Tourmaline: The crystal master gains an insight bonus on the following skills: Appraise, Craft (gemcutting), Knowledge (gemology), and Search. The bonus is equal to the number of embedded gems she possesses. Refer to the existing Pyrokineticist Prestige Class in the core rules. Naming the Prestige Class The basic prestige class is known as a pyrokineticist or "pyro," and it focuses on fire; each type of energy that a prestige class could focus on can have a different name to give it the appropriate flavor. Although acid has been removed as an energy type, I have included it for those people who are playing an existing acetokineticist and have a DM that will allow the conversion. Focus Full Name Nickname Fire Pyrokineticist Pyro Cold Cryokineticist Cryo Sonic Sonokineticist Sono Electricity Electrokineticist Electro Acid Acetokineticist Aceto Requirements The "special" entry under requirements for the prestige class should be changed to allow entry to the various versions of the prestige class. If a player can come up with a compelling reason that shows his character is obsessed with a specific energy, DMs should consider allowing entry to the prestige class. A character need not have used the specific energy type to qualify. Special: Must have damaged or destroyed a structure or object by the use of a power of the chosen energy focus just to see what would happen or must have survived a traumatic experience such as being trapped in a burning building where someone close to the character died. Effects After we have selected the type of energy to focus on and once we have fulfilled the requirements of the prestige class, we can work with the DM to alter the fire effects. The names of the individual abilities should be modified to match the appropriate type. For instance the fire lash would be a cold lash or frost lash for the cryo. Abilities that deal damage have the type of damage they do changed to match their new energy type. Also, abilities that grant protection from an energy type now grant it from the chosen energy type. The visible display of the abilities should be modified as follows. The associated color changes (acid/green, cold/blue, electricity/purple, fire/orange or red, sonic/yellow or silvery white). They may also have additional effects such as burning flames for fire, mist or ice shards for cold, billowing mist and sizzling for acid, a low-pitched hum and rippled air effect for sonic, and arcs of electricity and a crackling sound for electricity. For example, an electricity nimbus would be a swirling purple field with crackling arcs of electricity. The changed displays should be worked out with your DM. Optional Damage Rules Because different energy damage types deal damage differently and because the number of available creatures with appropriate resistances varies from campaign to campaign, most DMs need to determine whether they wish to alter the damage dealt by the different energy types. Changes to damage dealt by the special abilities of the prestige class are as follows. Energy Damage Modifier Special Fire None -- Cold -1 damage per die* Saving throws use Fort instead of Reflex Sonic Reduced damage dice** Ignores hardness on unattended objects Electricity -1 damage per die* -- Acid -1 damage per die* -- * Minimum of 1 point per die of damage. ** Damage dice are reduced one die type, d6 becomes d4, d8 becomes d6. Hit Die: d6. Requirements To qualify as a sangehirn, a character must meet the following criteria. Skill: Heal 9 ranks. Feats: Mind Over Body, Psionic Body. Psionics: Manifester level 5th. Class Skills The sangehirn's class skills (and the key ability for each skill) are Autohypnosis (Wis), Balance (Dex), Concentration (Con), Heal (Wis), Knowledge (any) (Int), Profession (any) (Wis), Psicraft (Int), Swim (Str). Skill Points at Each Level: 4 + Int modifier. Class Features All the following are class features of the sangehirn prestige class. Weapon and Armor Proficiency: Sangehirns gain no proficiency with any weapons or armor. Powers Known: Beginning at 2nd level, a sangehirn gains additional power points per day and access to new powers as if he had also gained a level in whatever manifesting class he belonged to before he added the prestige class. The sangehirn can choose powers from the sangehirn power list below only. He does not, however, gain any other benefit a character of that class would have gained (bonus feats, metapsionic or item creation feats, psicrystal special abilities, and so on). This essentially means that he adds the level of sangehirn to the level of whatever manifesting class the character has, then determines power points per day, powers known, and manifester level accordingly. If a character had more than one manifesting class before he became a sangehirn, he must decide to which class he adds the new level of sangehirn for the purpose of determining power points per day, powers known, and manifester level. Healing Focus (Su): Starting at 1st level, the sangehirn gains the ability to harness psionic energy from deep within his body. This ability allows him to expend his psionic focus to aid with Heal checks. When the sangehirn has psionic focus, he can expend that focus on any single Heal check made thereafter. When the sangehirn expends his focus in this manner, he gains a bonus on his next Heal check equal to his level of sangehirn. Damage Reduction (Su): At 2nd level, the sangehirn gains the supernatural ability to shrug off physical attacks and is fortified by the positive energies within his body, which grants him damage reduction 1/--. This increases by 1 every other level, up to a maximum of damage reduction 5/-- at 10th level. Healing Touch (Su): At 3rd level, the sangehirn gains the ability to change the range of some of his powers. Powers that have a range of "personal" and that are marked with an asterisk below can be changed to "touch." Only the powers from the sangehirn powers list can be affected this way. Using this ability requires expending psionic focus. Once the sangehirn has expended focus, the effects of healing touch persist for a number of rounds equal to his level of sangehirn. The sangehirn can alter any of the aforementioned powers during the duration of the effect. Fast Healing (Su): At 5th level, the sangehirn gains the supernatural ability of fast healing. The sangehirn regains hit points at an exceptionally fast rate -- usually 1 or more hit points per round -- as given in the table entry. Except where noted here, fast healing is just like natural healing (see page 129 of the Player's Handbook). Fast healing does not restore hit points lost from starvation, thirst, or suffocation, and it does not allow a creature to regrow or reattach body parts. This ability is active only when the sangehirn has psionic focus. Level BB Fort Ref Will Special Powers Known 1st +0 +2 +0 +2 Healing focus -- 2nd +1 +3 +0 +3 Damage reduction 1/-- +1 level of existing manifesting class 3rd +2 +3 +1 +3 Healing touch +1 level of existing manifesting class 4th +2 +4 +1 +4 Damage reduction 2/-- +1 level of existing manifesting class 5th +3 +4 +1 +4 Fast healing 1 +1 level of existing manifesting class 6th +4 +5 +2 +5 Damage reduction 3/-- +1 level of existing manifesting class 7th +5 +5 +2 +5 Fast healing 2 +1 level of existing manifesting class 8th +6 +5 +2 +6 Damage reduction 4/-- +1 level of existing manifesting class 9th +6 +6 +3 +6 Fast healing 3 +1 level of existing manifesting class 10th +7 +7 +3 +7 Damage reduction 5/-- +1 level of existing manifesting class Biofeedback1 Thicken Skin Vigor1 Body Adjustment1 Empathic Transfer Energy Adaptation, Specified Share Pain Sustenance1 Body Purification1 Empathic Transfer, Hostile Share Pain, Forced Empathic Feedback Energy Adaptation Inertial Barrier Adapt Body Leech Field Psionic Revivify Psychofeedback Restore Extremity Restoration, Psionic Suspend Life12 Energy Conversion Oak Body Iron Body, Psionic True Metabolism Affinity Field Psychic Chirurgery Timeless Body 1Sangehirn powers that can be used with the healing touch special ability. 2Suspend life can be manifested only on a willing subject Hit Die: d6. Requirements To qualify to become a psychic assassin, a character must fulfill all the following criteria. Alignment: Any evil. Skills: Disguise 4 ranks, Hide 8 ranks, Move Silently 8 ranks. Psionics: Manifester level 5th. Special: The character must kill someone for no other reason than to join the assassins. Class Skills The psychic assassin's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (psionics)(Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Psionic Device (Cha), and Use Rope (Dex). Skill Points at Each Level: 4 + Int modifier. Class Features All the following are class features of the psychic assassin prestige class. Weapon and Armor Proficiency: Psychic assassins are proficient with the crossbow (hand, light, or heavy), dagger (any type), dart, rapier, sap, shortbow (normal and composite), and short sword. Psychic assassins are proficient with light armor but not with shields. Powers Known: At 2nd, 4th, 5th, 6th, 8th, and 10th levels, a psychic assassin gains additional power points per day and access to new discovered powers as if she had also gained a level in whatever psionic manifesting class she belonged to before she added the prestige class. The psychic assassin does not, however, gain any other benefit a character of that class would have gained (bonus feats, metapsionic or item creation feats, psicrystal special abilities, and so on). This essentially means that she adds the level of psychic assassin to the level of whatever manifesting class the character has, then determines power points per day, powers known, and manifester level accordingly. If a character had more than one manifesting class before she became a psychic assassin, she must decide to which class she adds the new level of psychic assassin for the purpose of determining power points per day, powers known, and manifester level. The psychic assassin may choose any new powers she discovers from the psychic rogue power list. Sneak Attack: This is exactly like the psychic rogue ability of the same name. The extra damage dealt increases by +1d6 every other three levels (1st, 4th, 7th, and 10th). If a psychic assassin gets a sneak attack bonus from another source, the bonuses on damage stack. Death Attack: If a psychic assassin studies her victim for 3 rounds and then makes a sneak attack with a melee weapon that successfully deals damage, the sneak attack has the additional effect of possibly either paralyzing or killing the target (psychic assassin's choice). While studying the victim, the psychic assassin can undertake other actions so long as her attention stays focused on the target and the target does not detect the psychic assassin or recognize the psychic assassin as an enemy. If the victim of such an attack fails a Fortitude save (DC 10 + the psychic assassin's class level + the psychic assassin's Int modifier) against the kill effect, she dies. If the saving throw fails against the paralysis effect, the victim is rendered helpless and unable to act for 1d6 rounds plus 1 round per level of the psychic assassin. If the victim's saving throw succeeds, the attack is just a normal sneak attack. Once the psychic assassin has completed the 3 rounds of study, she must make the death attack within the next 3 rounds. If a death attack is attempted and fails (the victim makes her save) or if the psychic assassin does not launch the attack within 3 rounds of completing the study, 3 new rounds of study are required before she can attempt another death attack. Poison Use: Psychic assassins are trained in the use of poison and never risk accidentally poisoning themselves when applying poison to a blade. Save Bonus against Poison: The psychic assassin gains a natural saving throw bonus to all poisons gained at 2nd level, and it increases by +1 for every two additional levels the psychic assassin gains. Danger Sense (Su): At 3rd level, a psychic assassin gains the ability to augment her ability to sense danger. When active, this ability grants the psychic rogue the effects of the danger sense power. This ability is active as long as the psychic assassin maintains psionic focus. The psychic assassin's danger sense ability also gains the effects of a single augmentation and she is granted the effects of the uncanny dodge ability. While her danger sense ability is active, the psychic rogue can react to danger before her senses would normally allow her to do so. She retains his Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized. If a psychic assassin already has uncanny dodge from a different class (a psychic assassin with at least two levels of barbarian, for example), she automatically gains improved uncanny dodge (see below) instead. At 5th level, she gains a second augmentation and is granted the effects of the improved uncanny dodge ability. While her danger sense ability is active, the psychic rogue cannot be flanked; she can react to opponents on opposite sides of her as easily as she can react to a single attacker. This defense denies another rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the target does. If a character already has uncanny dodge (see above) from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character. Special Abilities: At 5th and 9th levels the psychic assassin gains a special ability of her choice from the psychic rogue special ability list, seen below. Blind Spot (Ps): The psychic assassin can use this ability once per day. While in effect, the psychic assassin can attempt to make herself completely undetectable to any single creature as if manifesting the cloud mind power with a manifester level equal to her psychic assassin level. If the target creature fails its save, the psychic assassin can remain hidden as long as she maintains concentration on this ability. Decoy (Ps): Once a day, the psychic assassin can create an illusionary duplicate of herself. The illusion functions as a project image spell with a caster level equal to her psychic assassin level, except that it lasts as long as he maintains concentration, to a maximum of 1 round per caster level. Enhanced Sneak Attack (Su): When the psychic assassin has psionic focus, she adds psionic damage to her sneak attacks. This ability increases her sneak attack damage by +1d6. (For example, an 11th-level psychic assassin would deal +5d6 damage with a sneak attack instead of +4d6). This ability may be selected up to three times. Improved Evasion (Ex): This ability works like evasion, except that while the psychic assassin still takes no damage on a successful Reflex saving throw against attacks, she henceforth takes only half damage on a failed save. A helpless psychic assassin does not gain the benefit of improved evasion. Mind Cripple (Su): A psychic assassin with this ability has learned to focus psychic energy into her sneak attacks, which disrupts the mental capability of her foe. An opponent damaged by one of her sneak attacks also takes 2 points of Intelligence damage. Ability points lost to damage return on their own at the rate of 1 point per day for each damaged ability. Shadow Jump (Ps): The psychic assassin gains the ability to travel between shadows. This ability works like the psionic dimension door power with a manifester level equal to her psychic assassin level, except as follows: The transport must begin and end in an area with at least some shadow. A psychic assassin can jump up to a total of 60 feet each day in this way; this can be a single jump of 60 feet or she can split the total distance she can jump each day among many jumps, but each one, no matter how small, counts as a 10-foot jump. The psychic assassin can select this ability up to three times and she adds 60 feet to the daily total each time she selects it. The psychic assassin can expend her psionic focus to use this ability as a move action. Skill Mastery: The psychic assassin becomes so certain in the use of specific skills that she can use them reliably even under adverse conditions. Upon gaining this ability, she selects a number of skills equal to 3 + her Intelligence modifier. When making a skill check with one of these skills, she may take 10 even if stress and distractions would normally prevent her from doing so. A psychic assassin may gain this special ability multiple times, selecting additional skills for it to apply to each time. Slippery Mind (Ex): This ability represents the psychic assassin's ability to wriggle free from magical or psionic effects that would otherwise control or compel him. If a psychic assassin with slippery mind is affected by an enchantment spell or effect and fails her saving throw, she can attempt it again 1 round later at the same Difficulty Class. She gets only this one extra chance to succeed on her saving throw. Feat: A psychic assassin can gain a bonus feat in place of a special ability. Hide in Plain Sight (Su): At 8th level, a psychic assassin can use the Hide skill even while being observed. As long as she is within 10 feet of some sort of shadow, a psychic assassin can hide herself from view in the open without having anything to actually hide behind. She cannot, however, hide in her own shadow. Level BB Fort Ref Will Special Powers Known 1st +0 +0 +2 +0 Sneak attack +1d6, death attack, poison use -- 2nd +1 +0 +3 +0 +1 save against poison +1 level existing manifesting class 3rd +2 +1 +3 +1 Danger sense (uncanny dodge) -- 4th +3 +1 +4 +1 Sneak attack +2d6, +2 save against poison +1 level existing manifesting class 5th +3 +1 +4 +1 Danger sense (improved uncanny dodge), special ability -- 6th +4 +2 +5 +2 +3 save against poison +1 level existing manifesting class 7th +5 +2 +5 +2 Sneak attack +3d6 -- 8th +6 +2 +6 +2 +4 save against poison, hide in plain sight +1 level existing manifesting class 9th +6 +3 +6 +3 Special ability -- 10th +7 +3 +7 +3 +5 save against poison, sneak attack +4d6 +1 level existing manifesting class Hit Die: d4. Requirements To qualify as a meditant, a character must meet the following criteria. Skill: Concentration 9 ranks. Feats: Deep Psychic Meditation (3 times), Psychic Meditation. Psionics: Manifester level 5th. Alignment: Any lawful. Class Skills The meditant's class skills (and the key ability for each skill) are Autohypnosis (Wis), Concentration (Con), Diplomacy (Cha), Knowledge (any) (Int), Profession (any) (Wis), Psicraft (Int), and Sense Motive (Wis). Skill Points at Each Level: 2 + Int modifier. Class Features All the following are class features of the meditant prestige class. Weapon and Armor Proficiency: Meditants gain no proficiency with any weapons or armor. Powers Known: At each level, with the exception of 1st level, a meditant gains additional power points per day and access to new powers as if she had also gained a level in whatever manifesting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained (bonus feats, metapsionic or item creation feats, psicrystal special abilities, and so on). This essentially means that she adds the level of meditant to the level of whatever manifesting class the character has, then determines power points per day, powers known, and manifester level accordingly. If a character had more than one manifesting class before she became a meditant, she must decide to which class she adds the new level of meditant for the purpose of determining power points per day, powers known, and manifester level. Inner Peace: Through much practice, the meditant has learned how to more quickly bring herself to inner peace. Meditation time required to awaken each of her psychic energy centers is reduced by 30 minutes per level of meditant. Meditative Sustenance (Su): At 1st level, the meditant has learned to tap into the energies of the base psychic energy center. By meditating for 1 hour, the meditant can go without food and water for 1 day. Deeper Psychic Meditation: At 2nd level, and every other level thereafter (4th, 6th, 8th, and 10th), the meditant gains two additional activations of an awakened psychic energy center per day. Intense Psychic Meditation: Starting at 3rd level, the meditant discovers how to awaken greater psychic energies. When awakening a psychic energy center, the meditant can choose to give up two of her daily activations to increase the bonus granted by activating a specific psychic energy center. Each of the meditant's energy centers can receive this increase only once. Meditation time for awakening the center increases by 2 hours. The meditant's total amount of daily activations is reduced until that specific energy center has been reset. At 7th level, the meditant further increases the intensity of her meditation, which allows her to give up three daily activations to increase the benefits of activating one of her psychic energy centers. Meditation time is instead increased by 3 hours for that center. Prepared Mind (Su): Starting at 5th level, the meditant can attempt to turn mind-affecting effects that specifically target her against their originator when she makes a successful saving throw to resist their effect. Effect and area spells are not affected. The effect uses its original DC (and other attributes), but the meditant is considered the effect's originator and the originator is the now the target. The meditant can use this ability as long as she maintains psionic focus. Ethereal Form (Su): At 9th level, the meditant and her equipment can become ethereal and return back to material existence as a standard action. The amount of time she spends as ethereal is unlimited, but she can become ethereal and return to material existence only three times per day. The meditant gains all the benefits and limitations as described on page 76 of the Dungeon Master's Guide. Inner Harmony (Su): Provided the meditant has awakened all seven of her psychic energy centers, activating a psychic energy center may now be done as a swift action. Using this ability does not provoke an attack of opportunity and it counts as the character's one quickened action per round. Additionally, the duration of the bonuses granted by activating a center increases to 4 hours. Psychic Energy Center Two Activations* Three Activations* Crown +5 natural armor bonus to AC +7 natural armor bonus to AC Third Eye 1.25 temporary power point per manifester level (rounded down) +1.5 temporary power point per manifester level (rounded down) Throat +4 bonus to Int, Wis, and Cha +6 bonus to Int, Wis, and Cha Heart 2 temporary hit points per manifester level (Max 40) and Fast healing 1 2 temporary hit points per manifester level (Max 40) and Fast healing 2 Solar (Plexus) +4 morale bonus on saving throw of choice, +2 bonus on remaining two +5 morale bonus on saving throw of choice, +3 bonus on remaining two Base +4 bonus to Str, Dex, and Con +6 bonus to Str, Dex, and Con Sacral Power Resistance 10 + manifester level Power Resistance 15 + manifester level * Bonuses from this table replace the benefits from the Psychic Meditation feat to determine the bonuses granted from activation of a specific psychic energy center. Level BB Fort Ref Will Special Powers Known 1st +0 +0 +0 +2 Inner peace, meditative sustenance -- 2nd +1 +0 +0 +3 Deeper psychic meditation 1 +1 level of existing manifesting class 3rd +2 +1 +1 +3 Intense psychic meditation 1 +1 level of existing manifesting class 4th +2 +1 +1 +4 Deeper psychic meditation 2 +1 level of existing manifesting class 5th +3 +1 +1 +4 Prepared mind +1 level of existing manifesting class 6th +4 +2 +2 +5 Deeper psychic meditation 3 +1 level of existing manifesting class 7th +5 +2 +2 +5 Intense psychic meditation 2 +1 level of existing manifesting class 8th +6 +2 +2 +6 Deeper psychic meditation 4 +1 level of existing manifesting class 9th +6 +3 +3 +6 Ethereal form +1 level of existing manifesting class 10th +7 +3 +3 +7 Inner harmony, deeper psychic meditation 5 +1 level of existing manifesting class |
| McJarvis07-15-07, 05:23 PM | Psionic Prestige Classes II (Mind's Eye) Hit Die: d8. Requirements To qualify to become a psychic weapon master, a character must fulfill all the following criteria. Base Attack Bonus: +5. Feats: Dodge, Mobility, Power Attack, Psionic Dodge, Psionic Weapon, Weapon Focus. Psionics: Ability to manifest a 3rd-level power. Weapon: Crystal melee weapon. Special: Proficiency in your weapon of choice, either from a feat or a class feature. Class Skills The crystal master's class skills (and the key abilities for each skill) are Autohypnosis(Wis), Balance (Dex), Climb (Str), Concentration (Con), Intimidate (Cha), Jump (Str), Knowledge (any) (Int), Listen (Wis), Sense Motive (Wis), Spot (Wis), Tumble (Dex), and Use Psionic Device (Cha). Skill Points at Each Level: 4 + Int modifier. Class Features All the following are class features of the psychic weapon master prestige class. Weapon and Armor Proficiency: Psychic weapons masters are proficient with all simple and martial weapons and with all types of armor. Powers Known: Every other level starting with 2nd, a psychic weapon master gains additional power points per day and access to new powers as if she had also gained a level in whatever manifesting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained (bonus feats, metapsionic or item creation feats, psicrystal special abilities, and so on). This essentially means that she adds the level of psychic weapon master to the level of whatever psionic manifesting class the character has, then determines power points per day, powers known, and manifester level accordingly. If a character had more than one manifesting class before she became a psychic weapon master, she must decide to which class she adds the new level of psychic weapon master for the purpose of determining power points per day, powers known, and manifester level. Bonded Weapon: The psychic weapon master can form a special bond with a single melee weapon. The weapon must be the same type as her weapon of choice. The weapon must be a standard crystal melee weapon (without any magic or psionic enhancements). As a psychic weapon master gains experience, she can sacrifice an amount of experience points (XP) to awaken supernatural abilities within her bonded weapon. This sacrifice cannot exceed the XP that she has gained since she last gained a level. Upon initially awakening her weapon, a small portion of the psychic weapon master's personality is encoded in the weapon. This personality is chosen from the Psicrystal Personalities table on page 23 of the Expanded Psionics Handbook. The personality grants the psychic weapon master the benefit that corresponds with the chosen personality. The bonded weapon also has the Alertness, sighted and telepathic link abilities of a psicrystal, and, like psicrystals, it has an Intelligence of 6. Upon awakening a weapon bonus of +3, the bonded weapon gains the sightlink psicrystal ability. Upon awakening a weapon bonus of +5, the bonded weapon gains the ability to hold a psionic focus as the Psicrystal Containment feat. You do not need the Psicrystal Containment feat to use this latter ability. At any time, a psychic weapon master can spend time meditating to awaken the abilities in her bonded weapon. This requires a sacrifice of XP equal to the amount shown on Table 1-1: Bonded Weapons. A psychic weapon master must meet the required minimum level and must meditate 8 hours a day for a number of days in a row equal to the XP sacrificed divided by 100. The XP values shown on Table 1-1 are the total value of the sacrifice required to bring a single weapon to the listed weapon bonus. If a psychic weapon master already has a +3 longsword, she can raise it to a +4 longsword by sacrificing 700 XP and spending 7 days meditating. A weapon can't have an enhancement bonus higher than +5. Use the weapon bonus on Table 1-1 to determine the XP sacrifice when special abilities are added. Special abilities can be added from either Table 7-5: Melee Weapon Special Abilities in the Expanded Psionics Handbook and/or Table 7-14: Melee Weapon Special Abilities in the Dungeon Master's Guide. (Spell storing is considered the same as power storing.) Example: A psychic weapon master who has a +4 longsword can transform it into a +4 mindcrusher longsword with a sacrifice of 2,000 XP since mindcrusher is a special ability worth a +2 bonus. The psychic weapon master may awaken the ability to store power points as a cognizance crystal in their bonded weapon. A +1 weapon bonus is equal to 5 power points, +2 adds 4 more points for a total of 9, +3 adds 4 more points for a total of 13, and +4 adds 4 more points for a final total of 17 power points. If a bonded weapon is destroyed by accident or on purpose, the psychic weapon master must attempt a Fortitude save (DC 10 + the weapon's equivalent enhancement bonus as shown on Table 1-1). If the saving throw fails, the psychic weapon master must sacrifice an additional 500 XP upon awakening her next bonded weapon. A successful saving throw reduces the loss to 0 XP. A psychic weapon master's experience can never go below 0 as a result of a bonded weapon's destruction. A psychic weapon master can have only one bonded weapon at a time. Psionic Damage: After a psychic weapon master scores a hit with her weapon of choice, do not roll dice to determine damage. Instead, figure the normal maximum damage (not a critical hit) the psychic weapon master can inflict with that weapon and do that much damage to the target. For example, a psychic weapon master uses a longsword, has a base attack bonus of +6, and possesses a Strength of 17. A longsword does 1d8 damage, so its maximum damage is 8 points. Her Strength modifier is +3, so add that for a total of 11. When the psychic weapon master makes a successful critical hit, only the base damage from the weapon is maximized; roll normally for the extra damage from the critical hit. A psychic weapon master can use this ability for free a number of times per day equal to her psychic weapon master level, though additional uses of this ability cost 3 power points each. Increased Multiplier: Determine the standard critical multiplier for the psychic weapon master's weapon of choice. With this ability, a psychic weapon master can increase the multiplier by +1. For example, the longsword has a critical multiplier of x2. When using this ability, increase that multiplier to x3 (2 + 1 = 3) once per day at the 2nd level of the psychic weapon master prestige class. A psychic weapon master gains an additional use per day at 4th, 6th, 8th, and 10th levels of this prestige class. To use this ability, declare its use before rolling any damage dice. Psionic Weapon Focus: Stacking with any existing Weapon Focus bonus, this adds an additional +1 on all attack rolls with the psychic weapon master's weapon of choice. Combat Reflexes: The psychic weapon master gains the Combat Reflexes feat for free. If she already possesses this feat, add her Wisdom modifier to the number of additional attacks of opportunity she may make in a round. Improved Critical: The psychic weapon master gains the Improved Critical feat for free. If she already possesses this feat, add an additional +2 to her weapon of choice's threat range for critical hits. Whirlwind: The psychic weapon master gains the Whirlwind feat for free. If she already possesses this feat, she can make a whirlwind attack as a standard action rather than a full attack action. Weapon Bonus Total Sacrifice Required Min PWM Lvl Meditation +1* 100 XP 1 1 day*** +2 400 XP 2 +3 days +3 900 XP 3 +5 days +4 1,600 XP 4 +7 days +5 2,500 XP 5 +9 days +6** 3,600 XP 6 +11 days +7** 4,900 XP 7 +13 days +8** 6,400 XP 8 +15 days +9** 8,100 XP 9 +17 days +10** 10,000 XP 10 +19 days * Upon awakening a bonded weapon, a personality is selected from the Psicrystals Personalities table on page 23 of the Expanded Psionics Handbook. ** A weapon can't actually have an enhancement bonus higher than +5; see the above text. *** This is the base meditation time for a +1 weapon. All numbers following it are added to this base number. For example, a +3 bonus would cost 1 + 3 + 5 = 9 days. Level BB Fort Ref Will Special Powers Known 1st +1 +0 +2 +0 Bonded weapon, psionic damage -- 2nd +2 +0 +3 +0 Increased multiplier 1/day +1 level of existing manifesting class 3rd +3 +1 +3 +1 Psionic weapon focus -- 4th +4 +1 +4 +1 Increased multiplier 2/day +1 level of existing manifesting class 5th +5 +1 +4 +1 Combat Reflexes -- 6th +6 +2 +5 +2 Increased multiplier 3/day +1 level of existing manifesting class 7th +7 +2 +5 +2 Improved Critical -- 8th +8 +3 +6 +3 Increased multiplier 4/day +1 level of existing manifesting class 9th +9 +3 +6 +3 Whirlwind -- 10th +10 +3 +7 +3 Increased multiplier 5/day +1 level of existing manifesting class Hit Die: d4. Requirements To qualify to become a psychic theurge, a character must fulfill all the following criteria. Skills: Knowledge (psionics) 6 ranks, Knowledge (religion) 6 ranks. Spells: Able to cast 2nd-level divine spells. Psionics: Able to manifest 2nd-level powers. Class Skills The psychic theurge's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (psionics) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Profession (Wis), Psicraft (Int), and Spellcraft (Int). Skill Points at Each Level: 2 + Int modifier. Class Features All the following are class features of the psychic theurge prestige class. Weapon and Armor Proficiency: Psychic theurges gain no proficiency with any weapon or armor. Spells per Day/Powers Known: When a new psychic theurge level is attained, the character gains new spells per day as if he had also attained a level in any one divine spellcasting class he belonged to before he added the prestige class. He gains additional power points per day and access to new powers as if he had also gained a level in any one manifesting class he belonged to previously. He does not, however, gain any other benefit a character of either class would have gained (bonus metamagic, metapsionic, or item creation feats, psicrystal special abilities, and so on). This essentially means that he adds the level of psychic theurge to the level of whatever other divine spellcasting class and manifesting class the character has, then determines spells per day, caster level, power points per day, powers known, and manifester level accordingly. If a character had more than one divine spellcasting class or more than one manifesting class before he became a psychic theurge, he must decide to which class he adds each level of psychic theurge for purpose of determining spells per day, caster level, power points per day, powers known, and manifester level. Level BB Fort Ref Will Powers Known 1st +0 +0 +0 +2 +1 level of existing divine spellcasting class/+1 level of existing manifesting class 2nd +1 +0 +0 +3 +1 level of existing divine spellcasting class/+1 level of existing manifesting class 3rd +1 +1 +1 +3 +1 level of existing divine spellcasting class/+1 level of existing manifesting class 4th +2 +1 +1 +4 +1 level of existing divine spellcasting class/+1 level of existing manifesting class 5th +2 +1 +1 +4 +1 level of existing divine spellcasting class/+1 level of existing manifesting class 6th +3 +2 +2 +5 +1 level of existing divine spellcasting class/+1 level of existing manifesting class 7th +3 +2 +2 +5 +1 level of existing divine spellcasting class/+1 level of existing manifesting class 8th +4 +2 +2 +6 +1 level of existing divine spellcasting class/+1 level of existing manifesting class 9th +4 +3 +3 +6 +1 level of existing divine spellcasting class/+1 level of existing manifesting class 10th +5 +3 +3 +7 +1 level of existing divine spellcasting class/+1 level of existing manifesting class Hit Die: d4. Requirements To qualify to become a body leech, a character must fulfill all the following criteria. Alignment: Any evil. Skills: Bluff 8 ranks, Diplomacy 8 ranks. Feats: Body Fuel, Inquisitor. Psionics: Must be able to manifest ectoplasmic cocoon and mindswitch. Class Skills The body leech's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Disguise (Cha), Forgery (Int), Gather Information (Cha), Handle Animal (Cha), Intimidate (Cha), Knowledge (psionics) (Int), Profession (Wis), Psicraft (Int), Sense Motive (Wis). Skill Points at Each Level: 4 + Int modifier. Class Features All the following are class features of the body leech prestige class. Weapon and Armor Proficiency: Body leeches gain no proficiency with any weapon or armor. Powers Known: At every level except 1st and 4th levels, a body leech gains additional power points per day and access to new discovered powers as if she had also gained a level in whatever psionic manifesting class she belonged to before she added the prestige class. The body leech does not, however, gain any other benefit a character of that class would have gained (bonus feats, metapsionic or item creation feats, psicrystal special abilities, and so on). This essentially means that she adds the level of body leech to the level of whatever manifesting class the character has, then determines power points per day, powers known, and manifester level accordingly. If a character had more than one manifesting class before she became a body leech, she must decide to which class she adds the new level of body leech for the purpose of determining power points per day, powers known, and manifester level. Drain Cocoon (Su): The body leech has the ability to drain ability points from creatures trapped in her cocoons (see stasis cocoon and greater stasis cocoon, below). As a free action, the body leech can deal ability damage to a creature she has trapped in a stasis cocoon or greater stasis cocoon. Drained victims must make Will saves with a DC of 10 + 1/2 the body leech's character level + the body leech's Wisdom modifier. Victims who fail their saves take a number of points of temporary Strength, Dexterity, and Constitution damage as chosen by the leech, the body leech gains 2 power points for every 3 points of temporary ability damage inflicted. Only one victim may be drained per round. If a trapped creature's Strength, Dexterity, or Constitution scores reach zero, that creature can no longer be drained (and see ability drain in the Glossary). The power points the body leech gains are treated as stored power points from a single source, and they follow the normal rules concerning stored points (see page 64 in the Expanded Psionics Handbook). Each use of this ability creates a separate source of stored power points. Power points gained through this power remain available for a number of rounds equal to 1 + the body leech's Wisdom modifier (minimum 1 round) and are wasted if not used before they expire. The size of hosts, number of cocoons, and maximum distance between the cocoons and leech are given on the Cocoon Drains table. Stasis Cocoon: At 1st level, the body leech adds stasis cocoon to her list of known powers. Create Tether Hound: At 2nd level, the body leech adds create tether hound to her list of known powers. Stay Conscious (Ex): At 3rd level, the body leach gains the benefits of the Diehard feat. Greater Stasis Cocoon: At 4th level, the body leech adds greater stasis cocoon to her list of known powers. Cheat Death (Su): Once per day, when a body leech would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, or other attack that deals damage, but not from a nondamaging effect), the body leech may attempt a DC 25 Will save to cheat death. This is treated as true mind switch, however the body leech does not need to know the true mind switch power, expend any power points, or loose any experience points when using the ability. The body leech need not be aware of the attack to use this power, but the body leech must be conscious and able to mentally act. The body leech also must have a living creature trapped in a stasis cocoon or a greater stasis cocoon that is within the maximum distance of link range (see Table: Cocoon Drains); the leech must designate the trapped creature as her host for the cheat death power. While so designated, the creature cannot provide power points for the body leech's drain cocoon power, and designating a cheat death host is a free action on the turn when the body leech first traps the victim in a cocoon. Thereafter, the body leech can designate a new host from among all the creatures she has trapped in cocoons. This requires a standard action and the leech must touch the new host; the previous host remains trapped in its cocoon, but immediately ceases to be the cheat death host, no matter where it is in relation to the body leech. When the body leech uses this ability, the host does not get a save to resist but the ability fails unless the trapped creature's Hit Dice are low enough to make it vulnerable to the body leech's mind switch power. If the ability works, the life force and soul of the victim trapped in the cocoon goes into the body leech's dead or dying body and the body leech's life force and soul goes into the trapped body. The body leech can free herself from her own cocoon as a free action. Level Maximum Host Size # of Cocoons Maximum Distance of Link 1st Medium 2 1,000 feet 2nd Medium 4 1 mile 3rd Large* 6 5 miles 4th Large* 10 25 miles 5th Huge* 16** 125 miles *If augmented. **At 5th level, one of the cocoons may be prepared as a cheat death host. This cocoon cannot be used as power point source. * Level -- Character's body leech level. * Maximum Host Size -- The largest size creature the body leech can place within a stasis cocoon. * # of Cocoons -- The maximum number of stasis cocoons the body leech can have active. * Maximum Distance of Link -- This is the limit of distance the body leech can be from her cocoons and still be able to drain or cheat death with them. Level BAB Fort Ref Will Special Powers Known 1st +0 +0 +0 +2 Drain cocoon, stasis cocoon -- 2nd +1 +0 +0 +3 Create tether hound +1 level of existing manifesting class 3rd +1 +1 +1 +3 Stay conscious +1 level of existing manifesting class 4th +2 +1 +1 +4 Greater stasis cocoon -- 5th +3 +1 +1 +4 Cheat death +1 level of existing manifesting class |
| Salrantol07-16-07, 12:18 AM | Can we get some guidelines regarding rewards for each side added into the sections on interleague fights? I couldn't find that info this week when I needed it, either in the Pitlords page or the Rewards cheat sheet. |
| McJarvis07-16-07, 09:04 PM | Web Enhancements. These prestige classes may be found in the Web Enhancement for Complete Divine: Hit Die: d8. REQUIREMENTS To qualify to become a master of shrouds, a character must fulfill all the following criteria. Base Save Bonus: Will +5. Spells: Ability to cast divine spells and a spell that appears on the spell list for the Death, Evil, or Protection domain. Skills: Concentration 10 ranks, Spellcraft 10 ranks. Other: Ability to command or rebuke undead. CLASS SKILLS The master of shrouds’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (religion) (Int), Profession (Wis), and Spellcraft (Int). See Chapter 4: Skills in the Player’s Handbook for skill descriptions. Skill Points at Each Level: 2 + Int modifier. CLASS FEATURES All the following are features of the master of shrouds prestige class. Weapon and Armor Proficiency: Masters of shrouds are proficient with all simple weapons, with all types of armor, and with shields. Spells per Day/Spells Known: When an evennumbered level of master of shrouds is gained, the character gains new spells per day (and spells known, if applicable) as if he had also gained a level in a divine spellcasting class to which he belonged before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained (improved chance of turning or rebuking undead, or the like). The level of master of shrouds is added to the level of whatever other divine spellcasting class the character has, then spells per day, spells known, and caster level are determined accordingly. If the character had more than one divine spellcasting class before he became a master of shrouds, the player must decide to which class to add each level of master of shrouds for the purpose of determining spells per day and spells known. Summon Undead (Sp): At 1st level, the master of shrouds gains the ability to summon a shadow or allip to fight his enemies. This ability works like the summon monster I spell, except as follows. The master of shrouds cannot dismiss the summoned creature, and if it remains after the last enemy is gone or slain, it attacks the master of shrouds unless he successfully rebukes or commands it. The master of shrouds gains a +4 bonus on turning checks and damage against undead he has summoned. As the master of shrouds gains additional levels in the prestige class, he can summon undead more frequently, and he gains access to more powerful incorporeal undead. He can summon two allips or two shadows at 3rd level, two wraiths at 5th level, two spectres at 7th level, or two greater shadows at 9th level. He may always choose to substitute lower-CR undead for any higher-CR ones that he can summon, but the number summoned does not change. Extra Turning: The master of shrouds gains Extra Turning as a bonus feat. Furthermore, his master of shrouds levels stack with his levels in any other classes that can rebuke or destroy undead (such as cleric) for the purpose of determining the parameters of his rebuke or command ability. The Master of Shrouds Level BAB Fort Ref Will Special Spells per Day/Spells Known 1st +0 +0 +0 +2 Summon undead — (allip/shadow) 1/day 2nd +1 +0 +0 +3 Extra turning +1 level of existing divine spellcasting class 3rd +2 +1 +1 +3 Summon undead — (allips/shadows) 2/day 4th +3 +1 +1 +4 - +1 level of existing divine spellcasting class 5th +3 +1 +1 +4 Summon undead — (wraiths) 3/day 6th +4 +2 +2 +5 - +1 level of existing divine spellcasting class 7th +5 +2 +2 +5 Summon undead — (spectres) 4/day 8th +6 +2 +2 +6 - +1 level of existing divine spellcasting class 9th +6 +3 +3 +6 Summon undead — (greater shadows) 5/day 10th +7 +3 +3 +7 — +1 level of existing divine spellcasting class Hit Die: d8. REQUIREMENTS To qualify to become a moon guardian, a character must fulfill all the following criteria. Alignment: Any good. Spells: Ability to cast 3rd-level divine spells. Other: The candidate must be an afflicted lycanthrope aware of his condition. CLASS SKILLS The moon guardian’s class skills (and the key ability for each skill) are Concentration (Con), Control Shape (Wis), Craft (Int), Knowledge (religion) (Int), and Spellcraft (Int), plus any skills given in the description of the base animal corresponding to the character’s lycanthrope type. See Chapter 4: Skills in the Player’s Handbook and Chapter 6 in the Monster Manual for skill descriptions. Skill Points at Each Level: 2 + Int modifier. CLASS FEATURES All of the following are class features of the moon guardian prestige class. Weapon and Armor Proficiency: Moon guardians gain no proficiency with any weapon, armor, or shield. Natural Spell: At 1st level, the moon guardian gains Natural Spell as a bonus feat if he did not already have it. Spells per Day/Spells Known: When an evennumbered level of moon guardian is gained, the character gains new spells per day (and spells known, if applicable) as if he had also gained a level in whatever divine spellcasting class granted him access to 3rd-level spells before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained (improved chance of turning or rebuking undead, and so on). The level of moon guardian is added to the level of whatever other divine spellcasting class granted the character access to 3rd-level spells, then spells per day, spells known, and caster level are determined accordingly. If a character had more than one divine spellcasting class that granted access to 3rd-level spells before he became a moon guardian, the player must decide to which class to add each level of moon guardian for the purpose of determining spells per day and spells known. Voluntary Change (Ex): At 1st level, the moon guardian receives the blessing of a deity of the moon. Unlike other afflicted lycanthropes, he can voluntarily change into animal or hybrid form without immediately and permanently changing alignment to that of his lycanthrope kind. The moon guardian is still subject to involuntary transformation under the full moon and whenever he takes damage in combat, but a failed Control Shape check under those circumstances doesn’t change the character’s alignment. Furthermore, a moon guardian who fails a Control Shape check to resume humanoid form can make another attempt each subsequent round, rather than waiting until dawn. Rapid Change (Ex): At 3rd level, the moon guardian can make a Control Shape check as a move action rather than a standard action, though he can still change form only once per round. Instantaneous Change (Ex): At 5th level, the moon guardian can make a Control Shape check as a free action. Furthermore, he can do so in response to another’s action, even if it isn’t his turn yet. He can still change form only once per round. The Moon Guardian Level BAB Fort Ref Will Special Spells per Day/Spells Known 1st +1 +2 +2 +0 Natural spell, — voluntary change 2nd +2 +3 +3 +0 +1 level of existing divine spellcasting class 3rd +3 +3 +3 +1 Rapid change — 4th +4 +4 +4 +1 +1 level of existing divine spellcasting class 5th +5 +4 +4 +1 Instantaneous — change Hit Die: d8. REQUIREMENTS To qualify to become a nightcloak, a character must fulfill all the following criteria. Alignment: Neutral evil. Base Attack Bonus: +3. 9 Skills: Bluff 2 ranks, Hide 4 ranks, Move Silently 2 ranks, Perform (any) 4 ranks. Feats: Iron Will, Spell Focus (Enchantment, Illusion, or Necromancy). Spells: Ability to cast 3rd-level divine spells. A cleric candidate must have access to the Evil domain. CLASS SKILLS The nightcloak’s class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Hide (Dex), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (the planes) (Int), Knowledge (religion) (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int). See Chapter 4 of the Player’s Handbook for skill descriptions. Skill Points at Each Level: 2 + Int modifier. CLASS FEATURES All the following are features of the nightcloak prestige class. Weapon and Armor Proficiency: Nightcloaks gain no proficiency with any weapon, armor, or shield. Spells per Day/Spells Known: When a new level of nightcloak is gained, the character gains new spells per day (and spells known, if applicable) as if she had also gained a level in a spellcasting class to which she belonged before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained (improved chance of turning or rebuking undead, metamagic or item creation feats, and so on). The level of nightcloak is added to the level of whatever other spellcasting class the character has, then spells per day, spells known, and caster level are determined accordingly. If the character had more than one spellcasting class before she became a nightcloak, the player must decide to which class to add each level of nightcloak for the purpose of determining spells per day and spells known. Might of Darkness (Ex): At 1st level, a nightcloak casts any spell with the darkness descriptor at +2 caster level. Eyes of Night (Ex): When the nightcloak reaches 2nd level, her eyes become totally black, granting her darkvision to a 60-foot range. She can also see through magical darkness to a range of 10 feet with the same black-and-white vision that darkvision provides. The nightcloak also cannot be blinded by magical effects. Shadow Talk (Su): At 4th level, a nightcloak gains the ability to communicate mystically through the shadows of the mind. As a free action, she can whisper short messages to other worshipers of her patron deity, and each such creature within 500 feet hears the message as a whisper in its mind. Observers can also hear the words if they are close enough to hear the nightcloak’s actual whispers (a DC 15 Listen check if the listener is within 10 feet of the nightcloak, +1 per 5 feet beyond that). Shadow talk is a sonic, languagedependent effect. True Lies (Sp): Beginning at 5th level, a nightcloak can reach into a creature’s mind and modify its memories as if using the 4th-level bard spell modify memory (caster level equals nightcloak’s character level; save DC 10 + 1/2 nightcloak’s character level + nightcloak’s Charisma modifier). This ability is usable once per day. Grace of the Dark (Ex): Beginning at 7th level, the nightcloak can use the power of her mind to protect herself. She adds her Intelligence bonus (if any) to all saving throws. Minions of Night (Sp): Once per week as a standard action, an 8th-level or higher nightcloak can summon one shadow per nightcloak level she possesses. The summoned shadows do her bidding for a number of rounds equal to her nightcloak level. Any shadows they create by draining Strength are likewise under the control of the nightcloak, but they vanish along with the originals when the duration of the effect expires. The nightcloak can verbally communicate with the shadows as if she knew their language or use her shadow talk ability to communicate with them. Voice of Ineffable Evil (Sp): At 10th level, a nightcloak can command a creature as though using the dominate monster spell (caster level equals nightcloak’s character level). This ability is usable once per day and lasts for 24 hours unless ended earlier. Unlike most spelllike abilities, voice of ineffable evil has a verbal component. The Nightcloak Level BAB Fort Ref Will Special Spells per Day/Spells Known 1st +0 +2 +0 +2 Might of darkness +1 level of existing spellcasting class 2nd +1 +3 +0 +3 Eyes of night +1 level of existing spellcasting class 3rd +2 +3 +1 +3 — +1 level of existing spellcasting class 4th +3 +4 +1 +4 Shadow talk +1 level of existing spellcasting class 5th +3 +4 +1 +4 True lies +1 level of existing spellcasting class 6th +4 +5 +2 +5 — +1 level of existing spellcasting class 7th +5 +5 +2 +5 Grace of the dark +1 level of existing spellcasting class 8th +6 +6 +2 +6 Minions of night +1 level of existing spellcasting class 9th +6 +6 +3 +6 — +1 level of existing spellcasting class 10th +7 +7 +3 +7 Voice of ineffable evil +1 level of existing spellcasting class |
| hogarth07-16-07, 09:12 PM | Web Enhancements. I am vetoing the DweamorKeeper...'Rith has my back on that. These prestige classes may be found in the Web Enhancement for Complete Divine: I don't think it's a great idea to repost non-Open material in its entirety. Just because Wizards has put things on their web site does not mean that give people the right to reproduce it wherever and whenever they want. Just my $0.02. |
| McJarvis07-16-07, 09:19 PM | I don't think it's a great idea to repost non-Open material in its entirety. Just because Wizards has put things on their web site does not mean that give people the right to reproduce it wherever and whenever they want. Just my $0.02. I could just as easily post links to pdf's, but we could have done that sort of thing for Unearthed Arcana just as easily as well. I'll refrain from converting any more of the free pdf content Wizards has available until an elder pipes in. |
| hogarth07-16-07, 09:21 PM | I could just as easily post links to pdf's, but we could have done that sort of thing for Unearthed Arcana just as easily as well. I'll refrain from converting any more of the free pdf content Wizards has available until an elder pipes in. The difference is that the Unearthed Arcana stuff is Open Content; we can reproduce it (and even alter it) to our hearts' content, I think. |
| McJarvis07-16-07, 09:32 PM | The difference is that the Unearthed Arcana stuff is Open Content; we can reproduce it (and even alter it) to our hearts' content, I think. I just read through the privacy//terms of use stuff available on the site. Looks like we need to get permission to reproduce the stuff(even on their own forums) unless we're making single copies for our personal use. Even then, it's likely that we'll have to put taglines in our posts that say the material is copyrighted. I'll leave this decision in MWB's capable hands...maybe we'll have to adapt to a system of posting links to the pages that contain each item we want to use? |
| MindWandererB07-16-07, 09:33 PM | Can we get some guidelines regarding rewards for each side added into the sections on interleague fights? I couldn't find that info this week when I needed it, either in the Pitlords page or the Rewards cheat sheet. They were, oddly, bundled into the section on ally rewards and penalties. They've been copied into the cheatsheet and linked from the Pitlords post. Regarding non-Open Source content: I think we can leave it in this thread for the time being, because it's not a heavily-trafficked thread and will eventually be archived, but anything that makes it into the official rules should probably just be linked. That raises the risk that WotC will take it down (as they did with the previews for some older books), but we don't have any other legal option. |
| McJarvis07-16-07, 09:50 PM | Alright, I'll work on a new format tomorrow. We'll divide the changes up in the following manner, though. Links will go here Links will go here Links will go here Links will go here Links will go here The advantage is that we'll prolly be able to fit all the additions into one post. |
| TelinArtho07-18-07, 11:12 AM | The link to the "Campaign FAQ" in the Characters Thread -> Campaign Roster points to a very old World of Gladius thread. This should be repointed to the current rules of Gladius. |