So this character has an abysmal jump check obviously or else the movement action required to stand up next round would be better spent on jumping down NEXT round.
I'd quite easily let it happen as suggested, but this shouldn't be a heroic action, this should result in at least some embarrasment...
The usual, family and lack of money means no Gencon for us this year. :( Give me a few years to get my degree and then we can try for Socal with the kids.
BTW Arwink, are you folks going to put out a lost books compilation?
Did I hear someone say playtesting? My level 42 (still) semiactive campaign would love playtesting. :)
Oh and for the record do not use fireball as your baseline for damage. Use the theoretical damage caps that where put in place when third edition was designed.
My only uses of the wealth guidelines is in character creation and behind the curtain DM stuff. I always try to make sure the characters have sufficient gear to handle their challenges and that I give sufficient cash to allow crafting. No auditing necessary.
The problem with low saves is why they capped saves for characters right?
So cap them based on all HD and you should somewhat limit the disparity in saving throws.
Add to that a system wherein it is cheaper to boost weak saves, and let it all fly.
The problem with areas of "no magic" implies that magical things are continually drawing in energy. A no magic area would be hard to cast spells in but precast spells are already powered.
The current antimagic system is somewhat undefined. I prefer to think of it as a magical dampening field...
Bladesinger needs only a small change to be viable 2/3 caster progression, ie gain a caster level at 1,2,4,5,7,8,10. It's still a little bit underpowered but very playable.
This is what I have going on for my Elf paragon and he is pretty effective.
Replying to everyone at once, just for the fun of it. ;)
The same maneuvers that benefit from strength also benefit from BAB.
Nonmagical flight of 30 is very non maneuvarable. It MIGHT be useful once in a while, but in combat most high level characters will want better.
I did indeed miss...
As requested:
At the end of ten levels a DD has:
10 d12 hit dice
+7 BAB
+7 Fort
+3 Ref
+7 Will
+8 Str
+2 Con
+2 Cha
Lowlight vision
Darkvision
Blindsense
Immunity to sleep and paralysis effects, and immunity to the energy type used by his breath weapon (see above).
Very slow flight
Fighter 10...