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  1. Witness

    Ability Bonuses, and Immortality

    With the exception of the ability adcjustments for aging, the exact powers and XP of the time traveller's is still being decided on by the DM. My character had RP reasons for not going through the portal, and I knew that by not doing so, I was giving up a boost in power. My charcter is a Bard...
  2. Witness

    Ability Bonuses, and Immortality

    Not quite total cheese. The character doen't have all the powers of the standard D&D vampire. The DM has integrated some stuff from Savage Species, so the character has one or two levels in the vampire "class." The ultimate decision is the DM's of course, but he has already ruled in their...
  3. Witness

    Ability Bonuses, and Immortality

    A related question: The Druid an Monk's Timeless Body ability specifically mentions that they cannot be maically aged. I could not however find a spell that causes someone to be aged magically. So how can someone be aged magically?
  4. Witness

    Ability Bonuses, and Immortality

    The setup: A group of PC's discover a portal that leads back in time one-thousand years. A number of characters (not mine) decide to go through the portal and remain in the past. As the character's are fairly important to the campaign, the DM allows those player's whose characters went into...
  5. Witness

    Monks and Spiked Chain

    You make a good point, but the D&D Monk is not based solely on the Shaolin monks. It draw as much on Hong Kong action movies as it does on any one real world group, and in fact seems to have elements of many different monk and martial arts traditions, myths and stereotypes. The monk;s kist of...
  6. Witness

    Monks, unarmed strikes and grappling

    in 3.5, the Improved Grapple feat provides a +4 bonus to grapple checks, regardless of whether or not you started the grapple. Also, while it does not add to Grapple checks, the Escape Artist skill can be used to escape a Grapple. As for your 2nd question, only a single casting of Magic Fang...
  7. Witness

    Monks and Spiked Chain

    real wprld Martial artists are also often highly skilled with scimitars, longswords, spears, and bows. I think the limited selection of special monk weapons has more to do with game balance than with simulating actual martial arts. The spiked chain is good enough already.
  8. Witness

    BESM d20: Opinions?

    Well, I don't have SAS d20, and I haven't gotten a chance to play BESM D20 yet, It looks ver y good. The rules for integrating standard D&D races and classes are clearly explained, and can fairly easily be used to create new ones. Their are some things that I think would dramaticly alter and...
  9. Witness

    Ability Score Damage and Retroactive Effects?

    A character who loses Int does not lose skill points retroactively. Their new Int score does of course effect the skill points they get when they next level up. Also, a character who gains Int does not gain skill points retroactively.
  10. Witness

    No more leap of the Clouds?

    Also, speed effects Jump checks, I believe +4 to Jump checks for each +10 of base speed over 30. Thus at high levels, Monk's have a very substantial bonus to jump checks.
  11. Witness

    Retroactive Intelligence Bonus: Pros and Cons

    Don't have 3.5, but in the 3.0 PHB it is the last sentence in Chapter 1: Abilities (not the sidebar).
  12. Witness

    new way to do skills

    What about the Jcak of ALL Trades? By basing the number of class skills on Wisdom you penalize characters who normally have many class skills, but have little reason to invest there best stats in Wisdom, most obviously the Rogue or Bard. Both benefit greatly from having a wide skill base, but...
  13. Witness

    Assassin Core Class

    Agree with redknight; Death attack at 1st level is a little too good. Delay both Death attack abilities by at least 3 levels. Also, reduce the save DC to 10 +1/2 level + Int mod and change Improved Death Attack to give a +2 bonus. Rather a bonus to Craft and DC with a specific poison, give...
  14. Witness

    Animal Companions, Increase in HD, and Ability Points

    Well, I don't have the revised MM, but I'm looking at the 3.5 SRD and the Animal Companion's section specifically mentions that the extra HD effects BAB, saves, skill points and bonus feats. Considering that Companion's gain an inherent bonus to Str and Dex, and that no other ability bonuses...
  15. Witness

    ["New" Core Class] Swashbuckler

    They do't really have enough skills to justify 6 skillpoints/level. 4 + Int mod is more appropiate. Definately add Hide, Move Silently, Escape Artist, Intimidate, Perform, Spot, and Use Rope. You may also want to add Sleight of Hand (Pickpocket), and Sense Motive as well, and one of either...
  16. Witness

    Alter Self and Scent...

    Had a situation come up recently in game where a spellcaster snuck into an Orc camp disguised as an Orc by using the Alter Self spell. Since Orcs have the Scent ability, the question came up as to whether or not Alter Self changes ones smell. The spell description didn't really say either way...
  17. Witness

    Looking at alternate skill packages

    True, but the selection of class skills is a more important balancing factor between the classes than the number of skill points. If a Fighter can drop his 6 class skills and pick up Hide, Move S, Spot, Listen, Tumble, and Wild Lore, he weakens the Rogue, Monk and Ranger. Not only does he have...
  18. Witness

    Looking at alternate skill packages

    I agree with what others have commented; a 1 for 1 trade is too good and open to abuse. A somewhat complicated sollution is to give different costs for each skill. So Profession, which almost every class has, would cost 1-for-1, while Tumble or Spot would cost at least 3-for-1. One should not...
  19. Witness

    New Core Class: The Rune Adept

    I think some of your changes have powered-up the class a little TOO much. Complete Immunity to 1 type of energy is more appropriatte for a class that focuses purely on the elements as is the possibly massive AC bonus from the Tattoo of Armor. In addition, since the Tattoo of Armor is based on...
  20. Witness

    New Core Class: MYSTIC

    At first, I was a little unclear on how the whole Domain thing works. I think they should definately get more than 1 Domain at 1st level; even the Cleric starts out with 2. Also, none of the Domains grant 0 level spells. Does the Mystic's alignment limit her choice of Domains? I imagine so...
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