Does this sound like an Über caster to you?

Herobizkit said:
The other players seem to be Tab A-Slot B players, using the game mechanics to solve their in-game difficulties; they make assumptions on your character based on what they've read in the PHB, and the DM supports this by disallowing anything outside of the core books. He's a dirty coremonger (props to anyone who remmebers my coining this word a long time ago), and IMO such people should be thumped soundly on the head with all three core books at once. Things that do not change or grow, stagnate and die.

Ah, just like that stagnant game I played once. Hadn't changed any of the rules in four, five centuries, if I remember correctly. It was called chest, or something like that.

Dannyalcatraz said:
5) Create a good aligned undead PC, especially one that is both low level and sentient. Again, this is not an uncommon concept- there are all kinds of stories about undead- usually ghosts of some kind- who are not evil, who are intelligent, and whose interactions with the mortal/corporeal world improve over time- in game terms, improving with PC experience.



Ghosts have no alignment restrictions

Dannyalcatraz said:
It isn't the amount of purely divine spells you can cast, so long as the number is greater than zero. Like I said- the assertion that even villagers could distinguish between divine and arcane magical effects goes back to 1st Ed arguments raised by the publication of the Barbarian in the original Unearthed Arcana. Even then, there were Dual classed and multiclassed arcane/divine casters, so there were characters who muddied the waters.
Fine. Dip a single level into druid. You now can cast more than zero purely divine spells, and still don't have turning. Done.
 
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boolean said:
Minor quibble. Any sorceror or wizard with Limited Wish could cast Atonement if he chose to.

And we get to the final, true, reason why the arcane/divine split is wholly arbitrary. Sorcerers and wizards can cast those spells, through the use of wish and limited wish.

I should have remembered that.

But the end result is that the whole arcane/divine thing falls apart when subjected to any kind of scrutiny.
 

Dannyalcatraz said:
You're. Missing. The. Point.

He can produce enough- healing, curatives and reconciliatory powers unique to divine casters are within his repetoir.[/i]

Of course, that's not what you said earlier.

And it begs the question - bards, for example, can cast a variety of curative spells, and some restoratives. Sorcerers and wizards can cast a bunch of similar spells (not healing though). But somehow, the fact that these cure spells are "arcane" is a big deal.

Your reasoning remains entirely inconsistent, and to a large degree, spurious.

It isn't the amount of purely divine spells you can cast, so long as the number is greater than zero. Like I said- the assertion that even villagers could distinguish between divine and arcane magical effects goes back to 1st Ed arguments raised by the publication of the Barbarian in the original Unearthed Arcana. Even then, there were Dual classed and multiclassed arcane/divine casters, so there were characters who muddied the waters.

How do the villagers tell that an identical spell cast by a bard is arcane, while the same spell cast by a cleric is divine? Try to answer this: a bard and cleric both cast cure light wounds on a villager. How does the villager tell that one is arcane and one is divine?

From the 1st Ed UA:

Sure, in the 1e UA, somehow, barbarians had the ability to sense the difference. But we are not talking about 1e barbarians. We are talking about everyone else. And even if 1e barbarians had the ability to "sniff" magic types by some (entirely unexplained) method, villagers and townsfolk clearly did not. So how do they tell the difference? Please explain this using actual mechanics and something other than "they can tell the difference by the difference mechanical results the spells produce" because, for many many spells, they simply cannot.

Let it be noted that while the class has the ability to detect magic (except illusion/phantasm), the class delivers no more ability to distinguish between arcane and shamanistic magic than any other PC. Barbarians do so by using their rational minds, the same as any other being, including commoners.

How?

A wizard casts true seeing. A cleric cast true seeing. How do they tell the difference? What part of their "rational mind" tells the commoner the difference?

A sorcerer casts burning hands. A cleric with the Fire domain casts burning hands. How do the common-folk tell the difference?

A wizard casts gaseous form. A cleric with the Air domain casts gaseous form. How do you tell the difference by untrained observation?

I could go on for more than a hundred spells in this way. Your arguments remain entirely unconvincing on this score.

Is his healing limited? Sure- but he has it. So is a low-level cleric's. So is an Evil cleric's. A druid's is limited, but in different ways.

So is a bard's. How is the bard markedly different from your character in this regard?

Its on his list of spells, under the "All" category.

It is on the sorcerer's spell list too, listed under limited wish.

The point was that I (and others) had a shared education in comparative religions dating back to high-school- the theology courses there wern't all about Catholicism, but Catholocism in comparison to other world religions, both live and dead. I, in particular, continued that in a broader context in college.

And? This "point" that you seem to think is somehow relevant seems to me to be entirely a non sequitur. Then again, very few of your other arguments in this thread seem to have much weight.

As for the arcane casters being in league with the devil, I again return to the 1st Ed UA- that a connection between arcane magic (actually, any magic performed by a non-shaman or someone recognized as such) and evil is one that has been one of the background beliefs that a character might have.

And now the limitation is "shaman's recognized as such"? So, even divine magic, if it is not the "right" divine magic, is suspect? How does he tell that difference? Of course, now your earlier arguments about being able to tell arcane from divine magic stop making any sense, since that's not what he's doing; what he's doing now is deferring to authority as to who is correctly recognized as "right". And that means that if authority were to recognize spells cast by, say, bards, as being divinely inspired, then the barbarian wouldn't have a problem.

Which means the problem isn't the arcane/divine split, as you have said. It is just that you don't want to write "bard" down on your character sheet.

You can find distinctions between good & bad magic in more than just the Judeo-Christian tradition. Modern Wicca usually looks at most magic as a tool, and distinguishes between usage than inherent goodness or evil, but that is not an absolute viewpoint. Similar distinctions exist in many old animist traditions like Voudoun, Native American and African faith traditions. In any of those, there are some kinds of magic that are viewed as inherently evil, such as any magic that is intended to overpower someone's free will, or that seeks to overturn the laws of nature, like exercising coercive power over the spirits or bodies of the dead.

However, none of them divide magic into "arcane" magic and "divine" magic. Which makes this entire line of argument totally irrelevant and beside the point.

(And other comments about things that are not core.)

One of my original points from the other thread- that not every archetype is supported by Core D&D- was countered in that other thread and led to the creation of this one.

And, if you'll look back at the post to which you're responding- I specifically stated that these were archetypes not supported by Core. IOW, I have no argument with you there- it is others who have stated that you can do any PC concept with just the Core rules, not me.

Those things that I said to use non-core items to emulate are not archetypes. They are corner cases. Every thime you try to argue something, your arguments start to make less sense.

No, Pinnochio is a living (sentient and free-willed) construct with similarities to a small, wood golem. I believe that it isn't until the Warforged were published that a living, sentient, free-willed construct PC was allowed- IOW, not a universally playable concept until books other than the Core existed.

No, he is not alive. That's the point. He is an awakened animated object. There are rules for that sort of thing in the core books.

That my list of spells was not comprehensive nor perfectly exclusive is immaterial- the fact remains that there are divine spells that do not exist on any arcane caster's list (and vice versa). Uniquely divine spells exist because they serve the purposes of the divine and their flock.

The list of spells that meet the criteria you describe consists of exactly zero spells. Next argument.

A divine being who found an unassociated arcane spellcaster trying to cast a researched version of Attonement (which is permissable under the Core rules) would probably be a target of that being's wrath. Why? Because that caster is circumnavigating the being's control over who is a member in good faith & standing of his religion.

An entirely non-rule issue, and one that has nothing] to do with whether a spell is arcane or divine. Suppose an arcane caster acted as part of a priesthood, and handed out atonement's exactly in accord with the divine personages rules and edicts. Explain why the divine being would be offended?

There is no flexibility in the Core rules regarding Turning, other than the expansion of it by certain domains or Feats. Restricting it or changing its focus entirely isn't within that ruleset.

Play a character that does not have turning as part of its package. That's been suggested about twenty times in this thread.

Apparently, you've missed the several posts where I admitted that the 3.x Druid dropped aspects that I felt were wholly against the concept and that it was actually a decent fit. Improve your reading skills, please.

So, in other words, the 3e rule set does support the type of character you said it could not. And using the core rules too. So, basically, your entire argument is moot.

I've seen and I'm even currently using those charts (originally in the MM) to design aspects of my new campaign.

A size change upwards to Large or larger is listed as +1. Is that absolute or is it per size change? It matters, don't you think?

Nowhere in those rules does it say precisely what a downward size change will do for a creature's ECL. A normally Colossal Red Dragon reduced to the size of an insect may lose melee power, but RAW, its spellpower, HD, and breath weapons are unaffected- a rude surprise to someone thinking he's swatting a pesky fly.

The charts don't even address changes in movement rates...nor do the Size rules in the Combat or movement rules in the Adventuring sections.

Overall, the language is imprecise and open to interpretation and it shouldn't be.

Yet, it is in the core rules. Sure, the rules may not be exatly what you want, but they are there. They address the issue. And they can be used to do exactly what you said they could not do. Your complaint was revealed as unfounded. That you don't like the tool the rules give you is not the issue. The fact remaisn that they give you a perfectly good tool to do what you ask them to do.

Re: Polearms, you said:

I shouldn't have to- those weapons were designed as improvements upon the quarterstaff- a double weapon- and using the butt end of all but the largest of them is no more difficult than using the end with the hunk of shaped metal.

Instead, the improvised weapon rules impose a fairly severe penalty assuming that it also invokes the normal 2 weapon fighting penalties (you and your DM may not- ours? it varies).

Other sources let you use a Feat to cut that penalty down significantly.

If, OTOH, the weapon is already treated as a double weapon, no feat need be burned, no improvised weapon penalty need be applied.

Once again, the fact that you don't like the rule does not mean that the rules don't address the issue. They do. Your complaint concerning the lack of completeness in the rules is, once again, shown to be unfounded.

One last point about animist magic: it is very poorly modeled by the Vancian system.

Then don't use a game that uses Vancian magic.

Problem solved.

That was easy.
 

Dannyalcatraz said:
One last point about animist magic: it is very poorly modeled by the Vancian system.
Haven't all versions of Dungeons and Dragons used Vancian Magic for clerics?



If it really bugs you, use psionics.
 

I apologize: there was one question that I forgot to address in my now pentultimate post, so I return to do that, and while I'm here, I'll respond to some of the stuff that came up in the interim.
To this:
3) Create a PC who is "Awakened." While you may know its base HD, there are simply no guidelines as to what the creature (or plant's) ECL should be.

The response below was given:
The ECL of an awakened wolf is +4. That took me about thirty seconds worth of work to figure out. I looked up "equivalent character level" in the Monster Manual, and did some math that involved adding two numbers.

I was talking about a playable PC being made from a "monster"- and the book that covers that in depth for D&D is Savage Species. Your calculation does not take into account a natural AC bonus, bonuses to several skills, 2 bonus feats (Track & Weapon Focus) a special quality "that a character of a standard race cannot duplicate" (Scent) and a special attack (Trip), which Savage Species suggests would boost the creature's ECL. Scent alone is worth +1LA, the 2 feats another, a Natural armor bonus between 1 & 5 another point, and the multiple skill bonuses yet another (SS p11-13). That would yield an ECL of 8.

Minor quibble. Any sorceror or wizard with Limited Wish could cast Atonement if he chose to.

and
It is on the sorcerer's spell list too, listed under limited wish.

Mimicing a spell is not the same as actually having that spell on your list.
As I pointed out, not so minor a quibble if the divine being does not recognize the spell as being from a legitimate source. Attonement is about asking the deity (through his designated priests) to be allowed back into its good graces- if you don't have permission, you can't coerce him to accept the spell's target back into the fold. If that spellcaster is not part of the being's heirarchy, there is no logical reason (from the divine being's point of view) why the spell should work. Its akin to saying that the divine being has no say over who is a member of his own faith community.

It would be like the Dali Lama telling the Pope he was un-excommunicating a bunch of defrocked priests...and being right!

A wizard casts true seeing. A cleric cast true seeing. (etc.)

and

And even if 1e barbarians had the ability to "sniff" magic types by some (entirely unexplained) method, villagers and townsfolk clearly did not. So how do they tell the difference? Please explain this using actual mechanics and something other than "they can tell the difference by the difference mechanical results the spells produce" because, for many many spells, they simply cannot.
You don't- in fact, can't- distinguish between identical spells without magic.

Again, you're missing the point, which I've posted several times- Barbarians, like commoners, don't distinguish between identical spells (comparing apples to apples)- they quite clearly cannot- but instead distinguish between spells that are unique to arcane or divine casters (comparing apples to oranges). Uniquely arcane spells (apples) are the sign of one source of magic, distrusted by Barbarians in particular. Uniquely divine spells (oranges) are the sign of a connection to the divine.

Barbarians, as I quoted, had zero game mechanical ability to discern magic type, just whether something was magical or not. The only possible way they could discern magic type- which the UA language clearly says they can- is by discerning differences in the different results of spellcasting...not of identical spells, but by those that differ from arcane classes and divine ones. This is the application of reasoned thought, not any class ability.

No, he is not alive. That's the point. He is an awakened animated object. There are rules for that sort of thing in the core books.

No there are not- "awaken" can only be applied to a living animal or tree- not a construct. As to whether he is "alive"- he makes choices, lies to others, etc- I'm pretty sure he could pass a Turing test.

So, even divine magic, if it is not the "right" divine magic, is suspect? How does he tell that difference?

RAW, it would be suspect only to a 1Ed Barbarian, and he'd only be able to tell by experience. Shamen & witch doctors generally don't have the same kind of power over life and death as do Clerics.

Of course, that's not what you said earlier.

Actually, its exactly what I said. Read the first post in this thread and examine the list of his Major and Minor Accesses and compare that to the spell list in the book from which he was designed.

I never said he couldn't heal or cure- just that his ability was more limited than a cleric's.

So, in other words, the 3e rule set does support the type of character you said it could not. And using the core rules too. So, basically, your entire argument is moot.
While I did admit that the 3.x druid would be a better fit than the 3.x cleric- I had no choice, since there were others who had a better knowledge of the source material than did I- it still doesn't do it well, and its done much better by classes in other non-core sources (as several others pointed out).

And this PC was but one example used in my "entire argument" which was that Core 3.X does not support all possible fantasy PCs designs. As I pointed out, there are even fairly common archetypes that are not supported by Core D&D.

"Archetype," BTW was used correctly in my posts- Intelligent animals with the D&D equivalent of class levels, truly invisible beings, and others I mentioned are found all over mythology & fantasy literature and are not, as you assert "corner cases":

Archetype: An original model or type after which other similar things are patterned; a prototype

Merriam Webster

Corner case is a problem or situation that occurs only outside of normal operating parameters — specifically one that manifests itself when multiple environmental variables or conditions are simultaneously at extreme levels.

Wikipedia

Re: Wicca & other animist traditions, you wrote:

However, none of them divide magic into "arcane" magic and "divine" magic. Which makes this entire line of argument totally irrelevant and beside the point.

When I brought them up, I wasn't responding to that dichotomy- which would be irrelevant- I was referring to your assertion:

Comparative theology should lead you to the realization that the distinction between "good" divine magic and "evil" other types of magic is primarily a christian meme, and for most religions, magic was simply magic, with no thought being given to the source (especially in Greek and Egyptian myths).

IOW: there are traditions besides Christianity, many of them in fact, that distinguish between good & evil magic.
If it really bugs you, use psionics.

Psionics is just as predictible as Vancian magic, and thus, is equally poor at reflecting the nuances of bargaining and uncertainty of animist magic.

Anyway- its 6:19AM where I am...gotta go, and I'll see you elsewhere.
 

Dannyalcatraz said:
I was talking about a playable PC being made from a "monster"- and the book that covers that in depth for D&D is Savage Species. Your calculation does not take into account a natural AC bonus, bonuses to several skills, 2 bonus feats (Track & Weapon Focus) a special quality "that a character of a standard race cannot duplicate" (Scent) and a special attack (Trip), which Savage Species suggests would boost the creature's ECL. Scent alone is worth +1LA, the 2 feats another, a Natural armor bonus between 1 & 5 another point, and the multiple skill bonuses yet another (SS p11-13). That would yield an ECL of 8.

And in that case, the ECL you came up with is wrong, by the core rules. Really, if you don't like the result given by the core rules, that's fine. But it doesn't mean that the core rules don't address the issue. They clearly do. There is a method for determining the ECL of any creature in the books. You don't like the results it gives, which is fine by me. But it doesn't mean that the rules aren't there.

Mimicing a spell is not the same as actually having that spell on your list.

In what way is it different to these all important commoner and barbarian observers?

As I pointed out, not so minor a quibble if the divine being does not recognize the spell as being from a legitimate source. Attonement is about asking the deity (through his designated priests) to be allowed back into its good graces- if you don't have permission, you can't coerce him to accept the spell's target back into the fold. If that spellcaster is not part of the being's heirarchy, there is no logical reason (from the divine being's point of view) why the spell should work. Its akin to saying that the divine being has no say over who is a member of his own faith community.

And that's not the question I asked. I asked why a wizard, acting as a member of the faith, in accord with the precepts of the faith, used the spell (either by casting limited wish or researching an arcane version of the spell), would be a problem? It is no different than a cleric casting the same spell - the cleric doesn't have to double check with his deity before actually casting the spell, and could potentially misuse the spell just as easily once he has it prepared.

It would be like the Dali Lama telling the Pope he was un-excommunicating a bunch of defrocked priests...and being right!

Or, like a cardinal who happens to be a wizard telling another cardinal who happens to be a cleric that the Knights Templar had been rehabilitated. Your analogy doesn't match my hypothetical.

You don't- in fact, can't- distinguish between identical spells without magic.

Again, you're missing the point, which I've posted several times- Barbarians, like commoners, don't distinguish between identical spells (comparing apples to apples)- they quite clearly cannot- but instead distinguish between spells that are unique to arcane or divine casters (comparing apples to oranges). Uniquely arcane spells (apples) are the sign of one source of magic, distrusted by Barbarians in particular. Uniquely divine spells (oranges) are the sign of a connection to the divine.

What are "uniquely divine spells"? Which ones are critical here? Since you don't seem to be able to define any except possibly atonement. Just about every other spell you have brought up is on an arcane spell list, and can be cast by an arcane caster. Are you trying to argue that no one knows who is an arcane caster, and who is a divine caster until the caster reaches 9th level and has to deal with a very rarely occuring situation (that most commoners probably would never see in their lifetimes anyway)?

Your argument that a bard "could not" be considered a priest was based on the idea that everyone would "know" he was not a divine caster, and that would disqualify him. But your evidence for this is entirely unconvincing. Explain again how commoners would "know" this and thus not accept such a priest if the priesthood was okay with it.

Barbarians, as I quoted, had zero game mechanical ability to discern magic type, just whether something was magical or not. The only possible way they could discern magic type- which the UA language clearly says they can- is by discerning differences in the different results of spellcasting...not of identical spells, but by those that differ from arcane classes and divine ones. This is the application of reasoned thought, not any class ability.

I find it funny that "barbarians" and "reasoned thought" are being conjoined. But anyway, you still haven't shown how this would come about. Suppose you have an arcane caster who spends his time casting spells that cross over between the various arcane and divine lists, and possibly casting spells that appear on various domain lists (and are thus castable by some divine casters). How does anyone tell he is not a divine caster?

I never said he couldn't heal or cure- just that his ability was more limited than a cleric's.

Like a bard. Again, explain how a bard is a bad fit here?

While I did admit that the 3.x druid would be a better fit than the 3.x cleric- I had no choice, since there were others who had a better knowledge of the source material than did I- it still doesn't do it well, and its done much better by classes in other non-core sources (as several others pointed out).

The druid (and bard) do a much better job of emulating the source material you claim to be inspired by than your cleric mish-mash.

And this PC was but one example used in my "entire argument" which was that Core 3.X does not support all possible fantasy PCs designs. As I pointed out, there are even fairly common archetypes that are not supported by Core D&D.

Really? Which of your extraordinarily rare character types do you claim are "archetypes"? The perpetually invisible guy (name more than one example in literature)? The "good" vampire? The intelligent puppet (name more than one example in literature)?

I suppose intelligent animals might, but those are handled perfectly well by the core rules, so your complaint in that regard is entirely unfounded.

IOW: there are traditions besides Christianity, many of them in fact, that distinguish between good & evil magic.

Perhaps you missed that I was talking about a distinction between good divine magic and evil arcane magic from some other source. I said so explicitly in the post you responded to. Hence, though there is a concept of "good" magic, the idea that "good" magic is "divine" magic is found only in the traditions of Judeo-Christian (and to some extent, Islamic) thought. Finnish, Russian, Egyptian, Greek, and other mythic traditions make no such distinction. Magic is magic, and is evil or good without reference to its source. Making a big deal out of the D&D arcane/divine split is simply counter to the source material you claim to be using to inspire your example character.
 

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