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Hi my names Kenny. I was roaming the Tangled web when I stumbled upon Bills Thread and into this website. I found it interesting so I have signed up but was not sure if I needed to get a consent from Bill.

New Player by animelordanimelord, 14 Feb 2012 02:34

After asking around Detho points Amnitus to the figure in the back

After finally getting his hard-earned day off Amnitus stumbles upon the Groghouse…in hope of being employed and gaining some more insight of the inner workings of the city's mercenary/adventuring in the effect.


"That's us, defeating evil by being even bigger bastards" - Baltasar Malich commenting the latests exploits of "The Evil Trio" (himself + Altharid and Sidhe Spellweaver)


My characters: Altharid, Gato

Welcome to the site, boards and the setting of course.

If you have any problems be it game mechanics, setting know-how etc then feel free to ask via wikidot PMs or follow Bill's advice about hoppin' into the lobby, I am here basically everyday.


"That's us, defeating evil by being even bigger bastards" - Baltasar Malich commenting the latests exploits of "The Evil Trio" (himself + Altharid and Sidhe Spellweaver)


My characters: Altharid, Gato

Re: New player by DuralanDuralan, 13 Feb 2012 23:40

wooden weapons aren't on Pathfinder for 1 reason…Druids.

Re: Wooden Swords by Soft InsanitySoft Insanity, 13 Feb 2012 23:31

Bellow is how I envision the Highblood to work through 20 levels.
HD: 1d4+ Con
Action points: 6+1/2 character level rounded down (if we are using them)
Skills at 1st level: 5+INT Modifier x4
Skills at level up: 5+NT Modifier
Class Skills
Concentration
Decipher script
Gather information
Craft: alchemy
Knowledge Arcana
Knowledge History
Knowledge Religion
Spell craft
Use magic device
Profession

Weapon and Armor proficiencies:
Ritualists are proficient with all simple weapons.
L…..B…….F…..R…..W….Special
1…..0…….0…..0…..2…..Familiar, Create Magic Circle, Level 0 Incantations,
2…..1…….0…..0…..3…..Create charm
3…..1…….1…..1…..3…..Elemental Affinity, Level 0 and 1 Incantations
4…..2…….1…..1…..4…..
5…..2…….1…..1…..4…..Elemental affinity, Level 3 Incantations
6…..3…….2…..2…..5…..Spell Defense
7…..3…….2…..2…..5…..Elemental Affinity, Level 4 Incantations
8…..4…….2…..2…..6…..
9…..4…….3…..3…..6…..Elemental Affinity, Level 5 Incantations
10….5……3…..3…..7…..Cast Without Circle
11….5……3…..3…..7…..Elemental insight, Level 6 Incantations
12….6/1…4…..8…..8…..
13….6/1…4…..4…..8…..Elemental Mastery, Level 7 Incantations
14….7/2…4…..4…..9…..Create Greater Focus
15….7/2…5…..5…..9…..Elemental Mastery, Level 8 Incantations
16….8/3…5…..5…..10….
17….8/3…5…..5…..10….Elemental Mastery, Level 9 Incantations
18….9/4…6…..6…..11….Bonus Feat
19….9/4…6…..6…..11….Elemental Mastery,
20….10/5..6…..6…..12…..

Create Magic Circle
. At 1st level, the Ritualist gains the ability to create a “magiccircle” that has a number of special effects. Primarily, aRitualist must create a magic circle in order to cast spells,incantations, or lesser incantations. The circle then contains,hones, and directs the magic cast within. A Ritualist cannotcast spells without this circle.

Creating a magic circle takes 10 minutes. The circle has amaximum size of 10 feet plus 5 feet per 2 class levels of its creator—usually the primary caster. A magic circle lasts for 24 hours or until dispelled, which requires another 5 minutes. Once the circle is in place, a Ritualist can cast any of the incantations (or regular spells if you are using them in your campaign) that she knows.
In addition, anyone inside an active magic circle has spell resistance from any magic cast from outside the circle. This spell resistance is equal to 10 + the Ritualist level of the circle’s creator.
If a person within a magic circle already possesses spell resistance from another source, her spell resistance instead increases by a number equal to her Ritualist level. This spell resistance has no effect on spells cast within the magic circle, although a person’s innate spell resistance still applies.
A magic circle is immediately destroyed (and anyincantations being cast ruined) if anyone steps through the boundary without the primary caster first cutting a “hole.” Doing so requires a ritual knife, called an “athame”, and requires a full-round action. Only the primary caster within the circle can cut such a hole in the circle without destroying the circle. Once the hole is opened, creatures can freely move in and out of the circle without affecting it. Creatures of the “outsider” type must make a Will save (DC 15 + Ritualist level of the circle’s creator) to move into or out of a magic circle. If they succeed, the magic circle is destroyed as above.

Incantations
At 1st level and every 2 levels thereafter (3rd-5th, etc) the Ritualist gains the ability to cast spells as incantations from the wizard/sorcorer spell list in the D&D 3.5 Players hand book. The Ritualist can also create lesser incantations of their own using lesser seeds. Nodes and elements.

Elemental Affinity
At 3rd, 5th, 7th, 10th, levels the ritualist gains A greater understanding of her lesser seeds she may add her Ritualist level to all knowledge tests tests when casting an incantation (including lesser incantations with that element)

Create Charm
At 3rd level the Ritualist can create a charm which stores a lesser incantation. this charm lasts for 24 hours or until used. in order to create this charm the Ritualist must create a magic circle and spend an action point. the Charm can be removed from the ritual circle and used anywhere without a magic circle. If this item is destroyed the incantation is ended and a new charm will have to be made.

Cast without Circle
At 10th level, the Ritualist is familiar enough with magic that she may cast incantations without first creating a magic circle or using ritual tools. However, for each ritual tool left out of the incantation, the DC of the lesser incantation increases by +2. Any benefits from consecrated tools still apply.

Elemental Insight
At 11th level, when the Ritualist spends an action point on Knowledge (arcane) skill check for an incantation related to one of her elemental affinities, she gains +2d6 to her roll,instead of the usual +1d6

Elemental Mastery
At 13th level, the Ritualist has complete understanding of the five elements and how they relate to each other. She no longer is required to create a magic circle to cast spells, although she still benefits from a magic circle’s other effects. In addition,the Ritualist chooses one element in which she truly excels: Her caster level is considered two levels greater when casting spells with that elemental type. (For example, if she chooses“air,” all of her air spells are treated as though she were a 15th-level caster, rather than a 13th-level caster.)

Lesser Incantations
Described here are the basic combinations between modes andelements. Elements are one of the five magic “building blocks”mentioned previously—air, earth, fire, water, and spirit—andmodes are effects that can be applied to those elements.Collectively, modes and elements
are known as “lesser seeds.” Whencombined together with a lesser incantation, they produce specificresults that are more powerfulthan either seed on its own. Eachlesser incantation has a number of effects that can be produced,but this is by no means the limitof what they are capable of. Infact, their very flexibility allows aRitualist to tailor incantations spellto the situation at hand.
To create a lesser incantation,the Ritualist combines two lesser seeds together (or, on rareoccasions, three or more) in thesame way that regular incantationsare created (as described in the
Urban Arcana Campaign Setting
).The Ritualist chooses the mostimportant lesser seed first toprovide the base Knowledge(arcane lore) DC. Other seedsadd one-third of their Knowledge(arcane lore) DC to the total.For example, if a Ritualist wantsto produce a gust of wind powerfulenough to knock down a tree, thiswould be a combination of air andcreation. The most important lesser seed in this case is Air,with a Knowledge (arcane lore) DC of 15. That leaves Createas the secondary lesser seed, with a DC of 15—one-third ofwhich is 5. Thus, a Create Air lesser incantation has a base DCof 20 (15 + 5).Like regular incantations, casting a lesser incantationrequires a Knowledge (arcane lore) check every 10 minutes.Failing a Knowledge (arcane lore) check doesn’t mean thatthe entire incantation is a failure, just that the last 10 minuteswere wasted

Ritual Tools
Ritual tools are important aspects of pagan magic. Tools areused to represent the various elements, as well as acting asboth “batteries” for magical energy and focusing it into thedesired effect. Different traditions utilize different tools, eachwith their own uses and intent. Described here are the mostcommon ritual tools used by Ritualists.
Candle:While each tradition has its own representationfor the element of Spirit, the most common is the candle
When lit, the candle represents the four alchemicalelements—the hard wax for Earth, the flame for Fire, thesmoke for Air, and the melting wax for Water—combined intoone, representing Spirit. Another common symbol of Spirit isa large, flawless crystal.
Chalice: The chalice represents the element of Water. Achalice can be an ornate affair, crafted from gold and silver and decorated with gemstones, or it can be a simple woodencup; it isn’t the monetary value of the cup that is important.The chalice is used to “hold” energy, nurturing it andcontaining it.
Dagger: The dagger, more commonly known as anathame, represents the element of Air. The athame’s blade istraditionally kept dull, as it is meant to cut on the spiritual/ astral plane, rather than material items, and the handle isblack. Some Ritualists use the athame to draw the magiccircle, although some use the wand (see below). The size ofthe dagger does not matter—some traditions employ a swordin place of a dagger.
Pentacle: The pentacle is a disk of ceramic, metal, or woodinscribed with a pentagram: a five-pointed star drawn as acontinuous line. It represents the element of Earth—whichharnesses, contains, and augments magical energy—andis often used as the placeholder for items that are to beconsecrated.
Wand: The wand, the classic symbol of the magician,represents the element of Fire. It is used to direct energywithin a ritual and some traditions utilize the wand to drawthe magic circle. It should be noted that a ritual wand is different than the magic wand. Ritual wands do not store spells as magic wands do.

For more information on Lesser incantations See the Ritualist Advanced class in d20 Modern Arcana. http://www.scribd.com/doc/52102051/4/The-Ritualist

Well it was more an rp thing, so I'm just gonna drop it and stick with the metal version if it's gonna be that much of a pain. I even listed what it was based off of in PF. If we're going to put this much effort into it then those wooded armor and shields should be banned or house altered otherwise it just makes no sense.

Re: Wooden Swords by GameGeeksGameGeeks, 13 Feb 2012 22:57

my suggestion is start with a club shaped like sword and eventually get the weapon material version of the sword. 200gp is a fair price for a wooden weapon quality which really only benefits druids.

Re: Wooden Swords by Soft InsanitySoft Insanity, 13 Feb 2012 22:24

You have a good point with the kid, although if the wooden swords were meant for that purpose (giving kids a substitute for a real sword), shouldn't they also have a reduced damage die or…
Okay, I'm making this whole thing more convoluted than it needs to be, so I think I'm done here.

Re: Wooden Swords by MjhXMjhX, 13 Feb 2012 22:20

The point is character RP. You wouldn't give a kid an actual weapon now would you?

Re: Wooden Swords by GameGeeksGameGeeks, 13 Feb 2012 21:31

The problem with the special material rule idea is that then a PC can't start his/her career with a wooden weapon that way. I still think a reduction of the critical range and critical multiplier by 1 each (at a minimum of 20x2) would be a fair downside for the reduced cost and weight, so people may have some interest in both (at least at 1st level).
Alternately, clubs and quarterstaves are free, so why couldn't a PC reflavor a club as a wooden sword? I know you're trying to have weapon counterparts to wooden armor, but I don't completely see what the benefit to having those counterparts available would be.

Re: Wooden Swords by MjhXMjhX, 13 Feb 2012 21:11

Problem with that is the basic wooden armor and shields on paizo. I was just trying to create the weapon companions to it.

Re: Wooden Swords by GameGeeksGameGeeks, 13 Feb 2012 20:52

Duplicating Existing Spells
Each lesser incantation listedhere can be used to duplicate thespells described in the
d20 ModernRoleplaying game
, the
Urban ArcanaCampaign Setting
, the
Modern Player’sCompanion
, or Chapter One: Spellsin this book. Appendix A (page 40)shows which mode and elementallesser seeds are required to duplicateeach spell. This requires a Knowledge(arcane lore) check, with the DCdetermined as follows:
20 + (spell level × 3) + modifiers
See Table 3-1: General Modi ers inthe
Urban Arcana Campaign Setting
,and The Laws of Magic for modifiers to incantations.

I could just use spells from the D&D players hand book instead of the noted spells abouve.

Not so. Whgile the examples there are very week in comparison. the class also states i can use spells from the spell list instead. soi i don't have custom make every spell (i probably would not want to because of the time it would take in fact) i'd just recreate effects of existing spells. As for the Charms, I really don't like them. they are fairly usless for most situations.

I'd use special material rules so it can apply to more weapons. Here's a rough draft:

Woden Wood

Just don't get a splinter!

Description
In the early days of Dragonport, The Woden family were smiths known for their weapons. The family figured out a special means of shaping wood from the ancient ash trees in Swampside into bladed weapons as hard as steel. Due to the dearth of metal at that time, the Woden's were hailed as heroes and given the noble status that the family retains to this day. Most Woden Wood weapons have been in circulation for a thousand years. It is rare to find new ones since metal is no longer scarce.

Prerequisite

Any Slashing or Piercing melee weapon can be made of Woden Wood. The cost is for any size weapon.

Mechanics

The weapon uses all the same statistics as the steel/iron version except as noted here:
A weapon made of Woden Wood does not require an exotic weapon proficiency like most special material weapons. The Woden Wood weapon does not suffer from spells that affect metal weapons. It does suffer from spells that affect wood, such as warp wood, but gains a +2 bonus against spells like it.
A Druid can use a Woden Wood weapon without violating its oath.

Cost
500gp in addition to the cost of the weapon. This includes the masterwork quality cost, all Woden Wood weapons are masterwork. This is a mundane material so no magical crafting is required.

Re: Wooden Swords by Soft InsanitySoft Insanity, 13 Feb 2012 20:25

You're solved one issue, that being now there's a reason to take more than 1 level in the class. However the other issues remain.

Namely, that the seeds themselves are extremely limited in their description. To use them to recreate spells as you indicate you want to requires a very broad interpretation of the mechanics.

Last, even if we agree on a broad interpretation you effectively get infinite 1st level then 2nd level and so on spells that each have a duration of 24 hours and which may not even cost gold.

And one even more, the charms ability of the class just gives everyone in the party +2 to saving throws.

Well, I was more following how the wooden armors went. Both of which are cheaper but otherwise the same as their metal counterpart. Save for the way wood reacts to spells differently then steel armor. The wooden armor and shield are on paizo. For shield look at the heavy version as that's what I based the great sword off. As for shield, I was thinking things like fire elementals and the like.

Re: Wooden Swords by GameGeeksGameGeeks, 13 Feb 2012 18:42

I would agree with mjhx. Currently they're just cheaper versions of existing weapons.

Re: Wooden Swords by Bill BiscoBill Bisco, 13 Feb 2012 18:33

I don't know if a fire shield weakness would be enough of a downside for these. Maybe you could reduce the crit range to 20x2, perhaps? But then again, the only upside is a reduced cost and weight, so maybe that isn't fully needed, I don't know.

Re: Wooden Swords by MjhXMjhX, 13 Feb 2012 18:15

Wood Longsword

1d6 (s) 1d8 (m) Crit: 19-20x2 2 pounds Type: B Cost: 10gp

Wood Greatsword

Damage: 1d10 (s) 2d6 (m) Crit: 19-20x2 5 pounds Type: B Cost: 30gp

Both would get a -2 to damage to any form of fire shield.

Wooden Swords by GameGeeksGameGeeks, 13 Feb 2012 17:59
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