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 21 
 on: October 24, 2014, 04:57:13 PM 
Started by Ares - Last post by TKDB
I think regardless of actual logistical necessity, the bottomless quiver is a standard enough stock trope that a spell to model it via magic item mechanics is something that fills a valuable niche.

 22 
 on: October 24, 2014, 04:42:43 PM 
Started by Ares - Last post by Krensky
Then either shoot slower, recover used arrows, carry more ammo, or some combination of the above.

 23 
 on: October 24, 2014, 04:20:23 PM 
Started by Ares - Last post by Ares
Eldritch Ammunition is primarily needed as a magic item spell, so that the archer can keep functioning on an extended dungeon crawl without extended pauses for crafting. (Six arrows per round can deplete your stock pretty fast)

 24 
 on: October 24, 2014, 04:16:14 PM 
Started by Kadrok - Last post by Ares
I'd say yes, you only need one supremacy feat for your artifact. If you are allowed to make more than one... That's definitively a GM decision.

For the table: Again a GM decision. I allowed my players to choose.

Essences I highly recommend are:

NPC Quality Regeneration, Rend, Blindsight, Critical Surge
Feats: Any basic feat part of a chain, since you can use multiple instances to get the full chain. Armor Basics for instance.
Exotic Damage (Sonic)
Charms:
spell effect: Fly II, Teleport I, Wish III, Call from Beyond I
attribute bonus INT (on an artifact that's equivalent to more skill points)
greater storage

To be honest: If wish is allowed in your campaign, it can replace your need to craft your own magic items completely. The accompanying subplot is generally easier to realize than the necessary downtime for crafting.


 25 
 on: October 24, 2014, 02:17:26 PM 
Started by Ares - Last post by Nuaurpy
ELDRITCH AMMUNITION
Level: 3 Force
Casting Time: 1 half action
Distance: Touch
Duration: 1 hour/casting level (dismissible)
Effect: A quiver for a bow or hurled weapon becomes enchanted. During the duration this quiver provides an endless supply of ammunition. The ammunition does force damage but possesses no other qualities.

This is actually very similar to an ability I gave to a master class Arcane Archer I made. Mine doesn't provide free arrows, since really archers usually have a million anyway. But rather when they cast a spell it converts damage of a number of arrows that they already have equal to the spell level to divine damage and gives a +2 to attack and Damage.

 26 
 on: October 24, 2014, 01:38:29 PM 
Started by Ares - Last post by Ares
Done,

and yes, the intention is to just have the entity (it could also be an angel) granting the favor in exchange for reputation (with a discount for a high haggle check and which has a fixed DC)

 27 
 on: October 24, 2014, 11:50:15 AM 
Started by Ares - Last post by TKDB
Finally I like the idea you had with the changes to elemental weapon, but I recommend making them groups of 2. Like Storming Weapon: Lightning and Bang, Elemental Weapon: Heat and Cold, Sun Weapon: Fire and Flash, Vile Weapon: Acid and Stress, Ghost Weapon: Force and Divine,  Cacophonous weapon: Explosive and Sonic. That makes each of them a little more flexible and it means that if someone wants to be an elemental caster or has a theme in mind they only have to take 1 or 2, maybe 3 spells instead of spending 4 or 5 spell slots on that.

I heartily second this suggestion!

 28 
 on: October 24, 2014, 10:44:52 AM 
Started by Ares - Last post by Nuaurpy
So these are a few things I thought of after you made your changes.


Polymorph still only shows Natures Ally II, not sure if that's intentional or an oversight.

I super love Summoning Circle, but you should probably put a cap on the favour that they can grant or have a prep cost of 10ish or so. Otherwise players could really easily summon a demon and have them create a zealous rumour campaign against a large group, or indefinitely detain the king of a nation (and I mean, that's a cool image of having someone dragged down to hell to be held there at your whim) But those usually require a high renown and decent reputation cost. Maybe make the rep 5+caster level or something similar. That gives you 16 at level 11 when you gain the feat (also makes it similar to the Warrant skill but more broad in the favours it allows)

It looks like this might be something you considered because there's a line in the spell about reputation cost, so my guess is that you designed it to be a free service or a not-free favour but it reads like "A free service or favour." If that's the case then you might just want to clean up the wording a little. Also maybe add a line saying that they last for an hour per CL or until they finish the task they were summoned for, otherwise I'm not sure what prevents you from haggling them for a favour impressing them to help you, and then haggling them for 4 more favours. After all even if the favours aren't free... haggle is not a skill of any of the demons, chances are you're going to smoke them.

Finally I like the idea you had with the changes to elemental weapon, but I recommend making them groups of 2. Like Storming Weapon: Lightning and Bang, Elemental Weapon: Heat and Cold, Sun Weapon: Fire and Flash, Vile Weapon: Acid and Stress, Ghost Weapon: Force and Divine,  Cacophonous weapon: Explosive and Sonic. That makes each of them a little more flexible and it means that if someone wants to be an elemental caster or has a theme in mind they only have to take 1 or 2, maybe 3 spells instead of spending 4 or 5 spell slots on that.

 29 
 on: October 24, 2014, 09:45:26 AM 
Started by Mister Andersen - Last post by RusVal
Gargoyles, Young Justice, The Clone Wars, and the entirity of the DCAU for a start argue otherwise.

Oh sure, they can still be good, but it doesn't change the whole "cartoons are for kids" stigma being a hurdle.  Some get around it, some strain against it, others... take the more extreme measure and over-compensate by packing their cartoon with "mature" content, to the point, ironically, of immaturity.
You can sort of see the seams of what I mean in that bible.  For instance, the main character will get his hand on a "big old plasma cannon".  And if I'm willing to guess, it will look nothing like a real gun, it won't actually kill people, and the "real" guns that you would expect won't show up much, if ever.  Admittedly, Gargoyles was one of the better examples of how to handle these rules in a cartoon (Deadly Force and its long-term effects being the quintessential example), so I might also be wrong about that.

I guess what I'm getting at is that if they came out with a cartoon of Stargate, I'd wish they'd take a GI Joe: Resolute approach.  Willing to kill, willing to use blood, willing to use actual guns, but not trying to revel in the bloodshed or its mature content.  Like live action Stargate.

 30 
 on: October 24, 2014, 09:00:45 AM 
Started by Ares - Last post by Ares
Points taken. Keep'em coming  Wink

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