Submitted by Stephen on Wed, 04/21/2010 - 10:29pm
Posted in
Spells
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In my world the ability boosting spells last 10 minutes per level as per the 3.0 spell description not 3.5.
Prestige Classes
Warlord of Hellion
After discussing Pathfinder changes with Bear, the Warlord with one exception is pretty much unchanged -- just translate thr skills. The change is divine spell casting. The prereqs now include being able to cast a first level divine spell, and each level now adds +1 to divine caster level. The reasoning is that Paladins are the normal feeder class. Pure fighters may take a level of cleric as a prep instead.
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> As you saw spells can be
> As you saw spells can be quite effective and they can be nullified on occasion.
Yes indeed. A good part of Alaron's studies are about overcoming resistances of various sorts.
> As you repeatedly encounter organized demonic foes they will be begin to develop defenses against your attacks, just as you do theirs.
Yes, we do try to keep our methods somewhat secret, but unfortunately with outsiders (who get banished instead of killed, and you can't always get rid of them all) some of our favorite techniques are bound to become better known and countered.
> I would encourage Alaron to get some kind of a weapon for up close and personal work.
Alaron has definitely gotten way tougher for combat since becoming a Red Witch, by design of course, especially the Canny Defense and improved Con (from the Dragon alignment). But as you remember from his background, his orientation towards fighting is still changing. Aside from the tougher offensive spells, the biggest change to date has been that he no longer spends a lot of time hiding during combat :-) Actually planning for and seeking physical melee will be a big change for Alaron. It will start as back-up planning, and initially only for favored enemies. We will have to see if it progresses beyond that.
Red Witch Abilities
I view touch spells as weapons, therefore the +2 counts with rays. The RAW imply that rays are to be viewed as weapons since spells that require a touch attack do not have a save and can crit.
On the other hand I would encourage Alaron to get some kind of a weapon for up close and personal work. As you saw spells can be quite effective and they can be nullified on occasion. As you repeatedly encounter organized demonic foes they will be begin to develop defenses against your attacks, just as you do theirs.
I think applying the bonus to overcoming spell resistance is reasonable and is, as you say, in the spirit of the favored enemy ability.
Bear
Favored Enemy and spell casters
We have discussed bonuses associate with the Red Witch Favored Enemy ability several times in the middle of games, but I wanted to go a bit deeper with a bit more time. The rules state:
He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them.
I have not been adding the bonus to my knowledge planes rolls, obviously something I need to pay more attention to.
Question - does the bonus apply to extended touch spells (like rays)? I would think so, but the wording "weapon attack" makes this a bit muddy.
The Red Witch is fairly martial compared to other arcane spell casters, but the bonus to hit and physical attack damage is not nearly as useful (say as it would be for a Ranger). Maybe I am just looking at this wrong, and Alaron should (according to the precepts of the Red Witch) find some good demon killing weapons and make a habit of physical fighting?
Finally, I would like to revisit the decision about applying the bonus to overcoming spell resistance. I think this would be well within the spirit of the ability (knowing more about their weaknesses, and being more able to overcome the spell resistance).
Clarifying Telport Circles
In the RAW a Teleport Circle has few explicit limitations:
- Telport functions only on CREATURES and their gear up to max load
-Number of creatures transport at one time is One Medium creature + one/ 3 caster levels and Teleport Circle is a 9th level spell so minium caster level is 17th--> Base Teleport Circle transports 5 medium creatures at a time.
- However, the spell says nothing about how many times it can do this in a day/year
-Given that amount of Teleportation power seems to be regulated by the caster level of the caster who created the Circle in the first place (as indicated by the number people that can be transported at one time) it seems reasonable that the total operating power be determined by caster level as well. A permanent Teleport Circle will activate and transport its maxium allowed number of creatures number of times per day equal to caster level/3. After the maxium number of normal activations has been used additional daily activations can be increased by providing additional material comonents for the spell, i.e., each additional activation over the base number of activations cost 1000 sp worth of powdered amber (as per the Teleport Circle spell).
-A teleport Circle created by a 17th level caster will transport 5 medium creatures at time and will active 5 times per day for a total of 40 creatures and their gear moved per day. Additional activations are possible at 1,000 sp per activation.
-DOES THAT SEEM REASONABLE?
- No range limitation and error chance, but only goes to one place set at casting
-Answering this question will require some explicit research, but the general answer is: It is possible to interfere with them and monitor them, but it is not easy.
-Potentially a lot. Needs research, but likely would need special spells cast at each end of the Teleport Circle. A Teleport Circle has no range limitation, but ordinarily can't cross planes.
-Again more research, but Alaron and Amok's first notion is that it would not be easy, but it would be easier thant trying to create a Gate from scratch.
A DC 34 Disable Device check disables them for 10 minutes, when they reset according to the RAW. I think physically destroying the Circle's substrate (the floor it is cast on) would disable the Circle, but it could be fairly easily repaired. "Permanency" as a spell is dispelled by Disspell Magic, which ruptures the whole Teleport Circle until it is recast and repaired. Dispelling the Circle is the most permanent way to destroy a Circle.
Teleport Circles
Now that these are becoming more important to us, it is time to better understand Teleport Circles. Aside from security concerns, what are the downsides of teleport circles?
And speaking of security concerns, they are obviously valuable and need to be protected. Is it best to put them inside the house (better external protecting, but giving anybody coming in an advantage in attacking), or external like Karven's keep (better for cargo, but perhaps more open to external attack)?
Anybody have opinions? Colin has proposed putting the Redgate circle in the basement of our keep. Maybe that is a good compromise (because we could isolate the basement a bit from the rest of the keep), but we might want to consider more isolation?