![]() buying a gold candlestick and see it turn to copper an hour latter) It's also much more traceable (throw some "gold" coins in a sack and wondering why there's copper ones in it latter vs. The spell does work on art objects, but half the word count was spent on coins. I'm sure that would still be standard in a fantasy world where changing colors of things is a basic mages trick. We can start with that it's an illusion spell and all real world coins I know of, modern or historical, had different types of coins be different shape and size. The efficiency of a Sucker's Barrel (Barrel that costs 2 extra GP and holds 75% while weighing the full amount) is dubious, especially since the scam is obvious once the container is empty so only travelers can not immediately be lynched.įool's Gold just plain old won't work, at least not on coins. Caravan Master's Wagon is a mundane wagon with hidden compartment dependent upon a 20,000 GP portable hole (because people who can afford that transport goods in wagons.). Use this to enforce permits on magic and it will pay for itself reasonably quick.Įdit: Villain Codex has a group of scamsters with some very inefficent scams. ![]() Lets them see whenever someone enters that is either a caster or carrying magic items. One use I can see for it is to hang it in a check point staffed by mundanes. As written it's an Everburning Hooded Lantern at over 35 times the cost (worse if you cast it yourself). It glows if it's within 30 feet of a magic aura. At hours per level it would at least make enemy anti-Paladins slightly more durable (If he has a shield and cast it twice that's +4 AC without giving the party loot), but at minutes it's useless.Įdit: Another one: Witchlight Lantern. When you first get it it's a mere +1 to AC (+2 if you have magical knack) that doesn't stack with existing magic armor (which you should have by level 7). Personal only magic vestment at a reduced level for Paladin is a reasonable idea, but it's minutes/level instead of hours (not even 10 mins/level!). I recall at least one Phantasmal Killer trap in an AP, but even that causes issues (what's twice instant?).Įdit: Found a real stinker: Vestment of the Champion. Too bad Sepia Snake Sigil would be worse (you're inactive twice as long but still need to eat) and for some reason, conjuration (creation) (and Temporal Stasis with the same effect is transmutation.). ![]() Magical traps? You can generally afford to wait those out. It doesn't do anything to (Mind-Affecting) stuff, which would actually be usable (not good, but usable) since "stay there useless" is still better than "kill your friends". Adventurer's shouldn't be easily intimidated automatically just because they don't happen to be armed. To be fair, I wouldn't grant ad-hoc bonuses for trying to intimidate someone just because they're unarmed unless against someone with only NPC classes. Creatures with natural attacks, or whose unarmed strikes deal lethal damage, are considered to be armed for the purposes of this feat.Īnother one of those "here's a feat to allow you to do what the GM would've let you do without the feat before it existed" additions that only serves as a nerf to make things worse. Additionally, if you successfully use Intimidate to demoralize an unarmed creature, that creature becomes shaken for as long as you continue to be armed and they continue not to be, to a maximum of 1 minute. You know how to press your advantage when negotiating with noncombatants.īenefit: As long as you are wielding one or more weapons with which you are proficient, you gain a +4 bonus on Intimidate checks against unarmed creatures, which doesn’t stack with Intimidating Prowess. Quote from: Power on September 28, 2018, 06:01:52 AM -Found another feat in Villain Codex Gaming Discussion > D&D 3.5 and Pathfinderħ5% of the things you face aren't even affected by the feat, not including the stuff immune to mind affecting Look at this thing I found in Pathfinder! The bad feats/spells/etc thread
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