Pathfinder warbow concept review

This is a review request for a warbow, intended for the Pathfinder system. The purpose behind the creation of this particular item was to allow the player to quest for a magic item that was not essentially useless at higher levels, but rather gained abilities as the PC gained levels and powers. It is a single occurring item, could possibly be considered as an artifact status, even though it is intended to be available starting at a low level, slanted towards a horizon walker or similar concept. Description and capabilities are as follows:

[Insert name here] was a distinguished ranger, well known for his willingness to protect those around him when the cause was just, regardless of the consequences to himself. Many of the tales that have grown around him have reached the status of unverifiable legend, but it is certain that his bow was a feared weapon among the unjust. It is rumored that he even ventured onto the Abyss and other planes to retrieve people stolen from their land.

Sometime after he retired, he returned to his woodland home to find his wife murdered, and son missing from their house. Taking up his bow once more, he ventured forth to rescue his son. It is unknown what actually happened, but his son was returned, and […] and his bow were never seen again. Most believe that he either perished, or made a trade with an infernal being to exchange himself for his son.

Many people claim to have either seen or wielded his bow after that, but none of these have been confirmed, and few even believe that the bow existed, counting it as another fantastical tale that surrounds his legacy.

DESCRIPTION

[Insert name here] Warbow is dark wood intricately carved with arcane runes, and glows with a faint amber glow in dim light. A white leather grip is secured to the bow with three silver bands, one each at the top, middle and bottom of the grip. To successfully utilize […] Warbow to its fullest potential, a character must fulfill the following requirements:

Feats Exotic Weapon Proficiency, Far Shot*, Planar favored terrain** (Edit for clarification: The planar terrain relates only to the planar shift aspect).

Skills Craft (bowyer) 4 ranks, Spellcraft 4 ranks

ABILITIES TABLE

\begin{array}{c c l} \textbf{Character Level} & \textbf{Weapon Level} & \textbf{Weapon Effect} \ \hline 1^\text{st}-2^\text{nd} & 1^\text{st} & \textit{+1 adaptive war bow} \ 3^\text{rd}-4^\text{th} & 2^\text{nd} & \text{Activation ring }\textit{spell storing, minor} \ 5^\text{th}-6^\text{th} & 3^\text{rd} & \text{Enhance arrows} \ 7^\text{th}-8^\text{th} & 4^\text{th} & \text{Minor displacement (as }\textit{blur}\text{)} \ 9^\text{th}-10^\text{th} & 5^\text{th} & \textit{+1 adaptive distance* war bow} \ 11^\text{th}-12^\text{th} & 6^\text{th} & \text{Activation ring }\textit{spell storing, regular} \ 13^\text{th}-14^\text{th} & 7^\text{th} & \textit{Plane shift}\text{,** 3/day} \ 15^\text{th}-16^\text{th} & 8^\text{th} & \text{Imbue arrow} \ 17^\text{th}-18^\text{th} & 9^\text{th} & \text{Phase arrow} \ 19^\text{th}-20^\text{th} & 10^\text{th} & \text{Activation ring }\textit{spell storing, major} \ \end{array}

1: +1 adaptive: At first level, the bow gains the +1 adaptive quality. Bow is +1 to hit/damage, and Strength bonus applies as well.

2: Spell Storing (Su): At third level, activation of the first ring occurs. This ring activates and functions as a ring of spell storing, minor.

3: Enhance Arrows (Su): Each non-magical arrow fired gains +1, and one of the flaming, shock or burst attributes.

4: Minor Displacement (Su): When wielded, the weapon distorts light as a cloak of displacement, minor, resulting in 20% miss chance on attacks against the wielder.

5: Distance (Su): Every arrow fired by the bow gains the distance quality. *Note: For this to be used, wielder must have the Far Shot feat. If this is not available, this ability lies dormant until it is acquired.

6: Spell Storing (Su): Activation of the second ring occurs. This functions as a ring of spell storing, regular.

7: Plane Shift (Su): At 13 th level, the leather wrap darkens and close inspection reveals swirls. This can be used to activate and take up to 8 linked people as in the spell plane shift. If the shift is to a favored terrain, the bow grants the wielder the ability to natively survive while in possession. In addition, the accuracy is 1-10 miles from target. In other planes, normal accuracy and conditions apply. **Note: The wielder must have a plane as a favored terrain. If this is not available, the ability lies dormant until it is available.

8: Imbue Arrow (Su): The bow grants the ability to infuse any non-magical arrow with either a known or stored area of effect spell. This spell will activate on any hit. If the result of the attack is a miss, the spell is lost without activation.

9: Phase Arrow (Su): The wielder can launch an arrow 2x per day at a target known to him within range, and the arrow travels to the target in a straight path, passing through any nonmagical barrier or wall in its way. (Any magical barrier stops the arrow.) This ability negates cover, concealment, armor, and shield modifiers, but otherwise the attack is rolled normally.

10: Spell Storing (Su): Activation of the third ring occurs. This functions as a ring of spell storing, major.

Aura moderate abjuration; CL 12th; Craft Magic Arms and Armor, creator must possess the arcane pool quality; Price +5 bonus.

I would like to determine if this is a logical progression, or if it is not enough in the beginning progressing to overpowered at the high end?

D&D 3.5e understanding attacks of opportunity

I am currently assisting in the dming of the game as far as understanding rules. in the last game session we played i experianced a AoO for the first time as did the actual dm. A pc(1) was engaged in combat with an enemy another pc(2) standing next to him moved away from that fight does that provoke an attack of opportunity from the enemy. also i understand an AoO to be a free attack so does that mean it doesnt have to roll hit? then one last question in the aforementioned situation if an enemy is engaged with pc(1) and pc(2) attacks enemy does the enemy shift target to pc(2) and does the pc(2) take any negatives for attacking the enemy via melee like a ranged attack would.

thank you for any feed back

Letting the player create a combination of any 4 items that the game will then give the player on a set timer

Okay, so I’ve researched scriptable objects and I’ve realized that it’s something that might be very useful for the kind of game I’m making. I’ve managed to create my own scriptable object for weapons that is able to hold weapon upgrades, range, damage, and other special stuff. I was told scriptable objects are much better for larger scales than enums so that I can hold data for each weapon. I do know how to implement them into

 [CreateAssetMenu(fileName = "New Weapon", menuName = "Weapon")]  public class Weapon : ScriptableObject  {      public new string name;      public string _discription;        public Sprite _artwork;            public int _range;      public int _damage;      public int _upgrades;      public int _element;        public void Print()      {          Debug.Log(name + ": " + _discription + " The weapon does:  " + _damage + "damage.");      }      } 

I’ve researched how to show these on the UI, but is there any hint you could give me on getting scriptable objects working with an inventory system, and point me in a direction on how I can give the player control of the order of weapon in the inventory that the game will use to give said weapons in the same order the player set for themselves.

For Example, I want the player to be able to take any of the four weapons: Katana, Spear, Axe, Chakram, and be able to set them in any order. Even using multiple of itself. Eg. (Chakram, Spear, Spear, Axe) and then the game will then give the player the items list they created on a set timer. (Weapons are one-time use, and the player can only hold one weapon at a time, and the timer won’t start until the player has used up their current weapon)

 public class Weapon  {      public WeaponType type { get; set; }  }    public enum WeaponType  {      Katana,      Axe,      Spear,      Chakram  }  public class WeaponCycle: MonoBehaviour  {      [SerializeField] private Weapon[] _weapon;        public Weapon[] weapons = new Weapon[4];        List<Weapon> InventoryWeapons = new List<Weapon>();        // Start is called before the first frame update      void Start()      {          for (int i = 0; i < weapons.Length; i++)          {              weapons[i].type = (WeaponType)Random.Range(0, 3);          }            StartCoroutine(GiveWeapons(1));      }        IEnumerator GiveWeapons(float delay)      {          for (int i = 0; i < weapons.Length; i++)          {              yield return new WaitForSeconds(delay);              InventoryWeapons.Add(weapons[i]);          }      }  } 

Sorry if it feels like I’m asking for too much, but I’m a beginner when it comes to C# and I’m trying to learn as efficiently as I can.

How can I do 301 instead of 302 redirects when there are multiple domains sharing the same site hosted in IIS?

I have several domains sharing the same site and use a default.asp as the default file where I test the SERVER_NAME variable and use Response.Redirect to redirect to the home page of the site requested.

The problem is that this type of redirect causes 302 status code. Even when having a rewrite section in my web.config where I created one redirect rule for each site with redirectType="Permanent", the status code 302 is returned.

That is bad for ranking pages in Google’s index. Does somebody know a way to solve that problem and return 301 status code?

Can a Rod of Absorption absorb cantrips?

A Rod of Absorption enables the user to absorb incoming single-target spells as a reaction and store those spell levels for later use:

While holding this rod, you can use your reaction to absorb a spell that is targeting only you and not with an area of effect. The absorbed spell’s effect is canceled, and the spell’s energy — not the spell itself — is stored in the rod. The energy has the same level as the spell when it was cast. The rod can absorb and store up to 50 levels of energy over the course of its existence. Once the rod absorbs 50 levels of energy, it can’t absorb more. If you are targeted by a spell that the rod can’t store, the rod has no effect on that spell.

Given that cantrips are considered level 0 spells, is it possible to absorb a cantrip using the Rod? Or does a level 0 spell count as "a spell that the rod can’t store"?

(Presumably, if this is possible, doing so would not store any additional levels into the rod, but would negate the cantrip’s effect.)

Rate my homebrew subclass

I’ve created a homebrew subclass based on noelle from genshin impact. idk if this is where i should ask but can i get a honest review/feedback with some balancing tips? Thanks 🙂

Oath of the earthern protector:

Oath Spells: You gain oath spells at the paladin levels listed.

paladin level: spells: 3rd shield, protection from evil and good 5th aid, prayer of healing 9th beacon of hope, Life Transference 13th Guardian of Faith, aura of life 17th mass cure wounds, Skill Empowerment

Channel divinity: When you take this oath at 3rd level, you gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works. -Devotion: When an ally (excluding you) within 60 ft. takes damage that would reduce its health below 1. You can use your channel divinity as a reaction to give that ally temporary health to absorb the hit for them. this temporary health equals four times your constitution modifier + your paladin level and will stay until the end of the targets next turn.

-Inspiring Smite: Immediately after you deal damage to a creature with your Divine Smite feature, you can use your channel divinity as a bonus action to distribute temporary hit points to creatures of your choice within 30 feet of you, which can include you. The total number of temporary hit points equals 2d8 + your level in this class, divided among the chosen creatures however you like.

3rd level: Earthern Breastplate: You can use your bonus action to guard yourself with a layer of transparant protective earth that surrounds you like a bubble for 1 minute. Upon activating this skill, you deal damage to enemies within 5 ft. equal to your constitution modifier. You then gain temporary health equal to twice your level in this class + your constitution modifier.

While you have this temporary health, your attacks inspire your allies to keep fighting. Once per turn when you hit an enemy, you and up to 3 allies you choose within 30 ft. will be healed for 1d6+ your constitution modifier.

you can use this feature a number of times equal to your Proficiency bonus. you regain your expended uses when you finish a short or long rest.

5th level: Whirlwind Attack: You can use your action to make melee attacks against any number of creatures within your reach, with a separate attack roll for each target.

7th level: Aura of warding: While an ally is within 10 feet of you, it has resistance to all damage. Also, each time it takes damage, you take the same amount of damage. At 18th level, the range of this aura increases to 30 feet.

15th level: When your breastplate expires due to its duration or is broken by damage from a hostile creature, the shield will shatter, scattering sharp pieces of earth in all directions, all creatures within 10 feet must make a dexterity saving throw equal to 8 + your strength modifier + proficiency bonus. taking four times your strength modifier on a failed save, or half as much on a succesful save.

20th level: Sweeping time: as a bonus action, you can call upon the power of the earth to guide your strikes in battle for 1 minute. gaining the following benefits: -your weapon gains a reach of 15 ft. -your weapon attacks will deal extra damage equals your constitution modifier. -the healing from earthern breastplate can now occur twice per turn.

once you use this feature, you cannot do so again until you finish a long rest.

How much does it cost to add a specialization to an A.I.?

Per the manual:

Skill Improvement: Unlike most characters, your skills are only improved by spending Company Resources (see page 98). With permission from the group, the Company Resources may be reduced by 1 to grant you one rank in any skill of your choice. This may not be done during character creation but it may be done as often as you like thereafter (assuming the Company has the Resources to spend). Alternately, the company can spend Resources to increase the Company AI rating. (Prices for this are outlined on the AI Rating chart page 98). Raising the Company AI Rating grants you 10 additional skill points per rating increase.

Normally, buying a skill specialization costs 2 skill points during character creation, or can be picked in lieu of the 3 skill points you gain at the end of a successful mission.

So, the question is, can one buy specializations for an A.I. with company resources? If so, does it cost two? Three?

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