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For those interested in a slightly stricter definition of "average party", previously the devs have described it as such: - all four of the traditional party roles are covered in some fashion, though this is taken liberally (for example, a Paladin can count as "healer" and an Alchemist can count as "rogue") - approximately 20% of all "character build choices" will be used to support backstory/flavor/RP or are otherwise "wasted" from a power point of view. "Choices" includes ability scores, feats, skill points, rage powers, rogue tricks, etc. - characters will not be able to rest whenever they want to. There will always be some risk involved in setting up camp, getting back to town, etc. The party is never able to nova with confidence that there is nothing else coming at them that day. - characters will not find all of the loot in the book (approx 75%, but heavily varies). The majority of a character's equipped gear at any point in time will come from treasure hoards and not from custom purchases or item crafting. Less than half of the GP-value of carried gear will be from purchases/crafting. - in battle, characters will not metagame to gain an advantage. This means they will have to roll Knowledge(X) to know the weakness of monsters they fight, rather than simply know from system mastery that (for example) trolls require fire or acid to kill. It also means they will not engage in "excessive" tabletalk to figure out the optimum strategy to kill an opponent. And, of course, given these are broad generalizations, they are voided often. But it helps establish a baseline to build against. If your players are better (or worse) than any of the above, you may consider tweaking point-buy or other variables to account for such. I've put this in another thread, but: Me: *playing Dungeon Hack* DIE DIE DIE DIE DIE DIE DIE!
Attacking with a weapon (or single body part) multiple times with a flurry of blows (from Ultimate Equipment discussion)
8 people marked this as FAQ candidate.
22 people marked this as a favorite.
Hey there Everyone, Boy, it sure does look like we've stirred up the hornets nest this time. Let me clear up a few things. 1. Everybody just take a breath. There is no need for the tone I am seeing in some of these posts. 2. Every single one of these FAQ posts and clarifications are discussed by the rules team. No matter who makes the actual post or clarification. 3. Concerning this particular issue... The intent of this particular rule was to marry the flurry of blows ability to the Two-Weapon Fighting feat tree, so that we could easily control and correct any problems that came up, and to have those corrections universally apply to everything that interacted with it. That said, there was an exception built into the flurry rules to allow them to properly portray the monk ability to beat you to death with various body parts (hence unarmed strike). I will admit that the wording could certainly be better in this regard. Let me give it to you clearly as to what we intended... Flurry allows you to make multiple attacks as if using Two Weapon Fighting. You can substitute any of these attacks with an unarmed strike if you choose, up to all of them. If a weapon or attack is different than the others, it was the intent to limit that to the maximum number of attacks you could normally take with said weapon while utilizing Two-Weapon Fighting (ie 2 at +6BAB, 3 at +11BAB and so on), with all of those attacks falling into the standard chain of reducing attack bonus (-5 cumulative for each additional attack). It was not the intent to allow you to make more than this using one specific weapon (not unarmed strikes), or to take all of the highest attack bonus attacks with that weapon. This makes the monks attacks, from a baseline perspective significantly better than that of a fighter, who must invest in twice the number of weapon to gain a similar benefit. That said.. this causes some problems that came to light today as this bounced around the office, namely that it was not common knowledge that it was supposed to work this way and has gone to print without this change. This is obviously a concern and one that I intend to investigate. There is also the problem of the Zen Archer, which clearly does not work with these rules (or rather, it clearly, as its intent, violates these rules). There is also the concern that this system is a bit of a pain to figure out, which is something that does concern me greatly. We will be evaluating this situation a bit further in the coming days and I would like to thank everyone here for pointing out some of the problems with this ruling. I hope that clears this up a little for folks. I will see to it that we get to the bottom of this soon. Jason Bulmahn
We were playing in my friend's comedic setting, and a new girl joined as a halfling sorcerer. The GM was using the random encounter table, and he had a knack for rolling a vampire encounter during the day. He doesn't ever reroll encounters if they aren't too high of a CR for the party, he goes with it and accepts the natural consequences. The first time, he said a vampire jumps from the bushes... and immediately explodes because it's daytime, end of encounter. We all laughed hard. The second time, we got a chuckle, but the third time, he states a vampire jumps from the bushes, and we said, "yeah yeah, and he explodes." He corrects us, "no, make fort saves, those who fail are blinded for 1d4 rounds by his radiant sparkling caused by the sun." He points to the nearest girl, a fighter, "he professes his love for you, but says you must stay away from him because he is a horrible monster. Pass a will save or become angsty!" A Twilight vampire. So the new girl looks through her spell list, checks the Core Rulebook, grins, and says, "I cast erase!" The GM says, "OK. Why?" She points to the rulebook and says,"It says here that it removes mundane writing!" We all roflmao'ed and the GM ruled in her favor, killing the vampire. Not sure if Iced's reply was a non-sequitur, an attempt at humor, or if he thought you were talking about play-by-mail. By play-by-post though, I'll assume post means to the messageboards and not your country's postal service. Anyway, if you haven't already seen it, check out this thread, it covers a lot of questions such as this. Synopsis:
Realtime or Turn-Based?
Maps:
Note that the GameMastery Maps Subscription now includes PDF copies of the various Flip-Mats and Map Packs. These can comes in VERY handy when making new maps for your game.
Metagaming:
I myself fully expect players will read every spoiler if only so as to be able to enjoy the full story. Therefore, the understanding I have with my group is that spoilered information cannot be acted upon by your character unless your character qualifies for it (i.e. understands the language, made their perception or sense motive check, etc). This requires that the GM trusts their players to be mature about such matters, but that might very well be considered a fundmental requirement for even wanting a player in your group anyway. ;) Roleplaying Conventions:
In most of the games I have seen, dialog is [ bold ], internal monologue is [ italicized ], shouting is in CAPS or [ bigger ], and whispering uses the [ smaller ] tag.
Expectations:
This means you'll want to disclose any houserules you have, your policy on handling new situations requiring GM adjudication, if any NPCs or GMPCs will be joining the group, if there will be tons of combat or if it's a political/intrigue game, etc. Mind you, this is likely to be an iterative list that will be refined and evolve over time. It's impossible (and probably undesirable) to list everything, so just do your best to list the big things. Also, keep it up-to-date with issues that have come up in your own game — that will help when players leave and new players join.
Workload:
Communication:
There's probably a lot more I could say, but that's hopefully enough for an overview without being too much. All right, everyone’s points are well taken. Here then is Take 3. Minor changes mostly, but (as per Drogan Tome’s suggestion) I have made the eldritch blast and invocations supernatural abilities instead of spell-like, which also necessitated a few other changes to various invocations and abilities, including the removal of Hammer Blast (it isn’t really necessary any more). I removed sonic from the types of energy damage the warlock can resist; but honestly, how many sonic damage spells and creatures are there? In addition, I renamed enervating blast to utterdark blast, and removed the old utterdark blast (the one that healed Undead). Sorry, no cabal of 18th-level Lich Warlocks for you, smilodan. Hopefully, this is the final version. Master Arminas The Pathfinder Warlock: A Conversion (Take 3) Born with eldritch power coursing through their veins, Warlocks are a breed apart from more traditional wielders of arcane magic. They see things that no child should notice, and they know things that none of such an age should be aware of. From their childhood years onward, Warlocks are isolated, as their neighbors begin to sense the strange power within him. Eventually, all fledging Warlocks grow angry, and manifest their first eldritch blast, often with tragic consequences. For those who are not simply killed by frightened peasants or do not go mad over the results of their actions, it is the first step on a perilous career to harness the raw energy exuding from within them. Those few discover that they do not wield magic, they are magic: a living, breathing avatar of eldritch energy.
Role: Warlocks, while no true substitute for a sorcerer or wizard, are an excellent supplement to them. While their spells lack those which cause damage, for that purpose the class possesses eldritch blast, and there are many battlefield control and utility spells on their list. They also gain more skills than more traditional arcane casters, and their proficiency with arms and armor (and higher hit points) serves them well in melee. Alignment: Any Hit Die: d8 Base Attack Bonus: Medium Good Saving Throws: Will Class Skills: Bluff (Cha), Craft (Int), Fly (Dex), Intimidate (Cha), Knowledge (Arcana) (Int), Knowledge (Local) (Int), Knowledge (The Planes) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), and Use Magic Device (Cha). Skill Ranks per Level: 4 + Int modifier. Weapon and Armor Proficiencies: The warlock is proficient with all simple weapons. He is proficient with light armor, but not with medium or heavy armor, or with shields of any type. The warlock can cast warlock spells (but not arcane spells gained from other classes) in light armor without incurring the normal chance of arcane spell failure. While wearing medium or heavy armor or when using a shield, a warlock suffers the normal chance of spell failure. CLASS FEATURES Eldritch Blast (Su): A warlock gains a supernatural ability known as the eldritch blast; this ability allow the warlock to focus his eldritch arcane energy into a damaging blast of dark energies able to wound, or even kill, his opponents. As a standard action a warlock can make a ranged touch attack against an opponent within 60 feet, dealing 1d8 points of damage (the damage results from pure arcane energy and does not possess an energy type, therefore energy resistances and immunities offer no protection). The target of the eldritch blast receives no saving throw. Although the eldritch blast itself does not provoke an attack of opportunity, it should be noted that all ranged touch attacks in Pathfinder do provoke an attack of opportunity when the to-hit roll is made.
Invocations (Su): Warlocks learn a number of magic tricks, called invocations, which he can apply to his eldritch blast. At 1st level, a warlock gains one of the following minor invocations of his choice. He gains an additional invocation at 2nd level and for every 2 levels attained after 2nd level. A warlock cannot select an individual invocation more than once.
Minor Invocations (Su): Beshadowed Blast (Su): The target of the eldritch blast suffers normal damage and must make a Fortitude saving throw or become blinded for 2 rounds. On a successful save, the target is instead dazzled for 1 round. A warlock must be at least 6th level to select this invocation. Boreal Blast (Su): The warlock alters his eldritch blast to inflict cold damage. The damage on his eldritch blast increases by +1d8; this extra damage applies only to the boreal blast. Eldritch Spear (Su): The warlock can use his eldritch blast at medium range (100 ft. + 10 ft./level) instead of the standard 60-foot range. Exsanguinating Blast (Su): The target of the eldritch blast suffers normal damage and must make a Fortitude saving throw or suffer 1d6 points of bleed damage. On a successful save, the target is instead suffers 1 point of bleed damage. Regardless, the DC for a heal check to staunch the bleeding is equal to that of the invocation; a cure wounds spell of any level automatically staunches this effect. A warlock must be at least 4th level to select this invocation. Frightful Blast (Su): The target of the eldritch blast suffers normal damage and must make a Will saving throw or become shaken for 2 rounds. On a successful save, the target not affected. This is a mind-affecting, fear affect. Hideous Blow (Su): The warlock infuses his melee weapon with the power of his eldritch blast. This invocation may be used as a standard action, and imbues one melee weapon which the warlock is currently wielding with the energy of his eldritch blast. As part of the invocation, the warlock may make a single melee attack roll with his weapon, gaining a bonus on the attack roll equal to the warlock’s Charisma modifier (if any). If the attack successful hits the warlock deals normal weapon damage plus the full damage of his eldritch blast. A successful critical hit (using the weapons critical threat range) deals normal critical hit damage for both the weapon and the eldritch blast. Since hideous blow is not a ranged touch attack, this is the only eldritch blast invocation that does not provoke an attack of opportunity. A warlock must be at least 6th level to select this invocation. Hindering Blast (Su): The target of the eldritch blast suffers normal damage and must make a Will saving throw or become slowed for 2 rounds. On a successful save, the target is not affected. Inferno Blast (Su): The warlock alters his eldritch blast to inflict fire damage. The damage on his eldritch blast increases by +1d8; this extra damage applies only to the inferno blast. Maelstrom Blast (Su): The warlock alters his eldritch blast to inflict electricity damage. The damage on his eldritch blast increases by +1d8; this extra damage applies only to the maelstrom blast. Sickening Blast (Su): The target of the eldritch blast suffers normal damage and must make a Fortitude saving throw or become sickened for 2 rounds. On a successful save, the target is not affected. Spells: A warlock casts arcane spells drawn from the warlock spell list. He can cast any spell he knows without preparing it ahead of time. To learn or cast a spell, a warlock must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a warlock’s spell is 10 + the spell level + the warlock’s Charisma modifier.
Cantrips (Su): Warlocks learn a number of cantrips, or 0-level spells, as noted under ‘Spells Known’. These spells are cast like any other spell, but they do not consume any slots and may be used again. Damage Reduction (Ex): At 3rd level, the warlock’s exposure to eldritch arcane energies begins to strengthen his body, providing protection from many attacks. He gains DR 2/cold iron. This increases by 1 at 5th level and every two levels gained thereafter, to a maximum of DR/10 cold iron at 19th level. Energy Resistance (Ex): At 5th level, the warlock gains resistance 10 to two of the following energy types: acid, cold, electricity, and fire. The warlock chooses which types of energy he becomes resistant to. At 11th level, both of these resistances increase to 20. At 17th level, the warlock’s energy resistances once again increase, this time to 30. Eldritch Intensity (Ex): At 6th level, a warlock may add his Charisma modifier (if any) as a bonus on the damage inflicted by his eldritch blast, up to a maximum bonus equal to ½ the warlock’s class level . At 13th level, this bonus on eldritch blast increases to twice the warlock's Charisma modifier, to a maximum bonus equal to the warlock's class level. Eldritch Resilience (Su): At 7th level, the warlock can use his eldritch energy to reknit his tissues, sinews, and bones. The warlock can use a swift action to grant himself fast healing 1 for 20 rounds. At 10th level, and every three levels gained thereafter, the fast healing granted by eldritch resilience increases by 1 to a maximum of fast healing 5 at 18th level. The warlock can use this ability twice per day at 13th level and three times per day at 19th level. Eldritch Aura (Su): At 8th level, a warlock’s eldritch power grows strong enough that he unconsciously releases damaging attacks on those who harm him. Any melee attack that damages the warlock for at least 1 point of lethal damage causes a backlash in eldritch energy. This backlash deals 1d8 points of damage to the attacker. This damage results from pure arcane energy and does not possess an energy type, therefore energy resistances, energy immunities, and damage reduction of any type offer no protection against it. It always deals lethal damage and is not under the conscious control of the warlock. Any melee attack that inflicts lethal damage to the warlock provokes the use of this ability.
Eldritch Knowledge (Su): At 9th level, the warlock gains a 1st-level arcane spell of his choice that he may add to his list of spells known. He may select from any 1st-level bard, magus, sorcerer/wizard, or witch spell to add to his spells known. At 11th level, and every two levels gained thereafter, the warlock gains knowledge of another arcane spell, each time of a progressively higher level (2nd-level spell at 11th level, 3rd-level spell at 13th-level, etc.). At 19th level, when the warlock gains this ability, he may select a single 7th-level sorcerer/wizard or witch spell and add it to the list of his spells known as a 6th-level warlock spell. Major Invocations (Su): Starting at 10th level, and every two levels thereafter, a warlock can choose one of the following major invocations whenever he could select a new invocation. Bewitching Blast (Su): The target of the eldritch blast suffers normal damage and must make a Fortitude saving throw or become confused for 2 rounds. On a successful save, the target is dazed for 1 round. Eldritch Bolt (Su): The warlock invokes his eldritch blast in a 120-foot line that is 5-feet wide and affects all creatures within the area. No attack is needed for this invocation, but all targets in the area of effect are allowed a Reflex save for one-half damage. Eldritch Cone (Su): The warlock invokes his eldritch blast in a 60-foot cone that affects all creatures within the area. No attack is needed for this invocation, but all targets in the area of effect are allowed a Reflex save for one-half damage. Entropic Blast (Su): This invocation can only be used against objects weighing no more than 10 pounds per warlock level. The object takes normal damage from the eldritch blast, and has its hardness reduced by one-half. This is an instantaneous effect. Any single object can only be affected once by this invocation. Magical objects are allowed a Will save to negate the effects of this invocation; non-magical objects are automatically affected. Fatiguing Blast (Su): The target of the eldritch blast suffers normal damage and must make a Fortitude saving throw or become fatigued. On a successful save, the target is not affected. This invocation does not stack with itself. If a creature fails it’s save against this invocation twice, he remains fatigued and does not become exhausted. Noxious Blast (Su): The target of the eldritch blast suffers normal damage and must make a Fortitude saving throw or become nauseated for 2 rounds. On a successful save, the target is sickened for 1 round. Repelling Blast (Su): The target of the eldritch blast suffers normal damage and must make a Will saving throw or be moved 5 feet in a direction directly away from the warlock for every 5 points of damage he suffers. If the target strikes an immobile, solid object (such as wall) while still having movement remaining, he suffers an additional 1d6 points of bludgeoning damage for every 5 feet of movement remaining. While moving in such a fashion, the target provokes attacks of opportunity. A successful save negates the repelling effect. Thundering Blast (Su): The warlock alters his eldritch blast to inflict sonic damage. Unlike other invocations that alter the energy of his eldritch blast no additional damage dice are gained. Vitriolic Blast (Su): The warlock alters his eldritch blast to inflict acid damage. The damage on his eldritch blast increases by +2d8; this extra damage applies only to the vitriolic blast. Weakening Bolt (Su): Any creature damaged by the warlock’s eldritch bolt must make a Will save or take 2 points of Strength damage. On a successful save, the target only takes 1 point of Strength damage. Empower Invocation (Su): At 11th level, a warlock may empower (as per the feat Empower Spell) his eldritch blast or any invocation that he knows. He may use this ability once per day. At 13th level, and every two warlock levels gained thereafter, a warlock gains one daily use of this ability, to a maximum of five times per day at 19th level. Greater Invocation (Su): Starting at 18th level, and every two levels thereafter, a warlock can choose of one of the following greater invocations whenever he could select a new invocation. Banishing Blast (Su): The target of the eldritch blast suffers normal damage. If the target is an outsider or a creature otherwise summoned or called through a spell-effect (such as a creature summoned by any summon monster or summon nature’s ally spell) it must make a Will saving throw or suffer the effects of dismissal (as per the spell) if the target is an outsider. If the target has merely been summoned via a spell but is not an outsider, this invocation ends that spell for the targeted creature if the creature fails to make his Will saving throw, immediately sending it back to where it was summoned from. Eldritch Doom (Su): The warlock invokes his eldritch blast in a 20-foot radius spread with a range of 60-feet that affects all creatures within the area. No attack roll is needed for this invocation, but all targets in the area of effect are allowed a Reflex save for one-half damage. Exhausting Blast (Su): The target of the eldritch blast suffers normal damage and must make a Fortitude saving throw or become exhausted. On a successful save, the target is fatigued instead. This invocation does not stack with itself. If a creature successfully saves against this invocation twice, he remains fatigued and does not become exhausted. Horrific Blast (Su): The target of the eldritch blast suffers normal damage and must make a Will saving throw or be stunned for 2 rounds. On a successful save, the target is staggered for 1 round. Mirror Blast (Su): The warlock can select two targets within range of his eldritch blast, so long as both targets are within 30 feet of each other. He makes a melee touch attack against both targets, and each suffers the full damage from his eldritch blast if his attack rolls are successful. Utterdark Blast (Su): The target of the eldritch blast suffers normal damage and must make a Fortitude saving throw or gain 2 negative levels. On a successful save, the target does not gain any negative levels. Undead creatures suffer no damage and gain no benefit from this invocation. Warlock Supreme (Su): At 20th level, the warlock undergoes an eldritch apotheosis that is the culmination of all that he has strived to achieve. His energy resistances improve to immunities and he gains resistance 10 against the two energy types he did not select. Once per round, he may use his eldritch blast, and any applied invocations, as a swift action instead of a standard action. His damage reduction increases to DR 10/cold iron and magic. The warlock can also select one 8th-level sorcerer/wizard or witch spell of his choice and add it to his spells known as a 6th-level warlock spell. Warlock Spell List 0-level Spells: Arcane Mark, Bleed, Dancing Lights, Detect Magic, Detect Poison, Flare, Ghost Sound, Light, Mage Hand, Mending, Message, Open/Close, Prestidigitation, Read Magic, Resistance 1st-level Spells: Cause Fear, Charm Person, Chill Touch, Comprehend Languages, Disguise Self, Endure Elements, Expeditious Retreat, Feather Fall, Hold Portal, Jump, Magic Aura, Obscuring Mist, Ray of Enfeeblement, Sleep, Unseen Servant, Ventriloquism 2nd-level Spells: Arcane Lock, Bear’s Endurance, Blindness/Deafness, Bull’s Strength, Cat’s Grace, Darkvision, Darkness, Fog Cloud, Invisibility, Scare, See Invisibility, Shatter, Spider Climb, Summon Swarm, Web 3rd-level Spells: Deep Slumber, Dispel Magic, Fly, Gaseous Form, Greater Magic Weapon, Major Image, Nondetection, Phantom Steed, Sleet Storm, Slow, Stinking Cloud, Suggestion, Tongues, Vampiric Touch 4th-level Spells: Animate Dead, Bestow Curse, Black Tentacles, Charm Monster, Confusion, Crushing Despair, Dimension Door, Enervation, Fear, Greater Invisibility, Hallucinatory Terrain, Phantasmal Killer, Shadow Conjuration, Solid Fog 5th-level Spells: Baleful Polymorph, Blight, Cloudkill, Dominate Person, Dream, Feeblemind, Mind Fog, Mirage Arcana, Nightmare, Overland Flight, Passwall, Shadow Evocation, Teleport, Waves of Fatigue 6th-level Spells: Acid Fog, Circle of Death, Contingency, Eyebite, Flesh to Stone, Geas/Quest, Greater Dispel Magic, Mass Suggestion, Mislead, Shadow Walk, True Seeing Warlocks and Meta- Feats: Warlocks are not eligible for feats such as Empower Spell-Like Ability or Quicken Spell-Like Ability. Although the eldritch blast and various invocations are classified as spell-like abilities, there is sufficient difference between the two that the warlock is unable to use these monster feats. In much the same fashion, a warlock cannot apply a metamagic feat to his eldritch blast or to his various invocations (although he can apply such feats to his spells as normal). Warlocks and Ability Focus: Warlocks may take the feat Ability Focus. It must be taken for a specific invocation that requires a saving throw and does not apply to any other invocation that the warlock knows or invokes. A warlock can select this feat multiple times. Each time, it applies to a different invocation. A Few Words on Wizards of Coasts 3.5 Feats: My take on the Warlock is quite different in feel than the official Wizards (or Adamant Entertainment) version. I strongly suggest that the DM disavow feats such as Extra Invocation or Extra Spell for the Warlock; he is deliberated limited a very narrow range of spells and invocations. Giving him still more would dilute the favor of the class immensely. And to be frank, he doesn’t need them. Played intelligently, this version of the Warlock class is more than capable of holding its own in nearly any party (as long as the other members are not AM BARBARIAN or Pun-Pun clones). OmegaZ wrote: With the vastness of Avistan and Garund we have a LOT going on on the macro and micro levels. There's the Cheliax/Andoran conflict, the cold war between Taldor and Qadira, the possibility of true peace between Nex and Geb, Razmiran proselytizers, and so much more. While all of these are fantastic material for adventure, the world is static. The setting isn't actually changing much (outside of expansion into Tian Xia and elsewhere). Cheliax and Andoran are still rivals, Razmiran priests are still mucking about, the Hordes of Belkenzen remain in their mountains, etc. Many of the nations of the Inner Sea region have a ton of potential for this, depending on where an individual GM wants to go with it (although I agree with the above statements about not wanting the canonical setting itself to get shaken up every couple of years!). Event option 1,
The Worldwound is currently on 'slow boil,' but could explode at any moment, and if Mendev falls, a much more intriguing set of battle-lines, with Ustalav, Numeria, Belkzen and the Realms of the Mammoth Lords could take place. (The demons don't expand north, onto the Crown of the World, 'cause of hard-learned experience of A) how little there is to plunder and devour there and B) how really unfriendly Shoggoth are to those who attempt to plunder their frozen abandoned haunts...) Sections of Ustalav could fall, only to have someone take advantage of the chaos to free Tar-Baphon (or perhaps one of his powerful servants, the 'Kas' to his 'Vecna'), and create a eternal war between undead hordes and demonic minions, with the surviving mortal population of Ustalav caught in the middle, viewed as tasty snacks and squishy playthings by one side, and a fresh supply of soon-to-be-undead recruits by the other. In Belkzen, the orcs no more want to be devoured by rampaging demons than anyone else, and a surge of Gorumite-led orcish mercenary groups could attempt to hold the line, and create their own versions of 'warding stones' to protect their own holdings. Lacking the special advantages of some of the other lands, Belkzen might be almost overrun in short order, and troops from Lastwall (bolstered by fresh recruits from Nirmathas, Molthune, the Five Kingdoms, etc.) might ride into the heart of Belkzen, right past retreating and regrouping orcish encampments and refugee trains, to engage the approaching demons, to the shock and confusion of orc and crusader alike, as they buy the orcs time to regroup (and get their non-combatants to safety, behind *human* lines!). Tensions will be strained by orc tribes converting en masse to demon-worship, revering the strength of their conquerors, and wanting to be 'on the winning side.' On the front lines, troops of dwarves, humans and orcs will fight demonic invaders, with orcs of their own, and the occasional Five Kingdoms axe or Nirmathan arrow may find itself lodged in the wrong orcish skull, in a sort of 'friendly fire' accident... In Numeria, the Black Sovereign and his 'techno-mages' won't give up Starmount without a fight, and big gun-equipped mecha-scorpions won't be the only surprise they are ready to bring to bear on the encroaching demon hordes. Mendevian knights forced to retreat into Numeria will be grudgingly tolerated, and wonder behind their hastily-constructed fallback redoubts, what sort of horrible alliance they have made, as drug-addicted techno-sorcerers and soulless mechanical horrors from beyond the stars fight the demons at their side. The Realm of the Mammoth Lords seems likely to fare worse, lacking the more supernatural defenses available to Numeria, and, in the worst case, to Ustalav. Still, there's something to be said for the damage a herd of mammoths, or even a stampede of dinosaurs, could inflict, even to demons! It's also possible that agents of Baba Yaga could be drawn into the fray, intending to stop the demonic incursion before it reaches Irrisen (and, in the process, taking the Mammoth Lords lands for themselves). The Mammoth Lords may have no love for the Winter Witches (and vice-versa), but when demons are pouring over their eastern flank, better to allow winter wolf and ice troll slaves of the witches to engage them than to risk the extinction of their local mega-fauna on suicide charges. Druma would contribute no troops, but every Drumite craftsmage would be set to pumping out arrows of demon slaying by the thousands, and they would be made available at precisely controlled prices by the Kalistocracy (single-handedly preventing wartime price-gouging, as they seize utter control of certain markets, out of 'enlightened self-interest'). Cheliax, while offering token support to the actions in Numeria and Belkzen (through Molthune, in the latter case), would buckle down and ruthlessly secure their own country and borders, erecting wardstones of their own, rumored to exist more to keep Chelish citizens in, than outside forces out. There was gonna be an 'Option 2; Azlant Rising' and 'Option 3; The Gebbite Gambit,' but Option 1 kind of ran long... Note: This thread is just for fun.
I thought it might be amusing to see how we can "break" the CR system by various appliances of templates, optimized NPC's and the like. The point of the thread is NOT to try to "prove" that the CR system is bad, because as we know all systems can be broken. It's just because it's fun to see how well we can optimize things for a given CR. Using odd interpretations of the rules are okay, but breaking them is not. My examples: Skezriax The Fleshless (EL5):
Once a powerful sorcerer, skilled in necromantic arts, Shezriax made a pact with the lords of hell - in exchange for his loyalty and service, he would not become some lowly dretch upon his death but instead a fiend of some respect. When he died the lords held their promise - he was reborn an incubus. However, he was made small and physically frail, so his struggle in the hells where greater than for most. Despite that, he made it all the way through the promotion - finally ending up as a pit fiend, yet still physically small and weak. Other pit fiends thought him an abomination to pit-fiendness, and so he was sent on dangerous mission after dangerous mission in the hopes that he'd get killed. Finally, during a mission to Golarion he was, but the necromantic powers still flowed through him and he rised as a skeletal champion. Now he haunts Golarion, finding and killing any adventurers he sees, in a vain attempt to get some revenge after dying twice and still not getting rest... Skezriax, young skeletal champion pit fiend (CR5)
When scrying around and seeing some group of hapless adventurers, he usually teleports invisibly to their vicinity - preferably when they're asleep, he's a mean bastard. On the first round, he usually casts Mass Hold Monster (DC 27), followed by a quickened empowered wall of fire on as many as possible. Second round he usually mops up survivors through a quickened fireball followed by, if needed, meteor swarm. While he's lost the ability to fly, he often still carries a potion of fly to use as needed. How it's broken: This is completely RAW and not an interpretation. Skeletal Champion gives a CR equal to skeleton CR+1, skeleton CR is 8 for a 20HD creature. Then it's -4 for applying Young four times, which actually is a beneficial template for a creature without a con score. I DID give him an extra feat in exchange for the double improved initiative. I didn't swap any other feats though (great cleave for weapon finesse? yes please).
On to the second, which is where I got the idea to the thread (from the "staves are to expensive" thread)... Blinn the Accidental Havoc-Wreaker (EL 2):
Blinn had always put his nose where he shouldn't. After being relegated from the second school of magic, despite showing some talent, he dedicated his life to full-time arcane burglary. Just lately, he's stolen a wand that looks really pretty, although it IS kinda old and worn. He hasn't had time to identify it, but is looking for a fence for that and some other stuff, when BAM he runs into some holier-than-thou soldier and his pals on some "quest" to stop all the thefts from the mages guild lately... Whoops. What to do? Well, he can test the wand at least! Blinn CR2
If blinn gets initiative, he uses the wand. He doesn't really know what he's doing, but either an infernal bearded devil, a babau, a salalamder or a kyton appears. He hopes for the best when he sees the creature and screams for it to attack, in all languages he can speak. Then he runs. How it was broken: The rules can be read as that wands with X charges are readily available (75% chance) at X/50 original price. Thus a 1 charge wand of a 4th level spell, such as a summon monster V from a summoner, only costs between 420 and 600 gp. It also requires no checks whatsoever to succeed as long as you have the spell on your list! Since 3rd level heroic classed characters have a 650 gp alotment for weapons, yeah... So, bring your own overpowered stuff! It's true. While the bardic performance ability and the Perform skill are both closely related... they aren't co-dependant. Think of it as similar to the relationship between spellcasting and the Spellcraft skill. You can still cast spells if you don't have ranks in Spellcraft. From a roleplaying viewpoint, it makes sense that a bard who has ranks in specific Perform skills will want to use those performances to add flavor to his bardic performance ability to describe and represent what his bardic performance actually looks like... but he doesn't actually ever NEED ranks in a Perform skill to use bardic performance. He only ever needs to make a Perform check for a few of his specialized bardic performance skills (such as countersong or distraction) but he can do that EVEN if he has no ranks in a particular Perform check. He'll just create a better result if he uses a check he's really good at is all. For things like fascinate, inspire courage, inspire competence, and most other bardic performance abilities, the Perform skill doesn't interact with the bardic performance at all. If you have a bard with 20 ranks in Perform (keyboard), you can STILL use inspire courage on the battle field to grant bonuses to allies and keep fighting or spellcasting yourself. You aren't actually playing the piano while you're fighting or spellcasting just because your best Perform skill happens to be Perform (keyboard).
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Okay; I've been thinking this over and rephrased myself better on a similar thread... but basically, here's the trick. Bardic performance does NOT require you to use a Perform skill that you have ranks in. It doesn't even need a Perform skill at all. Not only is Perform usable untrained, but the bardic performance ability does not require you to make Perform checks of any kind except for a few specific TYPES of bardic performance, such as countersong or distraction. This means that when you inspire courage, you're not necessarily doing so by playing the flute or banging drums. It's more likely that you're singing or bragging or taunting or dancing or otherwise just showboating to raise your allies' morale. If you WANT to say that your bardic performance is from a particularly rousing violin solo, that's fine... but once it's started you don't have to keep playing the violin if you want to put the violin down and fight or spellcast or whatever because the actual Perform (strings) skill doesn't ever enter the picture. I've seen ir repeatedly put forth on a number of forums that players using races that are disliked in an area, be it half-orc, tiefling, drow, or some humanoid out of the Bestiary/Monster Manual, are "free game" so to speak. Often with undertones of "those players are doing it wrong anyway" and that they're being taught a lesson. They range anywhere from "untrusted and ostracized whereever they go" to "lynched/shot in the first session, no exceptions". Generally, the gist is "make that PC as miserable as possible" often with no real hope of it ever getting better. Adversity stemming from a player's race choice is fine and dandy, and is a great roleplaying opportunity, but if the world refuses to react to that PCs attempts to overcome adversity it becomes something else. A PC half-orc or harpy being distrusted, feared, and pelted by rocks from villagers that don't know them is one thing. Those same characters getting the same exact treatment after they've risked life and limb for those villagers multiple times is something else. I can speak with experience that it's frustrating and miserable when you've got frequent and static persecution coming your character's way no matter what you do, though this came from another PC rather than the GM(whose world was affected by player actions). If that player has no real hope of getting the world to react to what they're doing, then why should they bother with the game? And then there's the first session lynching scenario that some GMs actually brag about using. If the GM isn't going to give the player an honest chance with that character, they shouldn't have allowed it in the first place. Otherwise it serves no purpose but to grief that player. If the GM wants to run a world with that level of haterade for that race and allows such a PC, they have to work with that player to give them a reasonable way to get by. Goblins of Golarion features a helpful baseline to build from in its player advice section, for one canonical example. There's also the irony that so many who knock "monster PCs" as being angst-ridden as a rule often suggest that they would run their games involving such characters in such a way that non-stop angst is the only reasonable reaction. For all the hate Drizzt gets from these GMs, they certainly seem hellbent on shoehorning monster PCs into that role. I don't know, it seems frequent online, but how common is it for GMs to set out to make players regret their race choice, regardless of what the players actually do with their characters? Note that this is not, and some will certainly try to read it this way, a suggestion that such characters' experiences should be all sunshine and rainbows. If the world is set up with them on the outs, they should face challenges because of it. But they should also be able to overcome those challenges and have the opportunity to do so. After two unavoidable postponements, the next game is scheduled for this coming Saturday. At the moment however, I’ll mention several things about the last game session. I haven’t gone on one of my Rants about players, since my Killer Age of Worms thread, but last game session has inspired me to do so. In the most recent session, there were twelve PC demises, and there was some pretty hefty player whining & complaining by my dear players. [Turin, insert patriotic American music in the background of this ‘speech’.] First of all, I hadn’t heard this much whining since back in the days when Hexen Ineptus was with my group. But I’m not writing to complain about my players whining directly, but rather WHY the whiny players are, the way they are. I’m sure you can point to certain personality types and some other related family/background issues being factors of why some players are Whiny. And yes, “Role-Playing” players seem to be more prone to whining than your typical 'hack'n'slash' player. But what really bothers me are the PANSY-ASS GM’s, [THAT’S RIGHT, I SAID IT!!!] who have “created” these types of players by running games year-in and year-out, where they let players off the hook, pull punches, allow overpowered/over-the-top characters & equipment, and provide candy-coated happy endings when the player’s characters were clearly in over their head or made stupid ‘in-game’ decisions that should have provoked the appropriate natural consequences (i.e. PC death/destruction). This wouldn’t be an issue if these Pansy-ass GM’s perennially kept these players in their groups, but people move, people change gaming groups, etc, and the “corrupted” players of Pansy-Ass GM’s eventually find their way into other GM’s groups, like MINE. Think about it fellow GM’s: Have you ever had a group session where your players had low level characters, and wanted to be heroic/foolish by going after a monster/opponent that was clearly over their characters’ heads and beyond the ability of their characters to defeat? Sometimes it seems that not only are players eager to do this, but THEY EXPECT YOU TO PULL PUNCHES, BEND RULES, AND FUDGE DICE ROLLS to allow their underpowered characters to prevail in a close, last minute victory, against a vastly superior foe. Is this logical? Hell no. They do it, because they have been preconditioned to expect favorable results when taking huge risks that, dare I say ‘normal, intelligent’ players, would never take. When players get spoiled with a long history of this kind of GM’ing style, it is only natural that said players are going to carry these insane expectations into future gaming groups that they are involved with. And when their ridiculous expectations are not met & catered to, they become upset and start whining. Fellow GM’s, can we just stop with the Candy-coated games where the players routinely win in the face of insurmountable odds and their own bone-headed decisions. Please fellow GM’s, will you start routinely applying the natural consequences to your players’ bad decisions & lousy dice rolls during the game. Otherwise, would you please keep all of these spoiled players that you have helped create in YOUR groups for the foreseeable future. I’m KGM, and I approve this message.
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There have been a lot of homebrew races posted in these forums, and a great many of them are quite broken and very one-sided. There ARE some minor guidelines in the pathfinder conversion guide for making or converting races (which are often ignored, I might add) but not a lot of information on building up races that will lack an adjustment. So, after looking over the races I've written up a rough set of guidelines for making a race that will not be game-breaking, and which will be roughly on par with existing races, without having a level adjustment (typically). Start here for stats. For the purposes of the guidelines, stat category means "physical" or "mental":
Bonuses are racial bonuses, penalties are untyped penalties. Thus, racial bonuses do not stack, but the penalties do. The guidelines for races in PF are not "any combination of stats that sum to +2" as some people seem to believe. As for racial abilities, races should have roughly the equivalent of 2.5 feats worth of abilities. To avoid dealing with fractions, we'll convert the 2.5 feats into 10 points... thus, 4 points is equivalent to 1 feat. Here are some examples of racial abilities and their "point cost": 10 point racial ability:
8 point racial ability:
4 point racial abilities:
2 point racial abilities:
1 point racial abilities:
Things that give you MORE points to work with are generally penalties that are half as powerful as their same-point positive equivalents. -4 point racial drawbacks
-2 point racial drawbacks
-1 point racial drawbacks
These are by no means complete or comprehensive, but they do give a rough guideline for building PF races that have no level adjustment and are on par with the existing examples of races from the Core books. Here's a quick look at a few of the existing races: Human:
Half-Orc:
Gnome:
Dwarf:
Merfolk:
Goblin:
Orc:
Hobgoblin (12 pts, thus +1 adjustment... or CR 1/2 rather than 1/3):
Kobold (0 pt, thus -1 adjustment.. or CR 1/4 rather than 1/3):
As always, the best guideline is to look at a racial ability and say "would I accept this ability as being about as powerful as a single feat? Would I let players have this ability as a feat without reservation?" If no, its worth more than 4 points! In fact, if its something you probably wouldn't let a player have as a feat, the race as a whole probably needs a level adjustment and thus the ability should be worth 8, 10, or even more points. You'll note, for example, that no 3.5 race had "Powerful Build" and 0 level adjustment... Goliaths and Half-Giants were both +1 ECL... and yet maybe a third of the races people post have powerful build with 0 adjustment. Also notice the diminishing returns on stat penalties in the same category. This prevents people from category-loading their penalties in order to super-charge the race's stats in the other category and/or give lots of racial abilities. The Orc is an example of how you can category-load your penalties and get a pretty decent focus on the other category, but not superhumanly so! I hope this helps some folks. Obviously when you get into fancy and intricate races you'll need to use ad-hoc point adjustments in conjunction with your common sense - the latter being the best tool of all. Here's some stuff I'll be including in my next game, I'm curious what you're allowing (and if it requires any conversion). PRC
I intend to go through my books on my shelf and cherrypick feats and spells as well, but I haven't dont that yet. So what do you allow from 3.5? Or conversely, if you're one of those people who allows nearly everything, what DONT you allow? How's this: Provocative: You are extraordinarily beautiful and attract lust often in others, who seek the make you their own. Any time you are dealt nonlethal damage, you suffer +1 additional point of nonlethal damage for each die of nonlethal damage dealt to you. You may fail a Diplomacy check by 10 or less without having the character’s attitude toward you decreased by one step. At 5th level, you receive a +2 competence bonus on all Diplomacy checks and may take 10 on a Diplomacy check even if you are distracted or threatened. At 10th level, you may make a Diplomacy check to influence the attitude of another as a swift action. At 15th level, your Diplomacy checks to gather information take half the normal amount of time to search for rumors and informants. Advanced Options: Oracle's Curses is live! The first in our new line of products designed to build on the material presented in the Advanced Player's Guide, this book presents thirteen new curses for players and GMs to use to burden oracle characters. They provide fatal flaws, afflictions, and weaknesses both physical and spiritual that, together with the attendant minor boons or resources they bring, open new challenges, pitfalls, and opportunities for peril and heroism to any party that includes an oracle. Check it out here. The latest preview for Campaign Cogs- Sailing the Starlit Sea is now available at the Clockwork Gnome Publishing site. The Major Planets of the Seren System In Sailing the Starlit Sea, the Seren System is presented as the default setting. Its main purpose is to give GMs a jumping off point for their space fantasy campaigns while also providing inspiration for their own designs. The star system also acts as a baseline, an example of what an “average” solar neighborhood might look like. This brief overview is but a glimpse of the full details that will appear in the book. Continue to The Major Planets of the Seren System for more information. Campaign Cogs- Sailing the Starlit Sea will be the essential book on fantasy space travel for the Pathfinder Roleplaying Game. The ultimate frontier is now open! Through the power of magic, a mighty age of space travel has emerged. Explore far-flung planets, encounter alien cultures, and uncover terrible secrets that have been forgotten under the crush of centuries. A universe of adventure awaits those who dare to sail amongst the stars. Campaign Cogs- Sailing the Starlit Sea includes:
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wraithstrike wrote: I didn't know outsiders treat as outsiders with racial HD so they should not be immune to the hold person type spells. I know devs have said they don't get the other benefits outsiders get such as automatic proficiency with martial weapons and so on. They're saying here right now if that counts. Weapon and armor proficiencies are basically "rewards" you get for taking a class level OR getting a racial hit die. Some races (like elf or tengu) do grant specific weapon proficiencies regardless of Hit Dice, and in those cases, they have a specific racial trait that lists that. But beyond that, a creature that does not possess racial Hit Dice gains its weapon and armor proficiencies pretty much ONLY by taking class levels and feats. Thus, a tiefling or aasimar does not gain the standard Outsider trait of "proficient with all simple and martial weapons and any weapons mentioned in its entry," and the human doesn't gain the standard Humanoid trait of "proficient with all simple weapons." It's not really spelled out as clearly as it probably should be, I agree, but it's also kind of common sense as well. THAT SAID: it's true that spell effects DO care about type. Hold person won't hurt a tiefling or aasimar, for example. Neither will charm person. The main reason the Aasimar is not balanced is cause when WoTC converted it to 3.x they forgot to or intentionally left off the racial negative. The original 2nd racial stats mod: -2 CON, +1 WIS, +1 CHR, which in 3.x conversions would equate to a -4 CON, +2 WIS, +2 CHR. I don't have my 2nd Edition Planeswalkers Handbook with me right now, but I do remember an option, that allowed the play to trade the CHR stat increase for a STR stat increase. While am at it the Tiefling wasn't converted correctly either, the original racial stat mod: -1 STR, +1 INT, -1 WIS, +1 CHR, which in 3.x conversion would have been -2 STR, +2 INT, -2 WIS, +2 CHR. Most playable races originally had a net gain to Stats of +0 and they didn't differentiate based on physical and mental back then. Since the only open content is the 3.x stuff, are friends at paizo might be sum what limited in their conversions, of course I may be entirely off based with this comment and I'm sorry. “Hello, roleplayers, look at your character, now back to mine, now back at your character, now back to mine. Sadly, it isn't mine, but if you stopped rolling fighters and wizards and switched over to alchemists, he could be crazy like me. Look down, back up, where are you? You’re in a dungeon with the character your character could fight like. What’s in your hand, back at me. I have it, it’s a bomb that will turn that monster into swiss cheese. Look again, that bomb is now an ooze. Anything is possible when you roll an alchemist insead of any other class. I've had to ask my DM about the viability of 4 handed weapons.” |
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