"Skill Checks: Even if your skill check is high enough to pass the DC of the required check without a roll, you must roll regardless. Even with your high skill in that check, you still have a chance of critically failing, but also having a critical success which will grant additional boons. " Questions. 1: I assume this means no one can Take 10 or Take 20 on a check. Mainly just wanted to know, since if that's the case I'd avoid any abilities that modify those. 2: Also what about Deities?
Dice Rolls:
Set One 1: 3d6 ⇒ (6, 3, 6) = 15 = 18 2: 3d6 ⇒ (2, 2, 2) = 6 = 10 3: 3d6 ⇒ (5, 1, 4) = 10 = 16 4: 3d6 ⇒ (3, 5, 6) = 14 = 17 5: 3d6 ⇒ (4, 4, 3) = 11 = 14 #3 Re-Roll: 1d6 ⇒ 5 Set Two
#2 Re-Roll: 1d6 ⇒ 6;#2 Re-Roll: 1d6 ⇒ 5
Set Three
#2 Re-Roll: 1d6 ⇒ 2
Set Four
#4 Re-Roll: 1d6 ⇒ 1;#4 Re-Roll: 1d6 ⇒ 1;#4 Re-Roll: 1d6 ⇒ 5 Set Five
#1 Re-Roll: 1d6 ⇒ 5 Set Six
#1 Re-Roll: 1d6 ⇒ 6;#1 Re-Roll: 1d6 ⇒ 1;#1 Re-Roll: 1d6 ⇒ 4
Set Seven
#2 Re-Roll: 1d6 ⇒ 5
Set Eight
#1 Re-Roll: 1d6 ⇒ 5
Set Nine
#1 Re-Roll: 1d6 ⇒ 2 Set Ten
#4 Re-Roll: 1d6 ⇒ 4
I'll be using Set Eight.
Alex Mack wrote:
Stats spread would depend on the game, based on Point Buy or rolling. But mainly I'd go STR, WIS, DEX as main. Ascetic Style only needs a Swift in the start of combat so it's not that bad. Plus Ki gives you something to do with that Swift on rounds you don't use Hunger.
Weirdo wrote:
I never said one was more rewarded or not. So I don't really know what your arguing about. What I said was in response to this: "You miss my point. There is no mechanic that rewards/punishes characters other than having the alignment restriction itself." Which was not true since there is in fact many rules in the game that reward or punish a character based on alignment. Since Alignment is a mechanical aspect of the game...just as much as it is a role-playing aspect.
"The Glutton for Punishment (Tank)" Class(s): Shaman/Unchained Monk Race: Human Traits: Heirloom Weapon (Scythe), Quain Martial Artist Progression
2nd- Shaman (1st)
3rd- Shaman (2nd)
4th- Monk (2nd)
5th- Monk (3rd)
6th- Monk (4th)
7th- Monk (5th)
8th- Monk (6th)
9th- Monk (7th)
10th- Monk (8th)
How's that look?
necromental wrote: You miss my point. There is no mechanic that rewards/punishes characters other than having the alignment restriction itself. Alignment isn't tied to a d20 roll as Karma/drama dice are to the basic mechanics of the game. Alignment is pretty self-contained, comparing. There are plenty of mechanics that affect (rewards/punishes) characters of certain alignments. Holy Word, Forbiddance, Chaos Hammer, Smite Evil, etc. A character who maintains a Neutral alignment on an is rewarded when they take less effect from certain types of spells/abilities. For example a group is entering an evil temple warded by a Forbiddance keyed to being Chaotic Evil. The Lawful Good character is taking 12d6 damage while the Chaotic Neutral character is taking 6d6 from the spell. Or Spells such as Hallow/Unhallow that can be used to reward or punish characters of certain alignments, or Glyphs of Warding. Then you have spells that actually get better if you match the Alignment like Righteous Blood. Alignment is definitely more than just a scribble on your sheet. It also dictates mechanics.
Chromantic Durgon <3 wrote:
Well since Alignment is a mechanical aspect of Pathfinder I'd disagree. Alignment is the same mechanically as Base Attack Bonus. It's a part of the games ruleset, so for me it is the same as asking to remove any other restriction within the ruleset. If people really don't like Alignment they should just use house rules or maybe just realize another rpg might serve thier purposes better. Like 5e, Fate, or other games that don't use alignment. Arguing to remove alignment rules from Pathfinder makes about as much sense to me as arguing to add alignment rules to a game without them. Some people enjoy Alignment and the restrictions on classes or prestige classes. It's why they use Pathfinder.
Chromantic Durgon <3 wrote:
Yeah I play both Pathfinder and 5e. Alignment is a matter of personal preference. I enjoy Alignment and having restrictions; it's why I like Pathfinder. I've had to make hard choices when making characters and I personally don't mind that. For example when I'm feeling a Divine Champion I tend to go towards Paladin, unless I want a champion of Desna then I end up using Warpriest. Some people don't like that and that's cool. I'm just comfortable working with certain boundaries. 5e still has restrictions, but they are much more lax. Paladin in 5e isn't restricted untill you take an oath, which don't flat out say LG or CG bit the oaths code dictates my alignment basically. Or in 5e if I want an battlemage I use Wizard + multiclassing into a class that gives heavy armor. But they are like apples and oranges (Pathfinder versus 5e) both have merits but it mainly comes down to what I want personally at the time.
"to bad, outdated, and arbitrary ideas" Seriously...you don't have to enjoy the core game. But that doesn't make them bad, outdated, or arbitrary. Or make anyone who likes how the current game is "selfish", "non inclusive", "naive"...etc. I think we get you don't like it. But your opinion of how the game should be changed doesn't excuse poor behavior. So how about cut the insulting language and condescending attiude some of you have. Thanks.
Tectorman wrote:
That's not selfish. That's just how the game is setup and I doubt many people want Alignment restrictions on class just to snub or take away enjoyment from others. Maybe just maybe they actually like the restrictions. Options exist for a non-lawful "Monk". You have Martial Artist, Brawler, or a Unarmed Fighter.
Komoda wrote: So, it has the hardness and hit points of a shield? Why does it's hardness or hit points matter? That doesn't change anything. It still "can be wielded by the wearer as if it were a heavy shield". The only part that matters to a Monk or similar abilities like it is that the shield the ring creates is "wielded by the wearer as if it were a heavy shield". You literally wield it as a heavy shield to use it. But as a side note it won't have the hardness and hit points of a shield from the "Table: Common Armor, Weapon, and Shield Hardness and Hit Points" since it's not made of wood or steel. The Ring of Force Shield generates a shield sized/shaped wall of force. Which can be wielded as if it were a heavy shield. So it's hardness and hit points would be determined via the spell wall of force. So based on how a wall of force works. The shield would have Hardness 30 and 180 hit points, since the ring is caster level 9th.
Komoda wrote:
"wielded by the wearer as if it were a heavy shield" is all that matters. It could go on to saw the shield has no acp, doesn't require proficiency, is made of cheese, doesn't like being in the dark, and is afraid of bears. Nothing after the wielded part even matters to the Monk or abilities like it. If you use a shield you don't get the Monk stuff. The Ring says you can wield it as a heavy shield. End of discussion.
Xerif wrote:
So basically it just heavily favors casters who use spells that don't require a D20 to use. (Fireball, Slow, Fog Cloud, etc)
Komoda wrote:
Of course it would affect the Monk. Why wouldn't it? Ring of Force Shield wrote: This ring generates a shield-sized (and shield-shaped) wall of force that stays with the ring and can be wielded by the wearer as if it were a heavy shield (+2 AC). This special creation has no armor check penalty or arcane spell failure chance since it is weightless and encumbrance-free. It can be activated and deactivated at will as a free action. Monk wrote: When wearing armor, using a shield, or carrying a medium or heavy load, a monk loses his AC bonus, as well as his fast movement and flurry of blows abilities. It's the same way for a Ecclesitheurge Cleric. Ecclesitheurge’s Vow wrote: At 1st level, an ecclesitheurge makes a vow to his deity to be protected solely by his faith, not by armor or shields. An ecclesitheurge who wears armor or uses a shield is unable to use his blessing of the faithful ability, use cleric domain powers, or cast cleric spells. It's wielded as a Heavy Sheild. It's plainly telling you that to get the Sheild bonus you have to use it as a Shield.
RDM42 wrote:
Yep can confirm. They do in fact get empowered in different ways. I guess LG is now incompetent or stupid since they don't have Brewkeepers.
knightnday wrote:
The same thing could be said for CG Paladins.
FormerFiend wrote: I'm legitimately curious as to whether or not you understand the concept of false equivalency. So your allowed to want "a CG class with full BAB, heavy armor/martial weapon proficiency, buffing aura, a touch ability, and 4/9 casting. " but I'm not allowed to want "a class with 3/4 Bab, armor/weapons, sneak attack, 4+skills, and 9/9 casting"? Why is your want serious and needed and mine seen as a joke or a false equivalent. We both want something that doesn't exist in the game because of restrictions in the rules.
Athaleon wrote:
Under pressure of what? I'm simply stating that once alignment restrictions are removed, what will be next on the chopping block? Why not continue removing restrictions? I want to have a Rogue chassis with 9th divine casting. Why can't that happen?
FormerFiend wrote: The fact that antipaladins are required to be CE and also have strict codes of conduct that they have to follow supports the idea. Especially when those codes of conduct are ones imposed by deities they worship. The Anti-paladin's code is strict? That's laughable. The only thing strict in it is to be CE and don't be altruistically good. Otherwise do whatever you want whenever you want as long as it furthers your own goals. So strict. It's about as strict as I would expect from a Chaotic character.
FormerFiend wrote: I've never known a GM petty enough to actually try and target a caster's spellbook nor a group that would tolerate such a move. Is it also "petty" to target Fighter's with a Will save? or the Rogue with a Fortitude save? I don't see how it's petty to attempt to disable the god wizard's only weakness. FormerFiend wrote: None of which is remotely comparable to paladins being lawful good only as all of that is mechanical while the paladin restriction is a roleplaying one that is subject to huge variation between deity codes and a player's roleplaying ability. The Paladin's restriction is also mechanical. You literally lose power if you break it. It's not simply a role playing thing.
Ryan Freire wrote:
Wow. You know what once we abolish alignment from Pathfinder and remove all alignment restrictions from classes, i feel the next step is all those pesky restrictions that will be left. Why my Rogue can't have 9th divine casting is absurd, or why can't my Wizard use full plate and cast magic, why can't my CG Cleric worship a LE deity, and why can't my Monk use guns? Lets just remove all the restrictions!
Lady-J wrote:
Maybe in your opinion. Point Buy is well balanced and makes sure all the players are on the same playing field.
DireMerc wrote:
Okay. I'm be done for that. What's the game?
fnord72 wrote:
"A cleric may prepare and cast any spell on the cleric spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation." Clerics know all spells on the cleric list no matter what.
fnord72 wrote:
You don't have to buy scrolls to learn new spells. You also have the option of copying from another spellbook. "In most cases, wizards charge a fee for the privilege of copying spells from their spellbooks. This fee is usually equal to half the cost to write the spell into a spellbook (see Writing a New Spell into a Spellbook). Rare and unique spells might cost significantly more." Which is a much cheaper option.
PossibleCabbage wrote:
It's not a house rule. JJ was talking about Golarion lore. If your playing Pathfinder ruleset it doesn't assume your playing Golarion. But once the topic is about Desna, Milani, etc it's fair to assume it's about Golarion. And in Golarion a LG Paladin of a CG deity doesn't make sense.
Agarwaen Umarth wrote:
You can't have two animal companions. The levels stack to determine the animal companions level. You need a special ability to split it to get more. Berserker of the Society can't be taken by a Bloodrager. The preq is Barbarian.
DireMerc wrote: Are you at all familiar with the crimson throne adventure? Or about Varisia and the local culture. Yes. I read the Player's Guide and I'm familiar with Varisia and the lore. I'd like to propose a Gnome Sorcerer with the Impossible Bloodline. Who is quite the engineer and attends the local Theumanexus College. Quite capable of slinging magic and tinkering with objects (including traps!).
Isonaroc wrote: The thing is, LG can also play rogues, bards, and alchemists. Those are not the same thing as what I mentioned. Those were all special stuff that Chaotic Good gets that Lawful Good doesn't get. Isonaroc wrote: CG can't play Paladins. CG also can't play Anti-Paladins, or Tyrants, or Druids. LG can't play those either. It also can't use those special prestige classes. They get different things. CG will most likely never have a "Paladin" they will perhaps get something "Paladin-like" or have their own options that are limited to just CG. Hell chances are if/when Pathfinder comes out with a CG "Paladin-like" class people still won't be happy since it won't be a carbon-copy of the Paladin.
FormerFiend wrote: But that doesn't address the setting issue, which is that the official published setting, the forces of chaotic good are either stupid or impotent. And that irks me. Okay. Maybe you should pay more attention then. Since Chaotic Good gods do get some special treatment in the setting. Perhaps not in the way you personally want but they still get it. Stargazer, Ashavic Dancer, Brewkeeper, Rose Warden, and Sphere Singer to name a few. Not to mention the plethora of stuff Desna gets that's special. Warpriest (Champion of the Faith) of Desna. You can do some awesome stuff with that since it combines well with Desna's Shooting Star. So Chaotic Good doesn't have a lack of options. You just don't like the options.
1: 4d6 ⇒ (5, 2, 5, 4) = 16 = 14
I'll stick with that. :) Question about the Traits. Did you mean a final total of 2 Traits and 1 Drawback? Just wanted to clarify since taking a Drawback gives an additional Trait.
Mellok wrote:
Yup. I trolled you so goodz... Or maybe I was just trying to be helpful. :P
Mellok your rewrite for Master Craftsman wouldn't allow anyone to craft any magic item. "Note that all items have prerequisites in their descriptions. These prerequisites must be met for the item to be created. Most of the time, they take the form of spells that must be known by the item's creator (although access through another magic item or spellcaster is allowed). The DC to create a magic item increases by +5 for each prerequisite the caster does not meet. The only exception to this is the requisite item creation feat, which is mandatory. In addition, you cannot create potions, spell-trigger, or spell-completion magic items without meeting their spell prerequisites." You'd need to add in something about ignoring that or counting as the required item feat.
Murdock Mudeater wrote:
At 1st Level you have that and... "Additionally, you may disrupt a lycanthrope’s connection to the moon with a successful touch attack. This action automatically forces the lycanthrope into its humanoid form, which it must remain in for a number of rounds equal to your oracle level." Those are both available from the start. The only thing that is altered at 5th level is the following. "Upon reaching 5th level, you can use this ability to force others into a rage, as per the spell. Using this ability is a melee touch attack. You can use this ability once per day at 5th level plus one additional time per day for every 5 levels above 5th."
Cavall wrote:
You can't make Potions. Master Craftsman doesn't let you take Brew Potion. :( The best use of it I've seen is Craft (Clothing) and use it with Craft Wondrous Items. Since it includes so many of the useful items in that category.
Weables wrote:
"You can use this ability once per day at 5th level plus one additional time per day for every 5 levels above 5th. " So what you can't use it at all then before 5th level?
Cavall wrote: Brain in a jar, the feat is clearly made to be an exception to the core books rules as ALL feats are. It only makes the exceptions it says it does. Nothing more. "Ranks in your chosen skill count as your caster level for the purposes of qualifying for the Craft Magic Arms and Armor and Craft Wondrous Item feats." So Master Craftsman lets you take either of those feats. "You can create magic items using these feats, substituting your ranks in the chosen skill for your total caster level." It lets you have a "caster level" for creating magic items. "You must use the chosen skill for the check to create the item." It requires you to use the chosen skill to make said magic items. "The DC to create the item still increases for any necessary spell requirements (see the magic item creation rules in Magic Items). You cannot use this feat to create any spell-trigger or spell-activation item." Otherwise it still follows the rules for Magic Item Creation. Cavall wrote: What you're saying is wizards can't swing longswords with martial weapon proficiency long swords because wizards don't get that. ? dragonhunterq wrote: Put me in the "Choose a skill, use that skill" camp - because that is what the feat explicitly states. Nowhere in the feat does it limit you to a skill appropriate to the item. You use yhe chosen skill instead of any other skill check. No the feat doesn't limit it. The Magic Item Creation rules limit it. The feat does not remove the restrictions found in the Magic Item Creation rules. A Wizard with Craft Magic Arms and Armor who wants to make +1 Chain-shirt must make a skill check. Either Spellcraft or Craft (Armor). A Master Craftsman with Craft Magic Arms and Armor who wants to make a +1 Chain-shirt must make a skill check as well. Craft (Armor). So if the Master Craftsman wants to make magic armor they have to spend two feats (Master Craftsman and Craft Magic Arms and Armor) and are stuck using Craft (Armor) to make magic items since they can't use Spellcraft. That is how the rules work.
Mellok wrote:
It's not an opinion. Profession can't make Magic Weapons or Armor. Master Craftsman:
Choose one Craft or Profession skill in which you possess at least 5 ranks. You receive a +2 bonus on your chosen Craft or Profession skill. Ranks in your chosen skill count as your caster level for the purposes of qualifying for the Craft Magic Arms and Armor and Craft Wondrous Item feats. You can create magic items using these feats, substituting your ranks in the chosen skill for your total caster level. You must use the chosen skill for the check to create the item. The DC to create the item still increases for any necessary spell requirements (see the magic item creation rules in Magic Items). You cannot use this feat to create any spell-trigger or spell-activation item. You have to check the Magic Item Creation rules.
"At the end of this process, the spellcaster must make a single skill check (usually Spellcraft, but sometimes another skill) to finish the item. If an item type has multiple possible skills, you choose which skill to make the check with." Creating Magic Armor
Creating Magic Weapons
So Profession (Blacksmith) can't be used on those. Creating Wondrous Items
Profession (Blacksmith) could be used to make certain Wondrous Items. Like Helms, Gauntlets, etc that a Blacksmith could use. But you can't use Profession (Blacksmith) to make a Robe.
John Murdock wrote:
Whirlwind doesn't make an attack roll. (I was talking about the Whirlwind ability from Universal Monster Rules.) Whirlwind:
Creatures one or more size categories smaller than the whirlwind might take damage when caught in the whirlwind (generally damage equal to the monster's slam attack for a creature of its size) and may be lifted into the air. An affected creature must succeed on a Reflex save (DC 10 + half monster's HD + the monster's Strength modifier) when it comes into contact with the whirlwind or take damage as if it were hit by the whirlwind creature's slam attack. It must also succeed on a second Reflex save or be picked up bodily and held suspended in the powerful winds, automatically taking the indicated damage each round. A creature that can fly is allowed a Reflex save each round to escape the whirlwind. The creature still takes damage but can leave if the save is successful. Mainly I was using Whirlwind and Dragon Roar as examples of why the logic used was faulty.
Snowlilly wrote:
I guess the same holds true for Dragon Roar and Whirlwind then as well?
|