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Alastor Land

Chaotic_Blues's page

Pathfinder Tales Subscriber. 120 posts. 2 reviews. No lists. No wishlists.

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(Pathfinder Tales Subscriber)

My reaction.
"Well that's nice of 'em. I wonder when Alpha 2 will be released? Anything interesting on the message Boards? Oh! shiny!"

(Pathfinder Tales Subscriber)

Whenever I played a shape-changer I always kept a small number of prestated monsters handy(like in a note book). I found it was much simpler, and faster then making things on the fly. As for summoning, I can see the same thing applied.

As for animal companions/familiars, I have as of yet to run into someone who doesn't keep a record of their onterage.

Finally as for henchmen, my view has been, unless you're planing on fighting a war, there is no reason to bring your personal armies with you. For one thing most countries would object to some forener trapezing though their countryside with a small army, no matter how well intentioned. And secondly such companions are of little to no value in an actual adventure. Except maybe as cannon fodder. Even then they'd likely rebel, or desert.

While I agree with others that the Op's High level rules are very harsh, and more then a little restrictive. Still, asking the characters to pregenerate information on the more common summons/shapes on their owen time wouldn't hurt.

(Pathfinder Tales Subscriber)

(strokes beard) Interesting... very interesting...

I for one, want to see how these barbarians are put together. Before I make any judgment calls.

(Pathfinder Tales Subscriber)

Psychic_Robot wrote:

--Half BAB.

--No feats.
--Low HP.

D12's are low HP?

(Pathfinder Tales Subscriber)

Clerics are still limited to how many undead they can control. Cleric can control any number of undead HD, that doesn't exceed their HD(page 45-PF, or pg 159-Player's Handbook). Unless this has been changed by a feat that I don't know of.

(Pathfinder Tales Subscriber)

Psychic_Robot wrote:

Another thing from UA: the skeletal minion variant. Basically, a necromancer could get a skeleton familiar.

This was my favorite class variant by far in UA, but, unfortunately, it's a tad useless because it's so weak.

Thoughts? (I lurve my necromancers.)

Are we talking about the UA Necromancer Variant? The one that gains HD every time you level as a necro? The one that gains a natural armor bonus equal to half your necro levels? The one that gets a strength AND dex increase for every three? In what way was it week?

Mind you, I loved the UA specialist variants, and would halve loved it if they had ported them straight form UA. I'm just trying to figure out in what way the undead minion was week?

(Pathfinder Tales Subscriber)

Forgottenprince wrote:

As in off the universalist's powers list or out of the school entirely?

If the first, then many people have felt the same.

If for the second, then where on earth would you put them and why?

Sorry, I should have been clearer. I want them of the School Powers list.

(Pathfinder Tales Subscriber)

Heaven's Agent wrote:

I've always felt the current xp-loss crafting system to be a penalty to a player, when in my opinion it should be more of a self-sacrifice. I feel such sacrifice needs to impact game play, possibly for a lengthy period of time, but should not be permanent. I've played around with a few ideas to change this, and while I haven't found anything I like totally quite yet, some of them hold promise. Others I've tossed to the wayside.

I've always liked the idea of specific components for crafted items, but agree that the game can turn into nothing more than a glorified hunt as a result. Not that such games can't be enjoyable at times. Maybe have a few specific items that hold significance, and are somewhat pricey, but are readily available. For example, in Pathfinder I've thought about playing off the spell schools even further, by having a specific gemstone tied to each one.

Perhaps, when a caster creates an item, they lose the ability to cast the spell(s) used in that item's creation for some period of time. This isn't so difficult to accept with unlimited, or even charged, items, but can represent a significant sacrifice in certain situations. An alternate to this, but using the same concept, would be the loss of a spell slot of a specific level. The question becomes one of when does the caster become able to cast the spell(s) again. You could place it on a next-level-gained basis, but how does this explain NPC casters that make a living crafting magical items, rather than adventuring. It could be on a so-many-days/weeks/months basis, but that can get sticky when it comes to keeping track of numbers.

I suppose you could have the spells lost, #of days= xp cost/100. With a minimum of one day. It might slow potion/scroll production a little, But i think it might work

Although, I like you train of thought.

(Pathfinder Tales Subscriber)

I just want them off the universal school list.

(Pathfinder Tales Subscriber)

I agree removing Heavy Armor proficiency would help. I'd also like it if the granted Domain Powers was reduced to one Domain per day. With the domain being chosen when the cleric prays for spells.

(Pathfinder Tales Subscriber)

Starts to hand out the pitchforks and torches.
<<
>>
"Okay I've got the angry mob ready, just in case!"

(Pathfinder Tales Subscriber)

the Shifter wrote:
I don't know about you, but in my experience NO ONE wants to play a cleric. They're crappy combatants compared to a lot of other classes, they almost never get to cast any of the spells they prepared (instead using them for healing), and generally have little variation in terms of role-playability. Anything that makes them a better option is fine by me.

Okay Shifter here's why I think clerics are over powered.

1. They have the advantage of using powerful spells, while wearing armor.
2. Good hp (d8's)
3. The advantage of the second best attack chart.
4. Decent weapon selection.
5. They can where any kind of armor.

Weeknesses.
...

Yeah, if you can think of one then let me know.

(Pathfinder Tales Subscriber)

Praetor Gradivus wrote:
I find it interesting that the person who started this thread believes clerics are undepowered while on other threads people are fussing about CoDzilla... the cleric is what you play him as,,,I personally reserve a majority of my spells for healing unless there is a secondary healer and use buffs ocassionally but get to cast a fair amount of other spells... do I fight as well as the party fighter (nope) but since he usually takes first dibs on the best weapons i get first dibs on the best armors... that being said, I do not dish it out like the fighter but with my heavy armor and hy shield I soak up a lot of attacks and help keep the baddies off the arcanist by being in the front rank. Also helps our Scout since he is a missile specialist. The fact that I am not uber-offense doesn't make me feel like i'm not contributing in combat and my party usually puts one share as a party fund (after we save enough money for a resurection we tend to buy a cure wand to supplement my healing)so I don't feel that I am just regulated to healing bot either.

I never said Clerics were underpowered (actually I think it's just the opisite). I felt the free use of two domain granted powers was too much of an imbalance. Were you perhaps referring to The_Shifter?

(Pathfinder Tales Subscriber)

Hello all,

I just wanted to share my opinions on the current version of Pathfinder.

Mostly I'm going to focus on the classes for now.

Cleric: My complaint regarding the cleric comes in the form of the Domain powers. Your giving a class (witch is in my op one of the strongest classes out there) what amounts to 14 powers. This seems kinda excessive to me. Perhaps if it were scaled back to the player choosing what domain powers they want when they are praying for their spells. This should hepl keep the number of granted powers to something more reasonable.

Fighter: I love the new fighter, no complaints as of yet.

Rouge: I like the changes to sneak attack. However, I think the Master strike ability, is too much. it either needs to be removed, the base dc lowered, or altered in some other way.

Wizard: At first I wasn't happy with the School powers, ie I think there are too many of them. I favor the Unearthed Arcana rules regarding specialist wizards. However, after reading further I realized the Bonded Item class ability balances this out. I think it would be best if the bonded Item ability became a separate class ability.
That said, I think Limited wish, and wish powers from the universal school, is far too powerful. They need to be changed to something else, but what I'm not sure.

Well that's it for now.

(Pathfinder Tales Subscriber)

Zohar wrote:


Dances: We could add different kinds of elaborate attacks/defensive abilities that could damage/parry/or disarm foes.

You mean like the Basiran Dancer class from kingdoms of Kalamar?

(Pathfinder Tales Subscriber)

I'd also like to add my thanks for the new printer friendly version. Also for folding in the 1.1 changes with the download.

(Pathfinder Tales Subscriber)

Jason Bulmahn wrote:

Design Focus: Skills

3. Combination: Using the system in the 3.5 OGL for characters, and using the system in the Skills chapter of the Pathfinder RPG for NPCs and monsters (noting that they would not get additional skill choices at higher levels). This system gives NPCs and monster that multiclass a slight edge (depending on the class), but makes them quite a bit easier to create.

This is what I would prefer. With a minor boost to the skill starvered classes (ie fighter, Sorcerer, and Cleric)

(Pathfinder Tales Subscriber)

Directed to the OP.

I thought they changed the weight of coins in 3rd ed to 50 coins= 1 lbs*? Still, that 15000gp magical Item will require about 300 lbs of gold. And who are they going to get to carry that much gold around, anyways?

This is one of the reasons I considered gems to be a reasonable substitute for coins at higher levels of exchange. After all, those 15 1,000gp emeralds are a heck of allot easer to carry around, and have the same value.

Even this can breakdown once players near epic levels

(*=note from page161 of the 3.5 PHB last paragraph. Hey, it's the only place that mentions coin weight the I can find at the moment.)

(Pathfinder Tales Subscriber)

blope wrote:

I like skill points and would like to see them stay. Here's my suggestion on skill system:

keep the new skill list with the combined skills.
add +2 skill points/L to all classes, including the x4 at first level.
keep the new system for monsters and NPCs.

Agreed, this would give the players the flexibility they want, and keep the Dm's from having head-hake when they want to make their own 'bad guy'. Many classes are skill starved, like the fighter for instance, and could use this boost. Rouges on the other hand do not need this bonus, seeing as they already have such a vast pool of skill ranks to begin with.

(Pathfinder Tales Subscriber)

Stegger wrote:

Hi Jason,

to me page two and the column on the right of page four is completely blank in both versions of the pdf?

Does anyone else experience the same thing?

That's odd I don't seem to have that problem. Try deleting it and redownloading.

101 to 120 of 120 << first < prev | 1 | 2 | 3 | next > last >>



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