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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)

One of the devices I most dislike about 3rd edition was the Demographics system. Among my problems with it were.

1-It was too Micro managed. that it to say, it dealt with population centres in a way that was too restrictive, and ignored building nations altogether.

2- A few of the PC classes made no sense in a city, or town setting. Druids for one, and Monks for another. Okay, maybe an argument can be made for Monks.

3- First level Bloat. This a problem with the NPC classes. All are excessively bloated at first level.

4-Prestige classes are ignored completely. As was the possibility of any classes that were developed after the DMG was released.

Mind you, I understand that they were intended to be used as a guide line. So I'm tinkering with a different version with two main premises.

1- No one stays at first level forever.

2- Not all PC classes are everywhere.

Keeping that in mind, I'm leaning toward a percentage based system, for NPC class levels. And a way to place Core/Base/Prestige Classes that's more reasonable. This is what I've worked out so far.

Class breakdown:
Class________%
Adept________1
Aristocrat_____1
Commoner___85
Expert________3
Warrior_______5
PC Classes___5

NPC Class Levels:
Level_________%
1st_________10%
2nd_________15%
3rd_________20%
4th_________30%
5th_________10%
6th__________5%
7th__________4%
8th__________4%
9th__________1%
10th________1/2%
11th +_______1/2%

NPC Level chart is for NPC classes only. I still haven't worked out a way to determine PC class levels yet.

PC Class Breakdown:
Type___________%
Core_________01-75
Base_________76-95
Prestige______96-100

This cart is intended for use when trying to determine weather an NPC with a PC class is either Core, base, or Prestige.

Comments and suggestion are welcome.

(Pathfinder Tales Subscriber)

In many ways, I got the idea for this thread by reading this thread:
Go to here.
The discussion was focused on the idea of minions, but I think that seekerofshadowlight, and Locworks raised some interesting ideas. But I think this would fall under the heading of new rules.

Personally I think the Idea of using template(s) would be a good idea. Sadly the only template I could find is the Humanoid swarm from the Monster's Handbook. While okay when dealing with a disorganized mob, it has more then a few flaws. So i based the fallowing template only some what off that.

Phalanx (Template)

A Phalanx is a highly organized group of humanoids, who have trained to work together as one. Because of their disciplined natures, usually only lawful creatures attempt such maneuvers. But it is not unheard of for more chaotic races to form similar units.

Phalanx
A Phalanx is a template that can be used on any medium or smaller humanoids, or monstrous humanoids. At least 10 humanoids must be present to form a Phalanx, and all must be of the same race. Additionally, all members of a Phalanx must carry the same equipment. While similar to a swarm, this formation relies more on mutual support, and training, then overwhelming an opponent.
The base creature type remains unchanged. Except as noted, the creatures stats remains unchanged.

Size:
The Phalanx's size is determined by the number of creatures used, and by the base creature's size.
Phalanx Size Creature size
Tiny Small Medium
Medium 10-15 NA NA
Large 16-40 10-15 NA
Huge 41-80 16-40 10-15
Gargantuan 81-160 41-80 16-40
Colossal 161-320 81-160 41-80

Hit-Dice:
A Phalanx had a number of Hit Dice equal to three quarters of all of it's members hit dice. Use this to determine the Hp of the Phalanx. The Con modifier uses the average Con score of all the Phalanx's members.

Speed:
The speed of a Phalanx's speed is equal to it's slowest member.

AC:
The Phalanx uses the common AC of it's members, modified by the size of a Phalanx.

Attacks:
A Phalanx's attack are determined by the weapons it's members carry (see below). A Phalanx May make one melee attack per square that adjoins an enemy.
A Phalanx gets an attack bonus equal to the number of squares it posses.

Damage:
As by weapon.

Reach:
The reach of a Phalanx remains five feet, unless the members of the Phalanx are using reach weapons.

Special attacks:
Special attacks are determined by the weapon the member of the Phalanx possess.

Melee weapons (Without reach):
Combat rotation: One every 1d4 rounds a Phalanx will rotate it's members. When it performs this maneuver, The number of attack it makes per square a doubled. This is considered a full round action.

Reach Weapons:
Hedgehog: Any time an opponent provokes an attack of opportunity, then the Phalanx may make six attacks of opportunity on that target. For purposes of the Combat reflexes, this counts as a single attack of opportunity.

Ranged Weapons:
Volly fire: When making a ranged attack, a Phalanx may make as many attacks as squares it posses. A Phalanx may not use this ability if there are any enemies threatening the Phalanx.

Special Qualities:
One among many: Because a Phalanx is made up of many individual creatures it has several swarm like traits. While damaging spells affect it normally, non damaging spells that only affect one person have no effect. Non damaging spells, that affect a large area must cover half the number of squares in order to have any effect.
A Phalanx who losses half it's hp, is reduced by one size. Unless, the size of the Phalanx is already at the minimum size for the base creature(see above). When the Phalanx looses all it's hit points, then most of it's members are dead. The few survivors run, usually there are 1d8+1 survivors.

Shield Wall: If the base creatures in the Phalanx are carrying shields then the Phalanx's shield bonus is doubled. If the members of a Phalanx are carrying tower shields, then they also considered under total cover for area effect spells.

Saves:
As base creature.

Abilities:
As base creature.

Skills:
As base creature.

Feats:
The only feats a Phalanx may use are feats shared by all it's members.

Climate/Terrain:
As base creature.

Challenge Rating:
The CR of a Phalanx is equal to the ECL of it's members +3.

Treasure:
As base creature.

Alignment:
As base creature.

(Pathfinder Tales Subscriber)

The text regarding ability booster is not clear. How long must a character wear an ability booster before it takes effect?

(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.



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