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Krun Thuul

Ciaran Barnes's page

5,418 posts. No reviews. No lists. No wishlists.


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David knott 242 wrote:

What is the relative value of an animal companion vs. a familiar? The Animal Archive Player Companion has a Carnivalist archetype that grants a familiar to a Rogue.

Animal companions are sturdier, and intended for combat. The rogue is a combat class. Familiars are less capable in this regard, compared to companions anyways.

What if it were available from level 1? The "falconer" ranger archetype has a level 1 companion that has half HP until 4th level.

If I were to homebrew a rogue archetype, just how much would a rogue have to give up in order to gain an animal companion?

Since each class with a companion has their own things, I was thinking that the rogue couldn't have a companion that was larger than him. I was think he could lose Uncanny Dodge and Imp Uncanny Dodge, since he's less reliant on being able to act alone. Also, the Trap Sense and Danger Sense could go. Maybe replace those with Wild Empathy, and then at every 3rd level the companion gets a free skill point. Worse case, you could lower Sneak Attack down to d4s. This is just a new idea. Looking for your thoughts.

Interacting with magic, eh? How about when you get your first "versatile performance", you can apply a +1 metamagic feat to any spell even if you don't have the feat. When you get your second one, you can use a +2 metamagic feat once per day or a +1 twice per day. Etc. Not very exciting.

If you really want to do this, then allow the player to make a check of some after certain events. I wouldn't use a skill, since that could be seen as manipulation of sorts. If I decided to do this, it would be a Charisma check DC 15 (or higher if appropriate). Allow a check after a period of positive roleplay combined when they spend together. Feel free to grant a +2 bonus for special circumstances, such as if the character has risked harm to help to NPC, has made a sacrifice, has kept an important secret, they have common life experiences, hooked up NPC with Seahawks tickets at 50 yd line, etc. Don't allow it more than once a week. The DC is hard enough that it won't seem like a random success, but easy enough that a persistent player will be able to pull it off. Also, once the first success is made, there could still be additional checks to go further.

Generally though, just keeping it to role-play would be ideal.

How about those PF Unchained "skill unlock" thingies?

Or a story reward.

I totally missed the actual meaning of "always fail on a 1" in the original post, because 1 + 8 = 9, and the DC is 10. I'm playing a hunter with a 8 Cha, and failing a check at low level is still very possible!

Ryan Freire wrote:
Power turtle isnt a necessary, or even particularly useful role in pathfinder. Its the least efficient option available for fighter.

Not true in my gaming experience. A well-rounded character, and 90% of the characters I have encountered in my different gaming groups, have more than one aspect to them "Power turtle" (or tank, as most people call it) is one aspect that can be part of a character. Its usually paired with a secondary role of some kind, since you need to be a threat or at least have some kind of other role in the party. Heck I've done it with a cleric and a barbarian. Avoiding damage is way to avoid spending resources on healing, but I'd be really surprised if someone picked that as a singular role in their party. As far as "Is it a good role for a fighter?" I can't say for sure.

I was going to play one recently, but I was looking at my level 1 build and thinking "what the hell is this guy going to do on a shipwreck adventure?" Some classes take longer to get up to speed. Mesmerist is one of them. Depends on the setting though.

To my mind, the important difference between a monk's unarmed strikes and a swashbuckler's version of that would be the critical range of the weapons used. The monk's is 20, while the swashbuckler's is 19-20 or 18-20. A monk isn't fishing for crits - he's unleashing as many attacks as he can.

This doesn't address your questions exactly, but I ad-hoc'd something in 4e a bit like the "scrounging" section. When the players defeated a rare creature or encountered a special location they had the option of collecting magical components. This required them to pay a little more attention to where they were and ask the right questions. I would say yes or no depending on things, and they would make a skill check. What they harvested could only be used for certain things - not just anything. All in all though, it made components collected during the story more valuable that those simply converted from GP.

I wouldn't give scrolls to a cat - not even a sentient one. Kitty's compulsion to claw things without realizing consequences is too great.

I use dropbox, but that seems to require the viewer to make multiple clicks whereas google docs only requires one link. I have no proof, but I think some people are deterred from dropbox docs.

Yes, I know orcs have a +4 Str. In your guide, it says both +2 and +4. Just trying to help.

Just use the animal companion rules and the base ability scores for a plain zombie or skeleton. Lots of resistances and immunities, but mindless undead have zero Intelligence. :)

I like that you address the missing orange color in your guide! I also like the color as it appears on my tablet monitor. Maybe you're eyes or monitor are different. It is a little lighter than the other colors, but not bad for just a word or two. In my hunter guide I am working on, I used blue, green, orange, and red but did not use the bright hues you normally see. Mine are slightly darker.

On the subject of colored brackets, even though I found the explanation in house rules I think you should at least refer to it in your color code section.

You put the orc in brackets. Why is that? And you changed his Str bonus to +2.

In your review of feats, many have a cursory mention of what the feat does followed by a thought about it, while others are little more than an incomplete-sentance retort to its effect without even a brief mention of what it does. if prefer the former.

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rainzax wrote:

If "Slow" movement was set at base 25 (instead of base 20), this would give a nice spread.

30/25/20 and 25/20/15 for "regular" and "slow" races.

With a speed 20 race, I guess medium and heavy would drop both down to 15. You wouldn't start getting a difference until 25.

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I basically agree with everything you said in your original post. These are things I have wondered about many times over the years, but you have a lot more knowledge on actual armors. My perfect solution is this: what if medium armor reduced your speed less than heavy armor does? Right now, they reduce your speed by 1/3. If medium armor reduced it by 1/4 - 1/6, then there would at least be a small tactical advantage for using medium armor.

I would like to submit my HUNTER GUIDE. It will continue to updated during the course of the campaign I am currently playing in. It uses Animal Archive, Advanced Class Guide, Advanced Player's Guide, Advanced Race Guide, Core Rule Book, Ultimate Combat, and Ultimate Magic. HERE is the discussion.

I like the general attitude of the guide, as you weigh in on (and ever give value to) non-combat options. This is good because as we know every group runs things a little different, and most will put even the fighter into some RP situations.

First, a couple things that aren't actually criticisms. I'm just curious.
-Red, orange, green, blue has always been the standard, to my knowledge anyhow, with purple sometimes tossed in as a better than blue option. Why did you drop orange? It throws me off a bit when I read through.
-Your font size changes in one section. Not a bad thing. I actually prefer the text even 1 point size larger than what the majority of the document is in.

I don't agree with your valuation of some skills.
-Craft is a skill I have spent a few points on over the years for the purpose of justifying my martial guy taking care of his gear, etc. I would drop it down a step. In a campaign where a certain Craft skill is important, you player will know or figure out that it is more important.
-In all my years of playing PF, I have never had to make a Fly check. I understand that you are supposed to from time to time, but it seems to me that most sources of flight available to a fighter will automatically have a bonus built into it.
-I feel the same about Profession as I do about Craft. I played Skull & Shackles and kept Profession (sailor) maxed out for good reason. But that is a specific campaign, and playing in a specific kind of campaign doesn't make the skill useful overall.
-I've never heard of spymster's handbook, but it sounds like it makes Knowledge (local) a great skill. My assumption is that most people aren't familiar with it or don't use it, so perhaps this could drop down a notch.

-I more of less agree with your value of engineering, geography, history, and nobility. However, you should include in your write up of each that they are valued such because they don't have any creature types associated with them.

It looks like you include several 3rd party books in this guide. For the sake of people like me whose groups use only published-on-paper Paizo stuff, could you please list each of them at the beginning of the guide along with a sentance or two about each one?

My understanding of this falcon is that your druid level = your falconer level, so that boon companion will have no effect. The only difference being that you must choose a bird and that it has 1/2 HP until 4th level. I'll say that the features are not completely clear so there is some room to argue, but thats how I interpret it.

Ranger? Or an archetype?

I finally made the plunge into melee feats, and at the same time added more general feats. Or rather, I'm compliling the list of feats and will begin to write about each one. For the record, I'm drawing material from CRB, APG, ARG, ACG, UC, and UM.

My group had lots of CN in it.

So the multiattack feat does nothing for a horse...

So at 4th level, a horse animal companion gains this. But does a horse with six tricks that are part of the combat trained general purpose also get it?

I have a question about the horse companion's 4th level advancement. It gains the special quality "combat training". What exactly does this mean? I see under the Handle Animal skill that "combat trained" is a general purpose you can train an animal for that has a bundle of six tricks. Are these free tricks, or is it an opportunity to retrain some tricks? The companion most likely already has those tricks. Its implied in a couple places that this reduces reduced the hoof attack penalty from -5 to -2, but I don't know where it is implicitly stated. Isn't that like getting the Multiattack feat early?

All the cool kids use rapiers.

Start out with a 17 Dex. Raise it 18 at 4th level. Use the extra points for a bit more strength

My romance with weapon specific feats is done, so I recommend against them. What if your GM includes a magic battle axe or scimitar in a treasure hoard? If you do take such a feat, do so later on.

Not one uses tower shields, and for good reason. Save up for a heavy dark wood shield.

As a human, you have one more skill point per level. Are you putting your favored class bonus in hit points or skill points?

Do you plan on going increasing that 13 to a 14 at some point? You might want to move it from Dex to Con so it can be a 14. It's up to you. Is this point buy or rolled ability scores? If point but then I recommend 15+2 for your starting Str. Use those points elsewhere and increase Str at 4th level.

First off, well done on the filling out the concept. I knew you had more ideas.

This is just a weird thought I had, but what if the language changed, depending on which element he was channeling? Or maybe a requirement that he can't channel an element until he can speak the language? Your way is much simpler. I'm just spitballing.

Is there some length of time to choose a new element, such as spending 15 minutes contemplating the natural forces or an hour performing a ritual? Currently, it seem like he wakes up and has a new one.

There is some redundant info at the beginning. You say that he picks a new spirit (singular) each day, but just above that you say that at higher levels he can pick more than one at a time. Redundancy has a time and place in the rules, but small changes can create contradictions if you aren't careful.

I like what you've done here so far. Obviously I could suggest variant sets of skills, but so could anyone who reads this. For example, I might swap out fire' Diplomacy with Perform. Or, I might extend the bonus to all Charisma-based ability and/or skill checks. Similarly, I like light as a free cantrip, but spark would also be thematically appropriate. So if I understand correctly, these bonuses are active 24 hours a day, depending on the element chosen. At 5th, two elements are active, 24 hours a day, etc. Is that right?

The duration is probably not a big deal, but there are two other ways to go about it. You've got barbarian style rounds/day split up as needed, and you have hunter style minutes/day split up as needed in one-minute increments. One of those would be simpler and still do the job. Yours has two scaling numbers: duration and uses/day. The numbers start small, then ramp up very quickly. At levels, 1, 2, 3, 4, 5, 6, and 7 the total durations are 1, 2, 6, 8, 15, 18, 28 and on and on. If you retain this method, then what if you made is so that channeling more than one element at once consumed a proportionate number of minutes? For example, at 5th level I channel fire or air for 15 minutes total, or I can channel both for 7? Or a combination of such, chosen minute by minute.

Do the elemental body spells still govern the shapechanging? This was stated in your original draft but I don't see it an here any more. Using these spells would simplify things a lot. If so, these spells already have ability score bonuses built into them. Would the avatar get both?

I wanted to point out the ability scores chosen in these two class features.
Fire: Cha skills and Str bonus
Air: Dex skills and Dex bonus
Earth: Wis skills and Con bonus
Water: Int skills and Wis bonus
Air has Dex doubled up. If you wanted to switch things up, the magical element of air has the mind associated with it, so you could make that the ability score boost or more the Int skills to it. Not a big deal though.

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A system like this will probably get trashed on the forums, because a classless/point-buy system can be really easy for an experienced player to exploit or for a novice player to screw up. Some gaming systems do fine with it, and I think that's because they are this way from the beginning.

A game like PF has classes that fit archetypes (more or less), and so are built as a complete package (for better or worse). You've attempted to make the old system fit a new system, and I have absolutely no reason to think that you have done a job job either. It looks like you have tried to make some sense of the classes are they currently are and weighed the value of each feature. The existing classes include abilities of little worth, staggered between abilities of actual worth. With a classless system, you can focus on just the good stuff and disregard everything non-essential. Typically, systems like this are used from the very beginning, and the game system is designed around it. You're retro-fitting, so there has to be compromise..

My feeling is that you should see if you can get your gaming group to try this out. Theory-crafting a system like this will be criticized, but if you can produce actual playtested results then that is something people can appreciate - and can't really argue with. Nice work.

Haha! Prepare for the Stag Lord to F@%+ YOU UP!!!

Seriously, he's a badass. My barbarian tried to charge in and attack, but due to stuff, SL got to full attack me twice before I reached could retaliate. It hurt bad.

I think my GM played down the zombies because he didn't want to deal with them, and I honestly don't remember how we got in. Its been some time.

Some of your numbers are a little weird, but I supposed if used a system like this I would hand out 1 - 4 skill points to each class, based on the class's reliance on Intelligence. For example, a wizard needs it more than anything, so he can gets the most extra skill points per level. We can say that the bard, ranger, and rogue are all skill moneys, but since the ranger is more tuned to combat, maybe he gets less than the other two. Barbarian, cleric, and fighter can all benefit from intelligence, but have no other special use for it so they get less. Classes like the alchemist and magus that use intelligence but also need other ability scores would get less than the wizard. There are different ways to rationalize which class gets more or less. Using intelligence isn't a perfect system, but at least the player can prioritize and put a higher or lower score there.

OMG I was trying to ask about animal companion archetypes, but thank you anyways! I realize that wasn't clear. :)

The companion archetypes seemed like a much simpler thing to tackle. Actual archetypes are still a little ways down the road. I will come back to your notes at that time.

Thank you Tusk. This started because I thought the hunter needed a new guide and I wanted a new challenge since all of my other projects have been homebrew. Later on, it also became of a way for me to more adequately research the hunter I am playing. Now, its nice to hear that others may get some use out of it.

I wrote in a page about trick and hunter's tricks using the info you have volunteered. I decided against rating the tricks though. There are some that just seem neccessary, and the rest will depend on what you want the companion to do or what you can get away with a certain GM. Multiclass inclusion will be minimum at this time for two reasons: as the guide grows in size I feel that my focus is being spread thin, and optimization is not my strong suit. I think I will get around to a page giving nods to some combos, but I'd like to keep it fairly simple.

Does anyone have input on ranking the archetypes? Each one seems to give and lose reasonable things. I'm not sure that any is that much better than the others so much as they might cater to a player's interests.

Pig. Or a pug.

At 4th level, the ram gains +1d8 damage on a change and gains Improved Bull Rush as a bonus feat. It there a feat or something that allows a creature to bull rush -and- attack on a charge?

It is already in there, listed un "Dead Companions".

Shrouded in Light,
Sorry if that previous post came off terse. I was typing on my phone! Also, autocorrect got me. #6 was meant to say that I -will- include it.

Thank you for those two items. The skirmishes tricks are really snuck in there aren't they? From a design standpoint, I feel like they shouldn't have been, but that doesn't matter. If someone was building a higher level companion, you could really start off with enough of those to be exploitable. Alright, well, more stuff to put in the guide.

1: yes I did.

2: I don't know what ranger tricks are.

3: yes I did.

4: I'll take another look at pack flanking.

5: same.

6: I will not nvlude boon companion for multiclassing purposes.

Domesticated animals?

Edit: I looked over the list so I could move animals of this kind into one group, but I only found three possible entries. Dog and horse for sure, and camel too in certain settings. Other domesticated or household animals don't really have a presense in the master list of companions. Some are familiars and others are non-combat livestock. Thats too bad.

gamer-printer wrote:
In fact from my point of view (I'm Japanese American, a student of history and folklore, for example), that many of the concepts of samurai, Japanese culture, as well as the monsters of folklore was somehow mistranslated in their conversion to Oriental Adventures or any westernized game version by most publishers. It's one of the primary reasons that I created the Kaidan setting of Japanese Horror (PFRPG), because since I know that the previous designers got everything wrong, I wanted that corrected.

I would love to see a remake of "Oriental Adventures" (in spirit at least) written by someone like you - knowledgeable with history and folklore, familiar with RPGs, and actually from or descended from the area of our world the setting is based on. Since fantasy RPGs are traditional based on western European, for that matter I'd be interested in similar resources to give life to settings based on others parts of historical earth as well: eastern Europe and into Russia, the middle and far east, and north Africa. Yes, I knows its a fantasy game, but some of us like to add authentic touches into characters and settings.

Will do. Thank you. So many viewpoints to take when making these choices. That is one that would work at my group's table, but it's hard to know about others.

I'll start off by saying that I have put some thought towards the concept of a staff fighting wizard. Either in the LOTR Gandalf sense, or in a general fantasy way. Although... Saruman and Elrond fighting the ringwraiths in BOt5A gave me a whole new vision of epic/mythic level combat, and Saruman is obviously a bad ass m%*+&@ f$*$!$, so one could use that as inspiration as well. The concept is not supported in PF, so its a worthwhile concept to pursue, I think.

You have lots of ideas, and those ideas are rough. On the one hand if you just want to use this in home game then it doesn't matter how it is written, but outside of that I think what you have needs a lot of editing. For example, how the abilities work could use some clarifying and you could stand to use recognized game terms so to reduce ambiguity.

I think the first thing staff blade needs is that you should require the wizard's arcane bond to be a staff. Next, state that the staffmaster can treat any magical staff he wields as a quarterstaff. I would eliminate the stuff about using the staff as a double weapon. There are feats for this, and with the wizard's low BAB, it is unlikely that he will want to accept any attack penalties anyways. If you do keep it, there is absolutely no reason to keep the 1/2 Int thing. He's already going to be bad at it, why make it worse? Perhaps some version of the magus's Spell Combat would be another option for something different. I think allowing it to count as different damage types is weird. Also remove the stuff about reducing the enhancemant bonus. He's going to need all of the enhancement bonus he can get if he's going to hit anything, and adding magical enhancements is basically the purpose of the Arcane Bond class feature.

I think staffbound casting should be taken away. You're starting it out with penalties, and then making it like a witch's familiar, but I'm not seeing much benefit. And at 1st level, how would a wizard even have a magic staff?

An important step for inviting feedback is provide a LINK TO THE DOCUMENT.

I agree that it could be done with existing material, but the answer is that some people like to homebrew for the sake of homebrew.

Did you mean Ciaran or Cyrad?


Here is my wanderer-type archetype for the rogue.

Traveler (rogue)
Skills: A travelers adds Knowledge (geography), Ride, and Survival to his list of class skills, and removes Knowledge (dungeoneering) and profession from his list of class skills.

Weapon and Armor Proficiencies: A traveler is proficient with all simple weapons, plus the hand axe, light hammer, sap, shortbow, and short sword. They are proficient with light armor, but not with shields.

Traveler (Ex): A traveler adds 1/2 his level to Diplomacy skill checks made to gather information and to Survival skill checks made to survive in the wilderness (minimum +1). Additionally, once per day when making a Diplomacy or Survival skill check, he can roll twice and use the more favorable result.

This ability replaces trapfinding.

Traveller's Terrain (Ex): At 2nd level, a traveler selects a type of terrain from ranger's list of favored terrains. The traveler gains a +2 bonus on initiative, Perception, Stealth, and Survival checks when he is in this terrain, and on Knowledge (geography) checks pertaining to that terrain. He also gains the benefit of the Endurance feat while in his favored terrains.

At 6th level and every four levels thereafter, the traveler selects an additional favored terrain. In addition, at each such interval, the skill bonus and initiative bonus in any one favored terrain (including the one just selected, if so desired), increases by +2.

If a specific terrain falls into more than one category of favored terrain, the traveler's bonuses do not stack; he simply uses whichever bonus is higher. For the purpose of qualifying for prerequisites, this class feature counts as Favored Terrain.

This replaces the rogue talents a traveler would receive at 2nd, 6th, 10th, 14th, and 18th levels.

Rolling Stone (Ex): Beginning at 3rd level, once per day a traveler can use the Withdraw action as a move action, except he moves his speed instead of double his speed. At 7th level and every four levels thereafter, he can use this ability one additional time per day.

This replaces trap sense or danger sense.

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JosMartigan wrote:

Can the cleric's channel ability be altered to serve this purpose? Instead of a number of d6s it gives a flat number (albeit a smaller one) per round and reduces the action it requires to allow the cleric to fight as well?

Just off the top of my head.

I wrote a channel energy variant once where everyone in the burst got fast healing for 3 rounds. It healed 1 point per d6 that channel energy would normally give.

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