So I've been thinking about making Melee Combatants more mobile;
Has anyone tried allowing a melee character to move their speed as part of a full attack?
So a character could move and attack, or attack and move, or attack move attack move attack move attack?
Would it be so gamebreaking to allow them to do so? I think they could use the boost, and I can't see how it would cause any problems, assuming you allowed the same for monsters.
It would give the melee types a bit of a boost to keep up with casters at high levels, and I'd think it would make combat more interesting, but I can't think of a downside.
Can anyone else see a problem here?
So, say I have a summoned monster with DR X/Good; and then I have a character ability that gives my summoned creatures DR Y/Adamantine.
I read something that makes me think I've been misunderstanding how DR Worked, so here I am asking.
Does that mean the summoned creature has DRX/Good, and once its been bypassed the remaining damage has DRY/Adamantine (Like I thought) or does it mean the creature has DRX+Y/Good or Adamantine (Like I've just been told) or DRX+Y/Good & Adamantine or the much crappier DR XorY/Good or Adamantine or DR XorY/Good & Adamantine?
So we started a thread about Feats that Shouldn't Be.
One of the users in the thread, "The Boz" Posted a number of feat revisions up there, and wasn't getting any feedback about them, so I'm starting this thread to discuss his ideas, and for people to comment, suggest, or propose changes of their own.
Here is his document.
Feats that Shouldn't Be could either be rewritten into better feats, or removed and added as core mechanics anyone can do, or what have you.
Let's have it! :)
So I'm building a Cleric/Synthesist character, and I'm wondering whether I should just grab Synthesist 1 for a couple small spells, and a neat set of power armor, or if it's worthwhile multiclassing further.
Both classes are casters, yes, but the spells I'll be taking either way are mostly support abilities.
I'm thinking of making a character who is magicky & priesty, but excels in Melee Combat, particularly against undead &/or evil outsiders.
3.x stuff is allowed, and I'm considering some feats/alternate class features from there, including Spirited Charge and Swapping out Channel Energy for Smite Evil + Aura of Courage as Paladin.
So, A friend of mine will be starting up game in a few weeks, and from what I understand, the scope will be a 1-12 campaign or so.
He's said he'll be running us through modules, one of which will be the 3.5 Expedition to Castle Ravenloft. He's also said he intends to have us start Expedition to Castle Ravenloft before we're the suggested level on the back, and that we should go nuts and use whatever sources we want; he's giving us free reign.
That said, I'm looking for suggestions on character builds. Here are the things I'd like to accomplish:
As mentioned, he's fine with any source (that includes 3.5 stuff, if someone has a really good suggestion that happens to be from 3.5). Presumably that includes 3pp stuff as well. If the build is too ridiculous he may change his mind, but I want to be a highly awesome guy.
While I'm looking for suggestions, I do have a few ideas that could be fun:
I'm willing to go to some degrees of broken here, as well, but I don't want to be a one trick pony, only useful if some weird exploit works.
Because I like these gripey lists (they fill me with ideas for houserules for my games);
What are some feats that shouldn't be?
I'm looking for feats that should be baked in mechanics that are just available by default, feats that suck, feats that are a crappy taxed milestone in order to get to another feat (terrible feat prereqs), that sort of thing.
I'll start this off with:
Weapon Finesse: This should seriously just be a property on the weapons it applies to, period.
SO: Hypothetically, I want to build a Monk.
I don't care which classes are used to accomplish this. But lets say I want my character to be able to do the following:
> Capable of Unarmed &/or Improvised (Jackie Chan Style) Combat.
I have a few ideas, but I'm curious: What are my options?
I may try to merge the two in some ways, to allow the players to found and build up large organizations, such as the pathfinder society, the harpers, the cult of the dragon, the red mantis assassins, etc. I would argue those groups are closer to the playing field of a kingdom, but without all the centralized land, and cities and settlements and whatnot.
Significantly different than "I run a bakery with 25 employees."
Since I'm looking into a new subsystem, I'm doing that thing I do.
What are the problems with the Ultimate Campaign rules?
I'm looking for things that don't make sense, things that are under-priced/over-powered, things that are over-priced/under-powered, and any other complaints people have about the rules.
Bonus points for Critiquing Ultimate Rulership as well.
I've been toying with this idea in my head since the day before yesterday.
- Randomly generated NPC personalities, motivations, and descriptions.
Has anyone tried running a game like this? How did it work out?
I know some games have a full combat system for arguments.
However, I know from personal experience that I'm not a huge fan of how Diplomacy, Bluff, and Intimidate work in Pathfinder. They don't work particularly well, Diplomacy is practically flawless permanent mind control, and I don't like it.
That said, has anyone tried out an alternate system instead of the standard diplomacy/intimidate/bluff skill rules in a pathfinder game? What was it, and how did it work out?
So. I'm wanting to run a game focused on factions within a kingdom or between a couple kingdoms.
I've ferreted out a number of things that *might* be options, but I need help in determining which one will work best for my purposes. I'm not familiar with the contents of all of them.
I would like it if guilds merged the gap between kingdoms and individuals, and could interact with both. I see myself making use of the mass combat rules as best I can as well.
Here are the potential options I see for running organizations:
I'm not that familiar with Ultimate Campaign, and I just picked it up the other day. How would it handle statting out/running/being a member of guilds/factions? Are the rules flexible enough to account for that? A country is basically a very large faction tied to geography, right?
Could I stat out small thieves guilds, the pathfinder society, skyrim's "companions", the harpers, a town's city watch, a town's nobility, a town's merchants, all as kingdoms, in order to have a bunch of factions competing in a city?
What sorts of adjustments would need to be made to make that work, if any?
I know Ultimate Campaign has rules for some things to do with organizations under downtime. does it handle the sorts of conflict I'm thinking of? at a brief lookthrough that didn't seem to be the case, so I thought I would inquire if anyone else has any pointers or suggestions on what my best option is.
I'm wondering if anyone has statted out the kingdoms of golarion (either published or not) using the kingdom rules in kingmaker, in ultimate campaign, or ultimate campaign+rulership.
I would like to see stats for Cheliax, and Andoran, etc. In theory, if players raise a competing kingdom, they could end up warring them, or trying to manipulate them, so stats for the golarion nations would be helpful/cool.
So I'm considering running a Pathfinder game with a focus on guilds;
I don't intend to have the players rely on combat exp to level, I will be classifying other things as challenges and awarding exp, and whatnot;
I'm not overly concerned with WBL for other reasons.
The mass combat rules look like they could serve if a larger fight happens, perhaps tweaking the army size chart for the smaller scale.
I just picked up Ultimate Campaign, it seems to mostly focus on Empires, and the conquest of territory. It seems a little different than what I need. Am I wrong? Will the kingdom rules work for guilds? Am I missing something? What about if I shell out for Ultimate Rulership? Does that cover it?
The thing I find myself wanting to reach for is This Book, or possibly This Book which are admittedly for another game system, but basically the first is designed to allow organizations to be build like they're creatures so you can have conflict between them in game, with game mechanics designed to support it. The second is in that same vein, but for empires, and I thought looking at those two books together and then contrasting to Ultimate Campaign might make it more clear how I should approach houseruling guilds if there are no rules that can handle them.
Are there any good options?
I recently moved into a new place, and I find myself wanting something to decorate my living room, and believe it or not, the first thing that popped into my head was "Wayne Reynolds has done some Fantastic Pathfinder art that I absolutely loved, and it would be amazing to have 3ftx2ft print framed on my wall."
There doesn't seem to be anywhere I can buy something like that though.
Is there somewhere I can get such a thing? Can I throw some money at you Paizo guys and you mail me the thing I want to decorate my living room?
I've been contemplating this today. (This is basically just for fun, but it may be of use to me in the future, and other people may enjoy/have a use for some things that come of it as well).
There are a large number of things I like about Golarion (though not all of it). There are a large number of things I like about Faerun (Though not all of it). And Both settings have a bunch of countries that are based on real-world places at various points in history.
The only thing I don't particularly care for is how human-centric both settings are. I would have liked seeing more countries run by other races, that are further from the historically inspired human lands.
So, I figured I would come on here, to my favorite gaming forum (ie. the only one I look at these days) and see if I could get some suggestions for merging the two settings. The goal is to be able to use as much of the awesome stuff in both settings as I can manage.
I'm not married to the map of either setting, and have pretty good art-skills, so I may make a new map for fun at some point, or I may not, but where things would need to be placed on the map is not a major concern for me at this point.
The first obvious step (to me at least) seems to be figuring out which countries could be merged, and which deities are really similar. Then I can either combine some deities, or have two deities competing over portfolios, at my leisure.
Here are some of the parallels I've got so far (correct me if I'm wrong):
"Arcane spells that do not appear on the wearer’s class list are treated as one level higher for all purposes (storage and casting)."
So far as I can tell, there's no stipulation that the spells put in the ring be arcane spells.
So it seems RAW: Class spells, and divine spells from any class list can all be learned at the regular level, and Arcane spells that aren't on your list are at +1 Spell Level.
Am I wrong?
If not, Sorcerer with some of those nifty cleric spells could be awesome. Perhaps Inquisitor, Druid, Ranger, or Paladin too.
A Sorcerer with Cure Light wounds as a 1st level spell could be handy in some cases, for sure.
If one were to rank (based on performance/power) all of the base classes (stock, not using archetypes) 1-20, with 1 being Commoner, and 20 being either Druid or Summoner whichever is 'better performing', how would you rate the other classes?
Classes can have the same number if they are the same overall power/performance.
Curious to see how people rank them.
Arguments or links to why you rank things a certain way are welcome.
Okay. So I'm familiar with the concept that some of the magic items are considered "Essential".
I'm trying to get a better idea of what magic items are considered "Essential" for any of the classes.
Here are the ones I'm used to, and I'm interested in hearing about any I'm missing:
Weapon Enhancement Bonus.
What else counts? Pearls of Power? Metamagic Rods? Wands? New Spells Learned (Wizard)?
I'm looking for any "Essential" enhancements or items for any class.
Also: Is there a magic item that gives insight or dodge bonuses to AC?
I had a number of threads I had listed.
Some of them were not currently updated anymore, but still contained a wealth of useful information for games. (That was why I listed them in the first place).
Alternate Game mechanics, GM Advice, Analysis of Classes, etc.
The pages aren't in my lists anymore, and links pointing to them no longer work.
I'm looking for some good quality archetypes, or even new classes: Ideally published ones, but if you know of good homebrew ones to fill the gaps, I'm interested in reading those too.
Looking for replacements for the Rogue and Monk. Possibly some Swashbuckler/Duelist type ones too.
I've read the swashbuckler class by adamant entertainment, and I didn't really like it.
I'm not a fan of the stock rogue or monk. But it seems likely there's some awesome 3pp or homebrew out there for these things.
So I'm asking:
Also interested in hearing about various new classes/archetypes that could fit in a drow game.
I'm also interested in some manner of mental and social combat mechanics for pathfinder, kindof like in SIFRPG or Vampire the Requiem: Danse Macabre, if anyone has done them already.
I've been gone for a few months (been playing RuneQuest 6 and Vampire the Masquerade, and not D&D/Pathfinder), but I recently got motivated to run a Pathfinder game again, and am starting to plan the campaign out, so I'm back.
The way the monk would work was up in the air a few months back. The main devs wrote the rules to work one way, a ton of people (including many devs who made archetypes, and myself) understood it to work a different way.
Paizo said they would deal with the problem after GenCon
Is that resolved? Is it resolved without making Monks weaker?
I'm trying to decide whether I will allow monks in the game, or whether I will disallow monks like I do rogues and gunslingers, and suggest or provide my players with archetypes that accomplish what they're trying to build without having them play the classes I consider and have found to be poorly designed (We've had issues where some players got upset at the monk/rogue for not contributing.)
In case anyone is curious: For the Rogue I suggest Ranger and Bard Archetypes (I allow archetype stacking - They generally take a couple of them together to make a roguey nonmagic ranger - It's basically an alt. class). For the Monk, I'm not sure - I may have to look for 3pp Archetypes or make a couple myself to fill it, and while I don't mind having guns in the game, and Pirates and Musketeers fit in my game atmosphere, cowboys don't, and I'm still not a fan of paizo's gun mechanics - So I tend to grab them from other d20 books I have instead.
So, to sum up:
Monks: Explained? Crazy weak like the Rogue, or a little better now?
I just moved to a new place, and I did the Pathfinder Online Kickstarer donation thing, and I would like to get it to go to the new address.
When I go to manage my shipping addresses and stuff there was the option to remove the incorrect addresses, but no option to add the new one.
How do I get the address corrected for the Pathfinder Online Kickstarter Content?
I've got a google docs spreadsheet going for this work in Progress.
It's set up so anyone can view, but you need permission to edit.
First we need to finish putting in all the racial traits from the existing Race Builder. Then we need to expand on my page from during the playtest, with the list of feats and their effects.
Then we integrate it all into the pricing page, for consistent pricing; based on the fixed value of a pre-selected feat as an anchor point (it doesn't matter what we set it to, for now we can leave it at 2). And price all items as fractions, or multipliers of the worth of a fixed feat. Then if we need to scale up, we change the value of the fixed feat to something bigger, like 4, and all the things below it stretch to fit. That should give us more wiggle room between a feat and 0, if we need it.
Oh, and of course, once we have all our options plugged in, and we're just balancing point costs, we can enter all the existing races into a new page and point to the options, so when we update the costs, it automatically calculates the worth of those races in the new pricing scheme.
I just got the book, haven't had a chance to read in depth yet. While I'm sure it's quite good, no system is perfect, and I want to see all the problem areas in this one. So here I am.
Obviously there is the errata and errors that need correcting, many of which are mentioned here.
When the playtest was going, many of us criticized the way things were priced in the Race Build rules. Many abilities/bonuses were priced at a certain RP, with a similar equivalent or better bonus priced at less points. We started with criticizing the fact that it was happening at all, but then we started pointing out which things were problem areas.
Eventually it turned into this thread here.
So I want to know from people who have looked through it so far:
Do you see any abilities with prices that look too high/too low? Could you point them out? Look for anything that looks to be priced too high, or priced too low, and put it here. It could be an error, or it could just be priced poorly, or maybe its priced fine and we're missing something. But hopefully we can get to the bottom of all that.
If we can pick out these things, maybe they will be added to errata, but even if they aren't, at the very least it will point out things to watch for when evaluating whether a race is likely over or under costed for a given point total. Feel free to mention what sort of point cost you think would have been reasonable, and why you think so.
So I have a friend who is going to start up a Planescape campaign using pathfinder.
I'm looking for things that would be particularly helpful to convert to Pathfinder. Particularly if you can point me to someone who already did it.
I'm converting a couple of the Yugoloths that didnt make it to pathfinder, and adjusting the "Daemon" type description to be more in like with the 2e planescape stuff.
Oh, and the 3e planescape campaign setting races will need converting too. Advanced Race Guide should really help with that once it's out. I like the Khaasta, and everyone loves Githyanki and Githzerai.
What else would be muchly needed?
Any tips on plane-traveling archetypes of classes? A planar druid might be cool. A portal/teleport/planeshift specialist wizard of some kind or something might be cool too.
If nothing else, ideas for stuff that would be cool for the players in a planescape campaign.
I know there are some people who say "Paizo Only", or "Anything by Company X", or "Anything in these books (list)", or "Paizo + Case-by-case", or even "Case by Case, for all options."
So. If you allow non-paizo stuff; what specifically have you allowed in your games that you really liked?
In this case I'm counting 3.5 materials as viable 3PP.
Anything specific you like having in your games that you let your players have access to? If its homebrew, how about a link or explanation?
I'm particularly interested in feats, spells, items, and enchantments.
I like the Genius Guide to Templars, off the top of my head;
And the Acquire Familiar feat from one of the two main 3.5 mage books. Dunno if there's a pathfinder parallel yet.
I use a (slightly altered) weapon proficiency system from Unearthed Arcana, instead of the default one.
Sometimes I reverse engineer stuff from parallels in Pathfinder, and make new rules from that. frex - I've inferred that toughness is a feat, its also the favored class bonus as a whole. Therefore I consider favored class bonuses equivalent to feats, and often allow them as such. 1 weapon proficiency every 4 levels is worth a feat. +1 skill point per level? also worth a feat.
So what specific non-paizo options do you guys allow in your games, that you thought made your games better, or at least didn't regret?
Oh: I also use the firearms from an old mongoose book called OGL Steampunk, instead of the paizo ones, which I dislike for a variety of reasons.
Continuing from Here where it was kindof off-topic.
This is Really DeathQuaker's Idea, and I'm just gonna try to help get the ball rolling.
The Purpose of this thread, is to organize a Monk playtest. The Monk changed after the Beta, and the changes were not (open) playtested. Most of us have been playing the monk *wrong* according to the most recent clarification.
We need to test with a few different builds:
Core Monk with Clarification
Either using the same stats, or an array of stats which can be swapped around.
Some Test Scenarios, and Numerical Analysis will be useful.
Once we have some analysis done, we can look at the effects of possible changes:
- Masterwork and Enchanted Unarmed Strike; Perhaps made as treatments, or training sessions, or tattoos, or whatever.
Could I get some advice on pricing "industrial sized" bags of holding?
The type IV is big enough to hold one medium creature, + a little bit 6.3^3.
I'm looking for advice for pricing ones big enough to hold large, huge, and gargantuan creatures; for say, bringing a bunch of horses across a pit, or what have you.
So, one that's 2000 cubic feet (1 large creature), 16000 cubic feet (1 huge creature), and 128000 cubic feet (1 gargantuan creature).
Unarmed Strike wrote:
A monk's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.
I know its not the standard interpretation, but I find it both reasonable, and arguable from this quote, that enchanting a monk's unarmed strike is doable. So a monk could have a +1 ghost tough unarmed strike, without needing the amulet of mighty fists, and the amulet would give them bonuses they could use as well.
I guess the issue at hand is whether magic item creation/enchantment qualifies as a spell or effect that improves manufactured weapons. I say yes.
Does anyone have a rules quote to the contrary?
Would be nice to know if I'm technically right and this is doable, or if its just a houserule that I wont be dropping.
I have several animals, some of which are large size, and I'm looking for a way to transport them through stuff. Is there an economically viable way to do it?
I keep running into situations like rope ladders, and climbing trees, and rowboats, and limited capacity on the wizard's teleport, etc.
I'm a Level 12 Houndmaster Cavalier with Leadership, and the leadership got used on a Worg.
Ideally items. I'm thinking something with extradimensional space, but I wanna make sure they dont suffocate either.
Any tips on the best way to do it? How much would it cost?
So I'm in a Pathfinder: Greenskins campaign, wherein the GM disallowed the standard races, and has us playing as Goblins, Hobgoblins, Bugbears, and Orcs (with a couple grippli as well).
Our hobgoblin wizard (yes you heard correctly) had, in 5 levels, never taken a point of damage.
Right now we've been helping some desert-goblins and djinn drive a chelish army out of their desert.
Last session, the hobgoblin wizard set off a trip, and took 2 or 3 damage (at level 10). He uses a wish. Not to heal himself, but to change history so that he got out of the way and never took the damage to begin with.
Do you guys have anything silly/stupid that a player has wished for in your games?
This guy can fire 6 rounds in 10 seconds while riding a horse (and hits all the targets). He's a regular human being, so he can't be above level 5.
So its all in technique and training, which you can learn.
Was interesting to see such a rate of fire in a bow.
Why would anyone *NOT* Take leadership, if they are allowed?
I dont think I've built a character that didnt go for leadership at level 7 since Pathfinder has come out (and with 3.5 I was always GMing).
I mean, you get a character two levels lower than yourself in addition to your primary character. How cool is that? Additionally, most GMs allow you to take a monstrous pet or some such.
I've seen it used for many characters to get a powerful or flying mount.
Or a caster to buff yourself. Or some way to shore up your weaknesses.
In my current case, I went with a sort of packmaster concept. I'm a half-orc Houndmaster Cavalier, and the Gm allowed me to take a giant Worg as my cohort (though power-wise, I'm sure there were better options than a Worg advanced to CR 7). Being a cavalier, and having the wolves, I grabbed a couple teamwork feats and gave them to all 4 characters, so my "pack" works well together.
Why would you take a regular feat at level 7, assuming you have a choice? I can't see any good reasons for it as a GM or a Player.
I'd think it would work like this for party composition, honestly.
1 1 1 1
I suppose at high levels the cohorts fall behind for those with lower charismas.
Still seems pretty cool to me.
Here's what I've got figured out:
So I have the flavor figured out: An orcish kennelmaster, with Wolves, and perhaps some Wargs or a Winterwolf thrown in (whatever I can manage via Leadership) 9+Cha+2(Special Power - Speak w Animals, Generosity)-2(Animal Companion).
Hound Master Archetype, Order of the Dragon.
And FYI, here's what I'll get from Hound Master Cavalier:
I intend to grab 5 levels in the Beastmaster PrC(WoWd20) and have them work for the build, and flavor I'm going for.
From next level forward I'll just keep taking Hound Master Cavalier.
I'm looking for advice on how to capitalize on all of this well in combat, and what to give the character himself for combat.
I was thinking of giving the wolves (companions And any from Leadership) Tandem Trip and Paired Opportunists, (I could also give them Coordinated Maneuvers if I dont find anything better) but beyond that I'm not really sure what to take for Combat stuff.
If I go for a Winterwolf mount, the GM said I can take Hound Master AND Emissary, and just use the HoundMaster Capstone Ability. - If I go that route.
Should I go for reach weapons? Maybe Archery? THF? I'm going to be moving around alot of minis on my turn, so range/reach may help in terms of attacking from behind 3 wolves, but I dunno.
I can give buffs like other Cavaliers as well, obviously, and can grant teamwork feats to people. Any tips on which ones to take for tactician and greater tactician?
So I'm Building an Orcish Houndmaster for a Greenskins PF Game. Taking Leadership for a Winter Wolf Companion, maybe I'll get a couple Wargs out of it as well.
I'm coming in at level 9.
The DM's allowing the "Beastmaster" PRC from the WoW d20 Core book; which will provide me with wild empathy, charm animal, a bite attack, and speak with animals (while the PrC levels continue to improve my animal companions as though they were hound master levels). All of which are pretty cool.
Here's one thing I'd really like: Is there a way for me to get track without dipping another class? Perhaps through a different cavalier archetype, or a feat or something?
Or maybe a way to boost the tracking power of canines?
Raw: Would these stack? (Guessing Not, though I could be wrong.)
(+6 to hit while flanking with a familiar who has outflank)
My instincts say it's an increase of +2, and should stack, but for some poor wording.
Interested what other have to say about this.
Personally I'd love to see an "official" set of (obviously, optional) rules to account for removing magic items completely while not buggering up the CR system; as well as maybe something that allows you to get the benefits of a level more gradually, for people who want slow but steady progression, or who want to run an E8 game with slow leveling but more frequent improvements than you get if you just slow down how often you get levels.
Anyone else have any interest in that?