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I recall in 3.5 hearing that if an ability on a class table was different from the text, the text took precedence.
If this is the case in Pathfinder as well, I may have spotted an error in the PRD, on the Inquisitor. The table shows them getting detect alignment at 2nd level, but the text for the ability - unlike every other ability gained at higher levels - doesn't specify it comes at 2nd level.
So by this, inquisitors should be able to detect alignment at 1st level.
So here's the problem with the "LE may choose L" and "CE may choose C", at least in my view.
Alignment is DESCRIPTIVE, not PRESCRIPTIVE - that is, a LE character isn't LE and therefore values and acts on both; he's LE because his actions fit a pattern identified as LE. And what that means is that his actions show a lawful MEANS to reach evil ENDS. A CE character is similar - he'll use chaotic MEANS to reach evil ENDS. A neutral character will use any and all means to reach evil ends. But in all three cases, the result is still evil, just a different flavor of evil.
Honestly, while I do say a haversack is a backpack, I'm opposed to the ability to make it masterwork... precisely because it increases the frequency of the paradox in my OP. Since it always weighs 5 lb. you will come across it any time there is a 5 lb. gap between the "Medium" load at one strength and the "Light" load at the next - which is the case at every strength score above 12. Having light loads in the masterwork backpack is what causes the problem, and the Handy Haversack makes everything that fits a light load.
It really depends on timeframe considered.
Chaotic Evil can descend into deeper depravities than the other two - they take the most *joy* in committing evil acts. So in short time horizons, I think they are the most evil.
But... as time horizons lengthen, it is Lawful Evil that pulls ahead - methodically corrupting and destroying people en masse, leaving black stains across the history books.
If you had to spend a day with one of the two, I'd rather suffer the presence of Adolf Hitler than Charles Manson... and yet Hitler is responsible for greater atrocities in the long run.
Then again, one could argue Neutral Evil can be the worst of both worlds...
A masterwork backpack makes you treat your strength score 1 higher for carrying capacity purposes.
So imagine the following scenario...
A person with a strength of 12 is wearing equipment and carrying a masterwork backpack with 1 lb. of stuff in it. The total weight is 50 lb. He's carrying a light load.
He drops the backpack, losing the 1 lb. of stuff plus the 4 lb. of backpack. Now he is carrying a medium load and suffers speed and armor check penalties.
I'm considering inquisitor if he doesn't go for the paladin.
And yeah, it's more like he just doesn't advertise things. I see him as the kind of person who takes in everything but gives out almost nothing - not lying, but not volunteering the truth. His allies may figure it out after a few levels, and that's fine... but he's not going to go up to a group of strangers in a tavern (no idea what our party hook actually is yet) and tell them he's a spy for holiness.
I'm about to be starting a new game soon, and I'm discussing a character with my GM. I'd like to play an Investigator, but my idea for the character also includes taking a level or two of a divine class - he'll be a devotee of Kelinahat. (http://pathfinderwiki.com/wiki/Kelinahat) (I know, not optimal, but I'm not doing it to optimize.) I was thinking Paladin.
I'm keeping this secret from my group (not a huge deal if they find out but at least at first I'm playing my cards close to my chest).
The GM isn't fully sold on the idea of a paladin behaving in a sneaky way, but he also hasn't overruled it - he wanted more explanation. Now, I won't be heartbroken if it isn't a paladin, but if he does allow it, I'd like to work out a paladin code for his perusal.
So two questions... do you think a paladin could follow this deity, and if so, what kind of code would such a paladin have?
Second time this has happened, and I finally figured out at least part of it. (Last time I just didn't buy what I was interested in.)
At the resolution I'm using (1920x1080) on Google Chrome on a 32" monitor, several windows critical to the checkout process - including entering new addresses for billing on a new card - don't scroll down far enough to see the buttons. Hitting enter on the form didn't autosubmit, either, and I couldn't see whether tab was getting me to the right spot.
I finally was able to make my purchase by zooming out to 75%, clicking the submit button, and then zooming back in, but not everyone will think of that; like I said, I didn't the first time.
Further, the checkout screen links you to saved addresses, but I didn't see a way to select or add one through that screen; I had to start the checkout process over, which was annoying.
Best advice I can give... plan out the tech tree in advance and make sure everyone knows it.
I once tried playing in a game like this (before PF so the rules were very handwaved) and it was horrible. I was trying to build up my economy first, and the GM as it turned out favored military development. So the players who focused on that made several breakthroughs early on giving them advantages each time, while those of us who went a more peaceful route kept spending our turns building "prerequisites" to what we wanted, none of which actually gave any benefits.
And if so, what would you like to see in it?
Personally, I'd like...
1) Clarifications on various rules and spells that have been made on the boards, so people who don't keep up with the FAQ can find them.
So apparently WotC has cut a deal to allow licensed content to be sold and used on Roll20. Players can purchase modules and play them all on Roll20. I think this is similar to what GameSpace wanted, isn't it?
I can't help but wonder if this wouldn't be a better model for Paizo - GameSpace seems to be well behind schedule and now your top competitors are first to workable online official gaming content.
Is GameSpace as currently envisioned still a viable route forward?
My personal GM trick is to have weaker races (like goblins and kobolds) get an extra trait; stronger races like aasimar, tieflings, and suli lose a trait (so they only get one) and just disallow anything that is considerably more powerful than those three.
If I did want to allow stronger races, I'd probably give everyone extra traits, then remove even more from those races.
Increasing a CR by one typically requires 50% more enemies of the same CR. Round down.
So if you have a CR 6 encounter made up of two CR 4 creatures, add in one more CR 4 creature. This works for larger numbers, too - three creatures becomes four, four becomes six, five becomes seven (will actually be a tad short but not much), six becomes nine, etc.
For encounters with a single creature, add in an "assistant" creature with a CR 2 below the one there. For example, a single CR 5 opponent will be a CR 6 encounter with a CR 3 minion added.
The treasure was left vague, but generally stuff they need to sell to get money. However, the nearest city is Sothis, which is a major metropolis and in Golarion pretty much the top spot for selling treasure plundered from pyramids.
I may just have to bump up the challenge ratings, as you said. Lol, or just throw something of their current APL at each half of the split party. If they TPK, well, it's stuff they could have handled if they hadn't split... ;-)
(I'm kidding on that last. Mostly.)
Though I could say that their first haul temporarily exhausted the market and it needs a bit of time to recover, but they may decide to wait anyhow... unless one of my other active plots, or a brand new one, makes that infeasible.
For my players of the Blood of Champions campaign, please don't read this thread if you find it.
I am doing my own adaptation of the Four Pharaohs of Ascension and the Veinstone Pyramid; the short version is that the Veinstone Pyramid has no entry, but rather there are portals in from the other four pyramids. However, these portals do not stay open. Just in case my players read this, I'll keep it vague - there is a mechanism that allows moving around the main pyramid, but fully activating it deactivates the portal entries. At least, that was the plan.
I had established beforehand that the four lesser pyramids had been well plundered, but due to the difficulty of opening the portals, the main pyramid had barely been touched, and so had vast wealth within.
What happened: My party of 6th level characters found a way into the main pyramid and found one of the treasure hordes, but then couldn't work out how to leave. Before this happened, Shadows attacked... killing a character.
The player made a new character (actually, reintroduced an old character that he had switched from earlier) and I was left with a conundrum. I didn't want to just make the player wait around until the party solved the current problem, so I let him make his way to the pyramids, go through the portal, and rejoin the group. But... based on how I had already established the portals, his entry allowed the party to leave.
So now I have a 6th level party with the treasure of a higher level group - starting wealth between 7th and 8th level, so not a huge imbalance. But! This also allowed them to buy other things... like two scrolls of Dimension Door. They returned to the main pyramid, and found two more treasure hordes. (In fact, there is one more - one for each of the Pharaohs.) Now, this much treasure isn't a problem if they gain a few levels working through the pyramid. But if they leave and spend it, I have several levels worth of really over powered characters.
This is where the Dimension Door comes in. The arcane spellcaster (actually a monk with a single level of wizard) uses a scroll to take him and another party member out of the pyramid. Two are left behind. The treasure is with these two, thankfully. And they portal they were using to enter the main pyramid has been deactivated. (They don't know this yet.)
But now I'm stuck...
TLDR - I planned treasure thinking my players would gain several levels before being able to cash it in, but they found a way around that required a party split; looking for ideas that would maintain wealth balance without requiring long term party split.
James Jacobs wrote:
I'm not sure this is true. This would also imply patriarchy isn't inherently misogynist, wouldn't it? And yet, I'd argue that rule by either gender (which is what the terms mean) inherently implies one gender is fit to govern the other, which logically means one gender is superior to the other.
Matriarchy ultimately means systematic misandry, even if it is benevolent misandry.
Hello! I have been a GM off and on for years but my current game is actually my longest stretch at it. I don't consider myself a bad GM - and my players seem to be having fun - but there is always room for improvement.
I have a busy job so I can't always spend a ton of time on game planning, but the group and I have invested a significant amount of time and effort in a custom campaign with elaborate back plots that I don't want to drop. I'm not terrible at making up encounters and fights on the fly (apparently, one - a shipboard fight on a mist-shrouded sea with scrags in the water like sharks - had some of my players talking about it the whole drive home. But one thing I always seem to forget is adding treasure later to make up for the less than ideal looting situations, which leaves my party a bit short on items.
Another issue is encounter balance. I have given them fights which go way over their CR and yet are too easy; I have also done fights which should be tough but doable and yet severely messed them up. For example: a dozen zombies should be a CR 6 encounter, which should be a pretty epic fight for an APL 3 party. Yet the players just about always hit the zombies, the zombies just about always miss the party, and so the fight takes a bit longer but still doesn't really trip the party up. A later similar fight against many more zombies was the same. On the other hand, a single Penanggalen using the stats right out of Bestiary 3 would have been about the same CR. (I added 1 because they were fighting it at night - and had no option of doing so during the day.) Yet here, even when I didn't have it using most spells and spell like abilities that it possessed (I think it only cast Obscuring Mist early on and used only physical abilities after that), I had to handwave things to avoid a TPK. To be fair, they had made some mistakes of their own - like failing to buy silver weapons even after making the knowledge check to know what they were dealing with - but often even hitting the thing was an issue.
So I guess what I'm looking for is a) any tips on organization that will help me keep track of wealth - or everything else - better so I can reward my party appropriately without them waiting forever between treasures and b) suggestions on encounter design that will help me keep things balanced when the CR system fails.
I appreciate any help on this!
Which is better - an honest and upstanding person, but who is clueless, and therefore advocates plans that won't work with the best of intentions; or a mildly corrupt person who knows things, and therefore advocates plans that will work, but for selfish reasons?
Person one will make things worse for everyone equally, thinking they are doing the right thing. Person two will make things a little better for everyone, and a lot better for themselves, knowing they are gaming the system to do it.
Eh, strikes me as more the squad leader than the squaddie.
The racial adjustments, at least in this case, don't actually affect anything - whether using point buy or rolling, the stats are generated before racial modifiers.
Also, throwing out duplicate point buys won't affect averages, since point buys are not randomly generated. It's like if I was looking for the probability of rolling a 7 on 2d6. I know the values are 2 through 12; if I throw out an extra 7, the values are still 2 through 12. I only need one of each number to define the set of possible values.
I never played, but once toyed with, a concept I called Bunny the Barbarian. She was the embodiment of all the "spoiled princess" behavior you can think of... unless she got pissed, in which case she was a titan of death.
"Eww, go down in that icky dungeon? There's like... dirt and stuff down there! It would totally ruin my cute dress!"
"What? Hit him? But I'd break a nail!"
"Oh... my... god... I had another episode. I'm covered in blood. Someone get me a washcloth, now! No, not *that* one, I can't wipe blood off with a blue cloth, it would totally clash with my outfit!"
The core rules suggest a 10 point buy is "Low Fantasy", 15pb is "Standard Fantasy", 20pb is "High Fantasy", and a 25pb is "Epic Fantasy". And it got me wondering... of you were doing dice rolls for stats, how would you differentiate?
Does 4d6 drop the lowest correspond to a 15 point buy or a 20 point buy? What about 5d6 drop the lowest two? 2d6+6 - the "Heroic" method from the PRD?
So then I thought, it should be possible to determine the probabilities on a given roll mechanic, and if you calculate the point buy needed to achieve those scores you could get a weighted value, an "Expected Point Buy" for a given roll system.
The problem is, the lowest you can buy down to is a 7, while with most rolling systems you can, possibly, get a 3. So with the method above you could get an Expected Point Buy for the 2d6+6, but the others would have invalid values that you can't just ignore.
Another alternative is to generate all possible ability score arrays for a given point buy (not *quite* as big as you might think, since order doesn't matter and so some possibilities are duplicates) and then determine the probability that a given roll mechanism will determine that set. Here you could at least see which rolls are more likely for given point buys, but it still doesn't really tell you what the point buy equivalency for a given roll is.
So, other than extending the point buy table down to three, is there any other way to get an expected point buy value for various rolling methods?
As I recall, I once played a character in an Eberron game that was an atheist. In Eberron the gods don't interact with the world, really, and even heretics can gain power. You can be a CE cleric of a LG deity. Based on these, my character concluded that "divine" magic was simply a different kind of magic, but essentially the same as arcane magic with a few different rules. Finding evidence of this was his reason for adventuring, and going mystic theurge and gaining some of that class's abilities lent credence to his claims.
I think he was an archivist/wizard, rather than a cleric/wizard, but there is no reason he couldn't have been a cleric - I think the archivist was better thematically and SAD rather than MAD, but not the only way to do it.
Okay. I legitimately do not see a difference between the second and third, but I will drop the subject so as not to derail the thread any more.
Is that the same relationship, though? I agree those two are not equivalent - you could believe they are crazy, or simply mistaken. However, isn't "I don't believe you" equivalent to "I believe you are incorrect"?
For example, if my friend says there is a purple unicorn in his kitchen, "I do not believe there is a purple unicorn in your kitchen," is not equivalent to, "You are lying about there being a purple unicorn in your kitchen." But the latter is also not equivalent to, "I believe there is no purple unicorn in your kitchen," which I see as equivalent to, "I do not believe there is a purple unicorn in your kitchen."
Okay, so sketching close to Chris's warning, but I do have to ask because *terminology* is relevant here, and I am honestly seeking clarification, not trying to argue a point. I think I may be using a term differently...
In what way is "I do not believe there is at least one deity" not equivalent to "I believe there is not at least one deity"? Are you using belief as a claim of certainty? In that case, many religious people would technically be atheists. But if belief means to simply think there is a greater probability of something being true rather than not, then the two above are equivalent.
I don't agree with Dawkins on much, but I do like the Dawkins scale, which holds seven positions:
1. Strong theist - this person is absolutely 100% sure there is a God. This is not an agnostic position, the person is claiming special knowledge.
Note that agnosticism/gnosticism is a claim about knowledge, not belief, as Dread Knight mentioned. Gnostics claim (or imply) special knowledge and certainty, and are associated with both 1 and 7 above. Agnostics do not make the claim of certainty, base their beliefs on estimates of probability, and can run the range from atheist to theist (2 through 6 above). In a sense, then, if we put agnosticism/gnosticism and atheism/theism on two axes (plural of axis, not axe) the above scale would form a horseshoe shape. Further, neither axis would represent moral behavior.
As to the original question, then, it seems to me that "standard" clerics would fall into the 1 category above, or at least very, very high probability levels of the 2 category. It seems reasonable to me that "atheist" clerics, who fall in the 7 category and the low, low probability levels of 6 could certainly exist. However, since their faith is literally in the absence of something, I think the only domain that really fits would be the Void domain... or perhaps simply domains important to that person particularly.
Holy thread necromancy Batman!
But while it is up... I'm not personally ready for PF2.0, but give it another few years... sure. The developers themselves said they were conservative with the changes to allow more backwards compatibility, and didn't do everything they wanted. Some of the stuff that is later books - including Unchained - really improves the core rules, and there are numerous items in the FAQ that could be addressed in core. Personally, I'd like to see more flexibility within classes so they covered more concepts, meaning less need for so many base classes. (While I like the advanced classes, I also feel a lot of them are close enough to core stuff that they could have been archetypes, especially given how many of the mechanics that make them different have been added to core class archetypes anyhow.)
Mostly this, for me. Expand on what is there already rather than a bunch of new stuff.
That said... half-lycanthropes, half-dopplegangers, and some kind of living construct race would be fun. ;-)
OH! But my top choice... would be a process to easily REDUCE racial hit dice to zero. This wouldn't just make them suitable for player races, it would also give more flexibility in fitting certain monsters to different CR ranges. For example, the Ogre Mage is CR 8. I can't throw this at a party of level 2s. But if there was a 0HD Ogre Mage, I could add a few class levels of Magus to make it CR 2 (or 3, or 4...) or add even more to make it the original CR 8, or even make it higher without having to work with both racial and class HD.
They were actually in an airship and crashed on a mountain. Overnight, the entire world flooded. (Planar breach to elemental plane of water for example.) The island is the top of the mountain - any other mountains as high would have created their own islands. Most of the world is underwater, and probably dead or aboleth slaves.
In real life, I have sometimes thought that if I were pagan rather than Christian, I would likely worship Athena primarily, but not exclusively.
The same would be true if I believed in Golarion deities - I would worship one primarily, but also give some service to a few others. After an exhaustive search based on domains I feel important to me, I think the primary one would be Kelinahat, the Archon Empyreal Lord of Spies, Stealth, and Intelligence.
If you have an ability that enhances spells of a certain school does that apply to SLAs of that school too?
Just heard about this. I had heard of Fantasy Grounds, though I prefer Roll20 myself. Definitely puts a feather in WotC's cap, though.
I can't help but wonder if, as much as Paizo wants Game Space, partnering with someone else is really the way to go here...
Maybe, except she provided a lot of proof, at which point people started questioning her motives for joining. "You aren't a real RPG player, you are just trying to exploit people rabble rabble rabble!" And I'd wager there was also a lot of creep factor.
In 3.5's Complete Arcane, pg. 139 begins a short section (about a page and a half) on spellbooks, which can include unusual sizes or pages (including metal foil). Ultimate Magic expands further on this.
I can't find it, but I distinctly recall some source - either 3.5 or PF - that gave tattooing spells as an explicit option of wizards, listing off the equivalent pages each part of the body could hold. It was less than a standard spellbook but useful in that you can't lose it. (If someone rips all your skin off, arguably losing your spellbook is the least of your problems!) Of course, reading a spell off of your own back may be problematic. Perhaps the rest of the party would lend you their own skin?