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Adventuring Wizard

Eric Tillemans's page

Pathfinder Adventure Path Charter Subscriber; Roleplaying Game, Modules, Tales Subscriber. Pathfinder Society Member. 887 posts (948 including aliases). 4 reviews. No lists. No wishlists. 2 Pathfinder Society characters. 6 aliases.


(Pathfinder Adventure Path Charter Subscriber; Roleplaying Game, Modules, Tales Subscriber)

Please cancel my 'Pathfinder Campaign Setting' and 'Pathfinder Player Companion' suscriptions.

(Pathfinder Adventure Path Charter Subscriber; Roleplaying Game, Modules, Tales Subscriber)

Please cancel my Gamemastery Cards subscription. Thank you.

(Pathfinder Adventure Path Charter Subscriber; Roleplaying Game, Modules, Tales Subscriber)

I won't be able to make it to PaizoCon this year, so can you please refund my ticket?

(Pathfinder Adventure Path Charter Subscriber; Roleplaying Game, Modules, Tales Subscriber)

So what exactly would be the goals of an Inquisitor of Gorum?

"Grim and determined, the inquisitor roots out enemies of
the faith, using trickery and guile when righteousness and
purity is not enough. Although inquisitors are dedicated
to a deity, they are above many of the normal rules and
conventions of the church. They answer to their deity and
their own sense of justice alone, and are willing to take
extreme measures to meet their goals."

Some things I pulled from Gods & Magic about Gorum:
He sees no value in diplomacy or negotiation.
He cares nothing for anything but war, and only valorous war — using poison, disease, or other cowardly methods to kill is the path of the weakling.
Though Torag is the tactical side of war, and Sarenrae the
necessity of war as a last resort, Gorum is the excitement,
battle-lust, and brutality of war.

So an Inquisitor of Gorum would:
1) Hunt down those who use poison or disease as weapons. (Could you argue other methods are also cowardly? using magic? using wood weapons like bows? He is the 'Lord in Iron' after all.)
2) Make sure battles are fought whenever possible? I take this to mean an Inquisitor of Gorum will disrupt negotiations between two groups to make sure they keep fighting. (Would the goals go as far as starting wars between groups where there was peace before?)

What else would an Inquisitor of Gorum do? I'm thinking maybe hunt down those who attack non-combatant sentient beings. Although this can be construed as 'good' by protecting the weak, it's actually punishment to the cowardly beings who prey on others who pose no threat to the attackers. Gorum sees glory in steel hacking through your enemies, not in cutting up near-defenseless sentient beings for dinner.

Any other ideas? Am I on the right track?

(Pathfinder Adventure Path Charter Subscriber; Roleplaying Game, Modules, Tales Subscriber)

Starting at 2pm on Sunday (through somewhere around 10pm with a dinner break) I'll be running a conversion of I3: Pharoah in PFRPG. I'd like to keep it to 5 players if possible.

So far kikai13 and Kosovoabunchonumbers are signed up.

I will be making PCs to pick from, but instead if you'd like to make your own character then the rules are: 5th level, 20 point buy, core rulebook plus paizo supplements, and 10,000gp for purchasing equipment (with a maximum of 6,000gp spent on any 1 item).

Or you can list race, class, and some characteristics (such as skills wanted or weapon used) and I'll create a character to fit the bill.

(Pathfinder Adventure Path Charter Subscriber; Roleplaying Game, Modules, Tales Subscriber)

Here is some pre-event information to perhaps speed up the preparation time for "The Styes" game.

INTRODUCTION

For this adventure, all of the PCs are part of a group of friends known as the “Band of the Sunken Goose”. These friends have a pact to meet at a house they own in Absalom twice a year, once on the 1st day of summer and once on the 1st day of winter. If something important is going on in their lives they miss the meeting, but almost always 4 or more manage to meet up and share stories and then sometimes stick together to follow a rumor of an adventure somewhere in the world. This particular 1st day of winter five members of the “Band” have made the journey to Absalom for the meeting.

After a night of eating, drinking, and telling stories until the wee hours of the morning the PCs attending the get together are woken up by the caretaker of the Band’s house, Miss Nymia. Despite the groans and complaints, Nymia persists and urges everyone to meet in the great room as soon as possible. As the PCs arrive they see Nymia watching a very distraught woman, who is pacing back and forth and seems to have been crying.

The woman turns out to be Eleanor Loveage, a woman the PCs remember from the terrible last journey of Captain Olbrec’s ship, the Goose. Eleanor was rescued by the crew of the Goose from pirates just days before and when the ship went under, Eleanor managed to drag the unconscious Rhayne to shore and save her life. In gratitude, the surviving crew members (who came to be called the Band of the Sunken Goose) promised Eleanor a favor at some point in future and provided her with a miniature glass sculpture of a ship, telling her it contained a refuge spell and would teleport her to the Band’s house on Absalom should she ever need anything.

Realizing this must be important to Eleanor, the PCs listen to her story. Apparently she was on an extended visit to her brother, Jarme, in the Styes district in Carrion Hill (and trying to convince him to move out), when he was arrested for murder! She seems at a complete loss that he could have commited such a crime, but even worse his trial was sped up and within a day he was hanged until dead. Her employer and friend, Master Refrum, tried to argue Jarme’s innocence but the authorities were determined and he could do nothing to stop them. Eleanor regrets not using her refuge earlier, but she was sure his innocence would come out in the time leading up to and during his trial.

Eleanor asks that you journey to the Styes and prove Jarme’s innocence.

(Pathfinder Adventure Path Charter Subscriber; Roleplaying Game, Modules, Tales Subscriber)

In the last couple of months we learned through the Fantasy Grounds message boards that Paizo had refused to allow Fantasy Grounds II to official suppport Pathfinder RPG due to FG II not being able to run in a native mac environment. While many of us were disappointed, Doug from FG 2 had stated that Paizo was looking to their laywers to come up with something that would allow FG 2 to move forward in some sort of 'limited capacity'. Any word on this?

I'm frustrated with Paizo's decision and don't really understand why Fantasy Grounds can't have official support of the Pathfinder RPG. To take care of mac customers, Paizo could support a second VTT which does run in a native mac environment. Hero Lab is a windows only application, yet it is fully supported while Fantasy Grounds is not - why is that?

(Pathfinder Adventure Path Charter Subscriber; Roleplaying Game, Modules, Tales Subscriber)

Game Time: Sunday morning 9am to Noon (est)
Location: Online via Fantasygrounds software (www.fantasygrounds.com)
Rules: Pathfinder
Current Party Makeup: Cleric, Fighter, Wizard
Campaign Status: We're still in the 1st adventure and are 4th level. I'm guessing a new player will start at 3rd level.

Let me know if there is any interest.

(Pathfinder Adventure Path Charter Subscriber; Roleplaying Game, Modules, Tales Subscriber)

The new rules for staffs and animal companions are terrific!

The improvment to feats for melee types (fighter especially) are very nice. Things like Lunge, Step Up, the Vital Strike chain, and the Critical feats will make fights much more effective.

There's many other changes I like, but those are my favorite.

(Pathfinder Adventure Path Charter Subscriber; Roleplaying Game, Modules, Tales Subscriber)

First, I'd like some clarification on the magic item creation costs. I think the original 3.5 wording was also confusing (though it may just be me being dense), but hopefully we can fix it. Here's the blurb on page 20 of the magic item web enhancement:

Multiple Similar Abilities: For items with multiple
similar abilities that don’t take up space on a character’s
body, use the following formula: Calculate the price of
the single most costly ability, then add 75% of the value of
the next most costly ability, plus one-half the value of any
other abilities.
Multiple Different Abilities: Abilities such as an
attack roll bonus or saving throw bonus and a spell-like
function are not similar, and their values are simply
added together to determine the cost. For items that do
take up a space on a character’s body each additional
power not only has no discount but instead has a 50%
increase in price.

Ok, what if I'm making an item with multiple similar abilities on an item that does take up space on the body (such as a belt)? Under the heading of Multiple Similiar Abilities there is no mention of price for a slotted item with multiple similiar abilities. I suppose I would assume the 50% increase in price for each additional ability as listed under the 'Multiple Different Abilities' section, but this really should be spelled out more clearly.

Second, the Table 15-27 states that the price of an item with Multiple Different Abilities should 'Multiply higher item cost by 2', but in the text under 'Multiple Different Abilities' you should simply add the values of the abilities together to determine cost. Which is correct? Or am I reading the table vs. the text wrong and just not understanding?

Whether there is are errors here or not I think it could be written more clearly (maybe with examples provided).

(Note: I posted this earlier, but felt the title was poorly worded and it was too late to edit - so I reposted it with a new title. My apologies for the repost)

(Pathfinder Adventure Path Charter Subscriber; Roleplaying Game, Modules, Tales Subscriber)

From the magic item web enhancement (pg. 3):

The ability for an intelligent magic item to have senses out to 120' and then be able to see with darkvision or blindsense on top of that is way too cheap. The total additional cost for an intelligent item with 120' darkvision is 1,500gp. For 120' Blindsense it's 3,000gp. Those prices are ridiculously low.

On the very same page an intelligent item that can cast a 3rd level spell once a day has a 6,000gp price add on, yet permanent 120' Blindsense is 3,000gp???

(Pathfinder Adventure Path Charter Subscriber; Roleplaying Game, Modules, Tales Subscriber)

I don't mind the Deck of Many Things having some outstanding ablities and negative effects, but isn't being granted 50,000XP a bit too much? I believe this is a holdover from 2nd Edition. Please fix.

Are there other effects on this item people feel could use tweaking?

(Pathfinder Adventure Path Charter Subscriber; Roleplaying Game, Modules, Tales Subscriber)

It's nice that the Amulet of Mighty Fists can be enchanted with special abilities under the Beta, but they're still too cost prohibitive for monks. I propose a 3,000gp base price multiplier instead of the current 5,000gp one.

(Pathfinder Adventure Path Charter Subscriber; Roleplaying Game, Modules, Tales Subscriber)

I'd like some clarification on the magic item creation costs. I think the original 3.5 wording was also confusing (though it may just be me being dense), but hopefully we can fix it. Here's the blurb on page 20 of the magic item web enhancement:

Multiple Similar Abilities: For items with multiple
similar abilities that don’t take up space on a character’s
body, use the following formula: Calculate the price of
the single most costly ability, then add 75% of the value of
the next most costly ability, plus one-half the value of any
other abilities.
Multiple Different Abilities: Abilities such as an
attack roll bonus or saving throw bonus and a spell-like
function are not similar, and their values are simply
added together to determine the cost. For items that do
take up a space on a character’s body each additional
power not only has no discount but instead has a 50%
increase in price.

Ok, what if I'm making an item with multiple similar abilities on an item that does take up space on the body (such as a belt)? Under the heading of Multiple Similiar Abilities there is no mention of price for a slotted item with multiple similiar abilities. I suppose I would assume the 50% increase in price for each additional ability as listed under the 'Multiple Different Abilities' section, but this really should be spelled out more clearly.

Next, the Table 15-27 states that the price of an item with Multiple Different Abilities should 'Multiply higher item cost by 2', but in the text under 'Multiple Different Abilities' you should simply add the values of the abilities together to determine cost. Which is correct? Or am I reading the table vs. the text wrong and just not understanding?

Whether there is are errors here or not I think it could be written more clearly (maybe with examples provided).

(Pathfinder Adventure Path Charter Subscriber; Roleplaying Game, Modules, Tales Subscriber)

The feature of discounting prices on magic items if the item has a skill requirment or some other restriction such as class or alignment is one that I feel is a problem. Here is the wording for the discount on page 20 of the magic item web enhancement:

Other Considerations: Once you have a cost figure,
reduce that number if either of the following conditions
applies:
Item Requires Skill to Use: Some items require a specific
skill to get them to function. This factor should reduce the
cost about 10%.
Item Requires Specific Class or Alignment to Use: Even more
restrictive than requiring a skill, this limitation cuts the
cost by 30%.

I don't feel this discount should exist - or perhaps if it does exist it should only reduce the resale price of the item, not the initial costs to create. Otherwise every time a player wants to create an item, he can make it have a class or alignment restriction and benefit from the 30% cost discount.

(Pathfinder Adventure Path Charter Subscriber; Roleplaying Game, Modules, Tales Subscriber)

Animated shields are broken. They make the 1 handed weapon as an option at high levels irrelevant and allow two handed fighters the best of both worlds - good defense and good offense. I also hate the flavor - the idea of a shield floating around and blocking things for a warrior type like Conan just doesn't float my boat.

My worse nightmare is a character weilding a spiked chain and utlizing an animated shield. Oh the pain! Make it stop!

(Pathfinder Adventure Path Charter Subscriber; Roleplaying Game, Modules, Tales Subscriber)

The Whip

While I railed against the spiked chain, there's yet another impractical weapon in D&D that I really like, but it stinks mechanically. The whip is great thematically - just watch Indiana Jones and his great feats with the whip!

However, in D&D the fact that it only does non-lethal damage against most foes stinks. Let the whip do lethal damage please! The magic item compendium has a couple of magic whips which do lethal damage, but I'd like to see the normal whip weapon also be allowed to do it.

One last point, I once read a great story about an eskimo weilding a whip who could flick cigarette's out of people's mouths, hunt caribou, and once fought off a wolf with it too!

(Nevermind that the story about the eskimo was all made up and I didn't realize it for months. Until I found that out it was like believing in Santa Claus and whips were just downright cool)

(Pathfinder Adventure Path Charter Subscriber; Roleplaying Game, Modules, Tales Subscriber)

There's only 2 pieces of equipment I really don't like in the 3.5 rules. First, is the animated property for shields (which is for the magic item discuessions). Second, is the spiked chain.

The flavor for this weapon is horrible and it's game mechanics are far too good, even at the price of a feat. This weapon has reach, threatens in the entire area it has reach too, can be used against adjacent targets, can be used as a two-handed weapon, can be used as a double-weapon for two-weapon fighting, can be used to trip, gains +2 to disarm attempts, and is finessable.

To top it off, a character at higher levels with a moderate strength (14 to 18 range) who finesses this weapon will likely make better use of power attack than real strong fighter types due to the way power attack now works.

This is crazy. Either improve other exotic weapons or cut the spiked chain down a bit. I'd like to see it removed completely as I really don't care for the idea of someone trying to swing a chain in combat effectively, but that's not likely. Instead, at least consider not allowing the spike chain to threaten beyond the base range of the creature weilding it.

(Pathfinder Adventure Path Charter Subscriber; Roleplaying Game, Modules, Tales Subscriber)

James Jacobs wrote:
While it's great to see all these different alternate rules and suggestions and stuff, and some of it IS really innovative and cool... that's not the goal of the beta...

I've really enjoyed reading and participating in the design discussions during the Alpha and Beta phases so far, but at times it is frustrating many of those innovative ideas won't be implemented. I'd like to see a RPG Superstar type talent search to find a game designer who could come up with the best ideas for alternative rules to the Pathfinder RPG once it comes out. I know great talent already surfaced during the first RPG Superstar, but I feel writing a great adventure and writting good game rules can be different skills - so targeting good game rule design would be the purpose.

Pathfinder Unleashed sounds like a good name for the final product.

(Pathfinder Adventure Path Charter Subscriber; Roleplaying Game, Modules, Tales Subscriber)

During the Alpha discussions, many people expressed views about the effectiveness of the rogue sneak attack and whether it was overpowered or needed in order to make the rogue a viable combatant. Many suggested making a sneak attack should be standard action, and while I think this would be going too far in weakening sneak attack I do feel the ability could use a slight toning down in damage while increase the attack bonus for sneak attacks. Something like this:

1st level: +1d6 sneak attack damage
3rd level: +1 attack on sneak attacks
5th level: +2d6 sneak attack damage
7th level: +2 attack on sneak attacks
9th level: +3d6 sneak attack damage
11th level: +3 attack on sneak attacks
13th level: +4d6 sneak attack damage
15th level: +4 attack on sneak attacks
17th level: +5d6 sneak attack damage
19th level: +5 attack on sneak attacks

This way, rogues can still do nice damage with sneak attacks and actually hit things with decent AC's assuming they qualify for a sneak attack.

Also, I'd triple the sneak attack damage (so 15d6 damage at 17th level) for the first attack whenever the rogues opponent is unaware of the rogue (such as not being seen or heard from invisibility or stealth right up until the first attack....being invisible alone isn't enough, the opponent also must not know the rogue is even in the vicinity).

Am I off base? What does everything think about the power level of the current sneak attack ability, is it ok or too much?

(Pathfinder Adventure Path Charter Subscriber; Roleplaying Game, Modules, Tales Subscriber)

I'm of the opinion that Channel Energy provides just a little too much incentive for a group to use a cleric for the party's healer and makes the druid and bard even less desirable in the role of healer for a group. Here's the abilities I'd like to see for the Druid and Bard:

Nature’s LifeBlood: A druid has the power to call upon the life giving powers of nature to heal living creatures in the area around the druid. Nature’s Lifeblood is a supernatural ability you can perform as a standard action which does not provode attacks of opportunity. When you call upon this power, all living creatures in a 30-foot burst gain Fast Healing 1 for 3 rounds plus 1 round per druid level. A druid may call upon nature’s lifeblood a number of times per day equal to 1 + her wisdom modifier.

Song of Healing: A bard has ability to provide healing to all those in an area around the bard by performing a song of healing. This ability requires a full minute of performance, at the end of which time all living creatures who remained within 30’ of the bard during the entire performance is healed 1d8 hit points plus an addition 1 hit point per level of the bard. This ability may be used a number of times per day equal to 1 + her charisma modifier.

(Pathfinder Adventure Path Charter Subscriber; Roleplaying Game, Modules, Tales Subscriber)

I had Pathfinder #9 in my last order (order #935231) but not the Gazetteer.

(Pathfinder Adventure Path Charter Subscriber; Roleplaying Game, Modules, Tales Subscriber)

I've had the XL size of this shirt in my shopping cart for something like 6 months now and it's been on backorder the entire time. Is this going to be in stock any time soon?

(Pathfinder Adventure Path Charter Subscriber; Roleplaying Game, Modules, Tales Subscriber)

This is a suggestion that came up during the Alpha 2 discussions, but it seemed to get some good responses, so I thought I'd bring it up again. The goal was to try and provide melee types with some more flexibility in moving around the battlefield and not completely hamstringing damage while doing so.

=============================================================

I would like to see the option for any character to give up an iterative attack for an extra move of 1/2 their normal movement and peform a full attack minus the one iterative attack given up.

So an 11th level paladin with +11/+6/+1 attacks could give up his +1 attack to move 1/2 of his normal movement (so 10' in the case of a paladin with a 20' movement) and still make his +11 and +6 attacks.

If you allowed a character to give up more than 1 attack and gain 1/2 movement each time it would add some nice options. For example, a 16th level paladin (+16/+11/+6/+1) with a 30' move could:

1) Do a 5' step and attack 4 times (+16/+11/+6/+1)
2) Move 15' and attack 3 times (+16/+11/+6)
3) Move 30' and attack 2 times (+16/+11)
4) Move 45' and attack once at +16
5) Charge 60' and attack once

Some notes:
- The extra movement would provoke AoO's if applicable.
- Two weapon combatants would have to give up their highest iterative on their off hand weapon in addition to the iteratives they give up on their main hand in order to gain the movement.
- If gaining a 1/2 move per iterative given up is deemed too much, even a 5' step gained per sacrificed iterative would help more than the current situation of all-or-nothing.

(Pathfinder Adventure Path Charter Subscriber; Roleplaying Game, Modules, Tales Subscriber)

Why the boost to firestorm, which is a cleric and druid spell, when spells like polar ray, horrid wilting, and meteor storm remain the same?

Firestorm is only a 7th level spell for druids and 8th level for clerics and does 20d6 damage to everyone in a huge area + 6d6 burning per round.

Polar ray targets 1 person and does 20d6 damage as an 8th level wizard spell (there's no save, but still a single target spell).

Horrid Wilting is an area, but is also an 8th level wizard spell and does 20d6 damage.

With the changes to Save-or-Die I'm starting to come around to those arguing for more effective evocation spells, but making the cleric and druid better at nuking things than a wizard is just plain sad.

(Pathfinder Adventure Path Charter Subscriber; Roleplaying Game, Modules, Tales Subscriber)

The feature of discounting prices on magic items if the item has a skill requirment or some other restriction such as class or alignment is one that I feel is a problem. Here is the wording for the discount on page 112:

Other Considerations: Once you have a cost figure,
reduce that number if either of the following conditions
applies:
Item Requires Skill to Use: Some items require a specific
skill to get them to function. This factor should reduce the
cost about 10%.
Item Requires Specific Class or Alignment to Use: Even more
restrictive than requiring a skill, this limitation cuts the
cost by 30%.

I don't feel this discount should exist - or perhaps if it does exist it should only reduce the resale price of the item, not the initial costs to create. Otherwise every time a player wants to create an item, he can make it have a class or alignment restriction and benefit from the 30% cost discount.

(Pathfinder Adventure Path Charter Subscriber; Roleplaying Game, Modules, Tales Subscriber)

I'd like some clarification on the magic item creation costs. I think the original 3.5 wording was also confusing (though it may just be me being dense), but hopefully we can fix it. Here's the blurb on page 111:

Multiple Similar Abilities: For items with multiple
similar abilities that don’t take up space on a character’s
body, use the following formula: Calculate the price of
the single most costly ability, then add 75% of the value of
the next most costly ability, plus one-half the value of any
other abilities.
Multiple Different Abilities: Abilities such as an
attack roll bonus or saving throw bonus and a spell-like
function are not similar, and their values are simply
added together to determine the cost. For items that do
take up a space on a character’s body each additional
power not only has no discount but instead has a 50%
increase in price.

Ok, what if I'm making an item with multiple similar abilities on an item that does take up space on the body (such as a belt)? Under the heading of Multiple Similiar Abilities there is no mention of price for a slotted item with multiple similiar abilities. I suppose I would assume the 50% increase in price for each additional ability as listed under the 'Multiple Different Abilities' section, but this really should be spelled out more clearly.

Next, the Table 17-2 states that the price of an item with Multiple Different Abilities should 'Multiply higher item cost by 2', but in the text under 'Multiple Different Abilities' you should simply add the values of the abilities together to determine cost. Which is correct? Or am I reading the table vs. the text wrong and just not understanding? Whether there is an error here or not I think it could be written more clearly.

(Pathfinder Adventure Path Charter Subscriber; Roleplaying Game, Modules, Tales Subscriber)

Classes: Pretty good. Some of the barbarian rage abilities don't seem balanced very well against each other and I don't like the flavor of elemental rage, but otherwise the barbarian is good. The paladin is excellent, I really like Divine Bond and the higher level auras and having channel energy will help the paladin support a group. The druid I'm unsure of due to the wild shape change, but we'll see what happens during playtesting. The sorcerer bloodlines I really don't like, but the default arcane bloodline works for me so I can live with ignoring the others.

Skill system: I prefered alpha 1, but if we're going with a ranked system to stay backwards compatible then this is excellent!

Polymorph changes: At first reading I really didn't like the changes, but after sleeping on it and re-reading this morning I'm warming up to the changes. However, I would like to see the ability boosts be changed to untyped. At higher levels (when people will actually use these spells) characters are already wearing items that give enhancement bonuses to abilities so the polymorph spells are worthless outside of utility if the boosts don't stack.

Silence spell: I don't think changing this to a 1 round casting time balances the spell since most of the abuse comes from precasting it on a crossbow bolt or other item, then bringing it into the proximity of a spellcaster. This spell is an illusion, every person who comes within the silenced area after it is cast should receive a will save or not be affected by the spell. This spell is too powerful in shutting down casters as written (and as written in 3.5) and should be fixed.

Poison and Disease changes: I love the changes at first glance and am looking forward to playtesting.

Staves: I love the change to staves!

Feat comments: Overall I like the large feat selection. A big selection of useful feats helps the fighter and that's a good thing in my mind. However, some of the new feats (and changed feats) are a little off and still probably need some tweaking. One example is Manyshot. The point of this ability was to allow an archer to move and still shoot multiple arrows (albeit at penalties), but as written now there is very little difference betweeen manyshot and rapid shot so that one of the feats could be completely dropped.

Summary
Overall I'd say it's a B+ and that's not bad considering it's alpha and a generous schedule for playtesting the Beta is on the horizon. Good job!

(Pathfinder Adventure Path Charter Subscriber; Roleplaying Game, Modules, Tales Subscriber)

I've compiled a skeleton set of rules to help run a game in a setting where magic items aren't as readily available as assumed by standard D&D. I'm looking for feeback and comments about balance and playablility of these rules. In my game I'm going to combine these rules with a boost to skills and a wound/vitality point system, but those rules aren't listed here since I wanted the feedback on just the low magic portion of the rules:

Ability Score Increases/Enhancement bonuses:
At 1st level, each character chooses one of the following options:
1) The character picks 1 prime stat. The prime stat increases at +1 per 2 levels. All other stats increase at +1 per 4 levels.
2) The character picks 3 prime stats. The prime stats increase at +1 per 3 levels. All other stats increase at +1 per 4 levels.

Magical items that give enhancement bonuses to stats are limited to +2.
Spells are also limited to +2 enchancement bonus but the duration of any such spell is increased by 1 category (rounds -> minutes -> 10 minutes -> hours -> days)

Example of Stat Increasing Item:
Gauntlets of Ogre Power/Belt of Giant Strength: This item increases a characters strength to 18 or by +2, whichever is greater. It costs 25,000gp.

Note: The total stat values for 20th level characters should look similar to the actual 3.5 rules, except not involving as many stat increasing items. For a character using option 1), the prime stat will be +12 higher than the starting stat, while other stats are at +5 (or +7 with a magic item) above starting. A typical D&D character will have +5 from level increases for their prime stat and +6 from a magic item, leaving them at +11. Other stats are likely to have +4 or +6 bonuses due to magic items, depending on importance.

Armor bonuses due to Natural Armor and Deflection:
• Each character gets a +1 Dodge AC bonus every other level (round down).
• Natural Armor and Deflection bonuses no longer exist as magic item enhancements.
• Some spells will need to be removed or reworked: Barkskin, Shield of Faith, etc. (I'm leaning towards leaving the spells in, but limited the bonus to +2 AC and leaving durations the same).

Note: This one is pretty simple, the +5 Natural Armor and +5 Deflection bonuses get replaced by a dodge bonus of +10 by 20th level for every character.

Armor
• Masterwork Armor adds +1 to the AC of the armor (and lowers ACP by 1) and costs double the base cost of the armor plus 500gp.
• Magic Enhancements such as Fortification or Spell Resistance can be added to masterwork armor (up to +6 bonus worth of abilities and priced as if the masterwork bonus is +1).
• Armor can also be ‘Enchanted’ to provide an addition +1 AC bonus which stacks with the masterwork bonus. Armor must be masterwork to be Enchanted. Enchanted armor also blocks the 5/- DR negation of Enchanted Weapons(see Weapons). Enchanted armor costs 5,000gp.
• Armor provides an inherent DR at the rate of 1/2 the armor bonus (rounded up) (count masterwork and enchantments, but not competence(see below) for DR purposes). Natural Armor for a monster also provides this bonus and stacks with any armor bonus the monster may have, but it does not stack with the creatures natural DR. (such as a Dragons DR 10/magic).
• Characters proficient in the appropriate armor type gain a +1 competence armor AC bonus each time they gain an additional attack due to high BAB.
• Mithril and Adamantine armors give the same bonuses (and cost the same) as in the 3.5 rules, but the 2/- DR from Adamantine stacks with the inherent armor bonus listed above.
• Each characters gains +2 Defense Bonus to AC per 3 BAB(round down). This does not stack with armor (or armor bonuses like mage armor), but will stack with shields.

Example Armor: Masterwork Breastplate would provide +6 AC and DR of 3/-. If Enchanted it would provide +7AC and DR of 4/- and cost 5,000gp more. Finally, if Heavy Fortification was added (a +5 ‘bonus’) it would cost 35,000gp additional gp. Finally, a character with a +11 BAB (granting 2 extra attacks in a full round attack) would gain an additional +2 competence bonus to AC while using the armor bringing the AC bonus to +9, but leaving the DR at 4/-.

Note: The rules on armor are more complicated, but allow a character wearing mundane normal or masterwork armor to still gain a comparable AC. For a character that can attain a +16 or better BAB, the armor bonus winds up the same as the 3.5 rules assuming the armor is Masterwork and Enchanted.

Weapons:
• Masterwork weapons add +1 attack. (cost: same as SRD rules).
• Magic Enhancements such as Speed, Frost, or Wounding can be added to a masterwork weapon (up to +6 bonus worth of abilities and priced as if the masterwork bonus is +1).
• Masterwork weapons can be ‘Enchanted.’ Enchanted weapons provide an additional +1 to attack which stacks with the masterwork bonus and lowers all DR by 5 (except that provided by Enchanted armor – see Armor). Enchanting a weapon costs 10,000gp.
• Mithril weapons must be masterwork and provide an additional +1 to hit which stacks with the masterwork and Enchanted bonuses. (so an Enchanted Mithril Sword would give +3 to hit, a Mithril Sword would give +2 to hit). Price is 1000gp + 1000gp per pound of mithril. Weight of a mithril weapon is the 1/2 base weapon weight for most weapons, 1/4 the weight for wood hafted weapons, 1/6th the weight for wood hafted reach weapons. (Examples: .5lb for a dagger, 4 lbs for a greatsword, Longspear 1.5 lbs, Greataxe 3 lbs, Heavy Flail 2.5 lbs, Glaive 1.67 lbs, Halberd 3 lbs, Longsword 2 lbs.)
• Adamantine weapons must be masterwork and provide an additional +2 to hit which stacks with the masterwork and Enchanted bonuses. (so an Enchanted Adamantine Sword would give +4 to hit, an Admantine Sword would give +3 to hit). Price is 3000gp + 3000gp per pound of adamantine. Weight is the base weapon weight for most weapons, 1/2 the weight for wood hafted weapons, 1/3rd the weight for wood hafted reach weapons. (Examples: 1lb for a dagger, 8 lbs for a greatsword, Longspear 3 lbs, Greataxe 6 lbs, Heavy Flail 5 lbs, Glaive 3.33 lbs, Halberd 6 lbs, Longsword 4 lbs).
• Spells which add enchancement bonuses to items (such as Magic Weapon and Greater Magic Weapon) instead make the weapon cast upon Enchanted, providing a +1 bonus to hit and lowering DR by 5 (those spells cast upon a weapon already Enchanted has no effect).
• No weapons or magic enhancements add bonuses to damage (though a magical weapon with an enhancement such as Fire will still add it’s magic damage), instead all characters gain +1/2 point of damage per point of BAB.

Note: These weapon alternate rules provide characters with about the same bonus to hit as the 3.5 rules, but wind up adding some damage. A character with a +20 BAB with an Enchanted Adamantine weapon will have a +4 to hit and do +10 damage (compared to the +5/+5 that a +5 weapon provides with the 3.5 rules). This extra damage is mitigated somewhat by the inherent DR armor and natural armor provides.

Saves
• Good saves give +2 plus an additional +3 per 4 levels (and use the fractional save rules, rounding down). Good saves never give the initial +2 after 1st level when a character multi-classes.
• Bad saves give +2 per level 3 levels (and use the fractional save rules, rounding down).
• Magic Enhancement bonuses to resist no longer exist.

Note: By 20th level a characters good saves will be +17, while bad saves will be +13. Multi-classing will give bonuses somewhere between +13 and +17. A standard 3.5 rules character will have +12 good saves (enchanced to +17 with a cloak of resistance +5) and +11 bad saves. Using these alternate rules the bad saves are slightly enhanced compared to the base rules, but overall are close to standard 3.5 rules.

Summary for bonuses tied to BAB:
All characters gain +1/2 damage per point of BAB.
All characters gain a +1 competence bonus to Armor Class for wearing armor for each additional attack granted by high BAB (see Armor above).
All characters gain a +1 competence bonus to Armor Class for wielding a shield for each additional attack granted by high BAB (see Weapons above).

(Pathfinder Adventure Path Charter Subscriber; Roleplaying Game, Modules, Tales Subscriber)

Endorsed by Vic Wertz and Paizo regulars, I had to take a look at Fire and Brimstone. All I can say is OUCH! Cool rules for hot rock.

(Pathfinder Adventure Path Charter Subscriber; Roleplaying Game, Modules, Tales Subscriber)

I was looking through the T-shirts today listed in the store and couldn't see any way to add them to my shopping cart to purchase. Is something wrong with the store or am I missing something?



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