Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion, Battles Case Subscriber. Pathfinder Society Member. 109 posts (151 including aliases). No reviews. No lists. No wishlists. 2 Pathfinder Society characters. 2 aliases.
I didn't know for sure if domain/bloodline powers where intended to be used on others, but I suspected it ... and then I saw Pit Touched and I reconsider my previous beliefs ...
... and then thought to run it be the knowledgable people (err, monsters) here.
If everyone wouldn't mind FAQing this, I'd love to hear from Paizo to see if indeed these powers are mainly seen as something to help others, and to hear what they might consider a fix to Pit Touched.
1) A number of class powers (like those from various domains and bloodlines) give characters an ability for one round.
2) Page 178 of the Core Rulebook says "effects that last a certain number of rounds end just before the same initiative count that they began on"
3) Because many of these powers require a standard action to activate, their durations often ends before the character with the power can make personal use of them.
Resulting in:
– powers that can only be used on others at lower levels (example A)
or
-powers that have no direct function because it can't be given to others and doesn't last long enough to be used by the character (example B, unless its a swift spell I suppose)
Does anyone know if this is what the developers intended? Has it been addressed in an FAQ or in other posts somewhere? It seems like the obvious purpose would be to have the character use the power for one round (similar to True Shot), but the wording prevents it.
Example A wrote:
War Domain
Granted Powers: You are a crusader for your god, always ready and willing to fight to defend your faith.
Battle Rage (Sp): You can touch a creature as a standard action to give it a bonus on melee damage rolls equal to 1/2 your cleric level for 1 round (minimum +1). You can do so a number of times per day equal to 3 + your Wisdom modifier.
Example B wrote:
Pit-Touched
Your diabolic corruption is from a source in the deepest parts of Hell.
Associated Bloodline: Infernal.
Bloodline Arcana
Whenever you cast a spell, you gain a bonus on Intimidate checks equal to the spell’s level for 1 round.
I assumed what Vic mentions in general doesn't really correspond to trade paperbacks. I would think the costs equations would be different between the normal rulebooks print runs and mass market trade paperbacks (only $3 different in price between book and epub). It could even be automated as part of Apple's Newsstand ... I'd pay a premium for the privilege (over the standard epub cost), but understand that there might not be an audience for it.
EDIT: If they actually showed up automatically in Newsstand I'd pay the normal subscription price, but with none of the dead trees!
My two cents, is that they look great ... and I was already searching for another succubus and having it be a repaint is even better.
But my main questions is; does the "Pathfinder Battles Subscriber Encounter Pack Discount" does not stack with the "Pathfinder Adventure Path" discount?
Everyday after getting his/her (8hrs) of rest, a wizard (not sorcerer) has to choose which spells from his spell book they are going to put into the available slots they have. The number of slots and at which level depend on the level of wizard. Once a spell is used it is gone until the wizard gets more rest. A wizard fills his/her spell book with spells by; going up in levels, or copying them from other spell books, or from scrolls found.
This is a quick go at it because I have to run in a sec, but I'm sure others can elaborate.
Just to provide another data point (as I mentioned in the other thread), I bought a case and ...
• had no broken minis
• had 4-5 fall out of their plastic molds
• had at least one of each
• 3-4 (of the ones that fell from their molds) had a bent weapon, arm, etc.
Knowledge (culture) or Knowledge (sociology) is a much better description. Basically an understanding of humanoid cultures and how they interact ... Each time you go somewhere new , you plug in the new sights and sounds into your already existing understanding of how culture works.
Unfortunately I need to cancel all my subscriptions except for the Pathfinder Adventure Path. I'm sure I'll be back for more soon ... you have some great products.
You could easily say the combat is just there to help define the limits of what you can role play ... and I think that is what the majority of the rules are about.
Ideally that's how it works...but normally, in a 4-6 hour session of D and D at the higher levels you're lucky to muck your way through a fight in less then an hour. If it's a dungeon? I don't even want to think about it.
The motivations, and the stuff people tend to care about is from the story part of the game, but I doubt that most parties spend more time RP'ing the fighting. In terms of setting up the map even, drawing out the encounter, keeping initiative and general book keeping the fights can really drag on. The game is heavily geared towards combat by it's rules, the traditions behind it, and it's origin as a wargame (Chainmail, spiritual successor).
Go take a look at some other game systems. White Wolf games come to mind, as does L5R or 7th sea. Those are games that more heavily encourage roleplay.
Don't get me wrong, you spend ALL of your time roleplaying, even when you're in combat. It's just that combat is the focus of almost all the game rules.
I apologize for the tangent ... But Greyhawk, Forgotten Realms, etc. are not about combat. I've played D&D and AD&D and its always been about Tenser, St. Cuthbert and exploring in my games .. sure the fighting is there but in support of exploring IMO.
First, Roleplay seldom comes first. The game is geared HEAVILY towards combat. 75% of all printed material is based around combat in some way shape or form, and almost all of the modules are printed around combat encounters, in which case the bard is kind of hard to validate.
I'd have to disagree with this ...
How much of any module you buy is about combat? The majority (80%?) is about the story.
In one of the campaign's I play in, we get together for 4-6 hours every week and we get into 0-2 combats during these hours (yes, one time we didn't have a single fight).
Most of our time is spent role-playing ... we have an amazing time and our bard loves it.
Edit: You could also say 75% of all printed material is based around roleplay in SOME FORM.
I thought one of the main benefits was that if you had multiple attacks you could sneak attack more than once that round as opposed to just the next attack ...
Of course this would require 3 or more attacks but TWF and a high level rogue would be good.
(maybe I'm missing something?)
edit: I forgot Feint is not a Attack Action ... so you'd only need two attacks to take advantage of it ...
1. Exotic does not mean better. Yes you have to pay a feat to use it in most circumstances, but that is just not exactly how these are designed. Some do offer some nice benefits, but that is by no means the rules. Exotic means rare and unusual first. That means that some of them are not the "best" in-game mechanical decision your character can make.
Jason Bulmahn
Lead Designer
Paizo Publishing
Just to cast my vote, I have no problem with exotic = rare.
Why not have a character use a feat to use a weapon other characters can't? It means NPC will react to you differently, there will be different role playing as a result. Having rare weapons not cost a feat makes them not rare in my mind.
We may need clarification on that as Dirge of Doom specifically says "This performance cannot cause a creature to become frightened or panicked, even if the targets are already shaken from another effect." The question is does Dirge of Dooms shaken condition stack with other shaken effects applied after it, or does it overlap?
Clearly if you used Dazzling Display first and Dirge of Doom second the target wouldn't become frightened. It is odd that the reverse would work...
I knew I had read that somewhere ... glad to know it was under Dirge ... and I agree it seems strange to work one way and not the other ... more clarification would be good.
I think the convergence of factors does favor bards overall, but not dramatically so. Either a rogue or a sorcerer can be almost as good.
As you describe it I'd agree, the Bard I play has a very CHA so in that case he does extremely well in social situations, but he might be different than most ...
A bard really isn't that better at social situations than a sorcerer or a rogue.
I think the perception that they are stems frm the fact that bards tend to be played differently. After all, a sorcerer or a rogue has teeth as well; a bard, less so.
Bard: 6+INT modifier, high CHA class, many class skills
Sorc: 2+INT modifier, high CHA class, few class skills
Rogie: 8+INT modifier, high DEX class, many class skills
I don't know how you can say that Bard's aren't uniquely good in social situations ...
Dirge of Doom + Dazzling Display is a great combo ...
edit: just to clarify ... from page 563 ... Fear effects are cumulative. A shaken character who is made shaken again becomes frightened, and a shaken character who is made frightened becomes panicked instead. A frightened character who is made shaken or frightened becomes panicked instead.
To be honest I go back and forth ... so I see what your saying ... it would nice to see it clarified but I'll go with the majority here ... meaning no spell required of any source if you take the +5DC.
The DC to create a magic item increases by +5 for each prerequisite the caster does not meet.
Yes, I read this but it still seems to say that if the caster doesn't know the spell then its a +5DC to get someone else to cast it ... (combined with the quote saying all requirements must be met).
You don't need the spell at all. The +5 DC replaces that. Like Ogre said, in 3.5 you can get someone to cast the spell for you. I'm guessing you could still get someone to help you in that regard to avoid the higher DC. I haven't read the Core thoroughly on this but I guess that's still holds true. I wouldn't see why not.
It seems like, IMO, that this seems more geared toward wondrous items, magic armor, and magic weapons. Not so much staffs, wands, and potions. Of course there all always exceptions to both.
But on page 549 it says:
"Note that all items have prerequisites in their descriptions. These prerequisites must be met for the item to be created."
My reading of this means that the +5DC is for if you have someone else meet the requirement. Can someone provide a definitive verdict?
If you don't have the spell does that mean you take +5 DC and still need someone else to cast it or are you off the hook for the spell if you take the 5?
also ...
I'm guessing there is no requirement to cast that given spell everyday of work, sense I don't see it anywhere in the book.
Does anyone know when the hardcover core rulebook hits the bookstores
I was not able to enjoy the festivities at gen-con (no money to go)
I would really like to know the offical release of the hardcover book to the general public
Hmmm... your local gaming store should have had it on the 13th ... big chain bookstores I believe are holding it till the 19th ...
"A double weapon can be wielded as a one-handed weapon, but it cannot be used as a double weapon when wielded in this way"
There is a contraddiction with the rules on page 141:
"The character can also choose to use a double weapon two-handed, attacking with only one end of it. A creature wielding a double weapon in one hand can’t use it as a double weapon — only one end of the weapon can be used in any given round"
The reference to 'creatures wielding a double weapon in one hand' is obviously for larger creatures who can wield (albeit with a -2 penalty) a smaller Double weapon as a One-handed weapon - and in this case, since they are not using the second head of the weapon, they cannot benefit from wielding it for Two-Weapon fighting. However, the first part ('a character can choose to wield it two-handed') falls in contraddiction with the rule on page 144 - unless that rule has a typo and should read 'A double weapon can be wielded as a two-handed weapon' (etc.)
I don't see the contradiction and I didn't get the same meaning you did.
The reference to 'creatures wielding a double weapon in one hand,' I thought, referred to somebody wielding a quarter staff with one hand and using the other for something else (say a shield). That person could use it one handed but not as a two handed weapon.
The second quote refers to using the quaterstaff as a baseball bat.
Just my 2 coppers.
edit: Oops... missed post above saying something similar.
"When you perform a combat maneuver, make an attack roll and add your CMB to the result plus any bonuses you might have due to specific feats or abilities."
In the final it says
"When you attempt to perform a combat maneuver, make an attack roll and add your CMB in place of your normal attack bonus."
At least to me its clear that the DEX bonus from Weapon Finesse is a "normal attack bonus" (sense it replaces STR) and thus not added.
But suppose you find a balanced GM. He'll let you walk into town and start working the locals. He'll let you play enemies against eachother. He'll let you realize the barmaid is a doppleganger. And all of this taking your actual sky-high skill ranks which are your compensation for being so marginal at everything else. Imagine the eye-rolling from the other party members who really want to get on with the part of the game they're good for, and probably won't let the bard take center stage anyway -- and all it takes is one stroke of the sword to put the situation back in their court, with the bard pushing his minor buffs and trying to keep out of the way once again.
I respectfully couldn't disagree more ...
My current group has a bard, and he does very well out of combat, and nobody is waiting impatiently for him to be quiet. In fact the various players are always asking the bard to tag along as they go out on the town. Like wise, he has been good in combat and from what I can tell his player has enjoyed it all. Our GM must be one of those super rare "balanced" GMs because our role-playing effects combat and which combats we are in as much as our fighting skills. And if we aren't smart enough to ask the correct questions, we don't get the info ... and if we think our way around something he is fine with that too.
where in the Core rule book is this explained? It wasn't clear in the Rogue section under sneak attack.
What about plants?
Animated objects are constructs. It doesn't seem to me they should be critable.
thanks
Mike
I believe the idea is that any non homogeneous structure has stress/ weak points (its easier to tear the arm off a construct then rip it in two at the waist). Crits and Sneaks take advantage of this.
Something made entirely of one substance (or is not material) doesn't have the same weakness (arguably).
There are a couple post on this now ... in at least one it says that you can NOT use Vital Strike with a charge. Gen Con GMs where told that the preview was wrong.
To add to this question clear delineation between what constitutes an attack action and what constitutes a melee action would be helpful ... Since combat maneuvers can replace melee actions but I'n not sure about attack actions.
(edit: the above link has a space in the middle of it.. remove and it works)
I was wonder if it would be possible to have a variation of the Bard that is more weapon focus (fighter feats as opposed to magic levels) but the main ability still be performance ...
Though it sounds like this might be unnecessary because the Cavalier may fit this niche.
I go buy they must have one free hand ... so must use light shield, 2-handed weapon in one hand is fine.
As material components go, I go by what is in the book:
(Ninja'd but this is a slightly different quote form above)
"A material component consists of one or more physical substances or objects that are annihilated by the spell energies in the casting process. Unless a cost is given for a material component, the cost is negligible. Don’t bother to keep track of material components with negligible cost. Assume you have all you need as long as you have your spell component pouch."
First read through the campaign setting ... I read a couple of pages every night for a couple of weeks and it helped a lot. Once you have this frame work everything else fits into places fairly easily.
NOTE: I highly recommend finding a small map of the inner sea region and looking at it a lot while your read. Unfortunately its hard to find them in a small size and readable.
Also memorize the name of the main two contents (Avistan in the north, Garund in the south)... they aren't on the map anywhere and you will spend hours wondering where they are :)
So I was doing research and I saw this in the Bard Preview from Jason ...
Jason wrote:
Regardless of the action needed to start a performance, maintaining a performance is a free action, meaning that the bard can keep up a performance and still cast spells, move, and make attacks.
I guess I was just misunderstanding what someone else was saying.
I assume the only significance as to weather or not a performance has an audio or visual is in how it can be countered.
(Just putting this here in case someone else looks for it :P ... now this thread can sink into obscurity! )