Some of them are easy enough:
Flexible with its +2 to any two; Human Heritage with the free-floating +2; and Standard with +2 to any mental, +2 to any physical, -2 to any other are straight and to the point.
But then there are the others, which require more careful reading.
Advanced is two different types.
It's weird that they get small bonuses in everything from one category, but the other is hit or miss. So the Xwanzthl (a new race whose name I just made up) is a bit stronger, more agile and tougher than humans. On the mental side, it's not so uniform - funnily, they're a lot smarter than humans, but just as wise, and a little less charming.
Why not a race with +4 Str, +2 Dex, +2 Con, +2 Int -2 Wis?
So give them +2 to all scores of one category, +2 to one of the other category, -2 to another of the other category, and then raise any one +2 to +4?
And then there's the extra modifier: You can raise ability scores further, but that costs 4 per +2. I get that this would allow for really high bonuses and should thus be more expensive (so if someone wants that +6 to dex or something, he's going to pay through his nose to hit), but that means that everything that isn't already explicitly covered in the standard modifier arrays is going to be extremely expensive.
Say you want a race that is just a tad weaker than a standard race (+2/+2/-2/-2). You'd have to go with mixed weakness (+2/+2/-2/-4) add +2 to the -4 score, which means you now have blown one of your possible abilities for this AND paid as much as the race that gets a straight +2/+2.
Since this is already a bit of a post. I'll put my suggested solutions in a separate post.
Halfling luck - a +1 to all saves - costs 2 points
Hardy - +2 to saves against spells, spell-like abilities and poison - only costs 1.
+2 is quite nice (a lot more than 1) and let's face it, between spells/spell-likes and poison, we have cornered most saving throws a character is likely to make. What else is there? The occasional disease, supernatural ability, natural hazard and trap.
Even if we're saying that it's only half the saves, it's basically the same as the lucky thing - +2 to half the saves versus +1 to all of them.
Of course, that means we have proven that dwarves need to be cut down to size, but they already get to deduct a point for slow without considering that they can wear armour, which I'd consider to be not as bad as regular slow (size notwithstanding). (Of course, without using half points, it's hard to make a difference between slow and slow and steady)
It's a nice sentiment, but it's easy to make armour that is better than the normal armour - and it will cost less.
It takes but a couple of minutes of looking at the tables.
Heavy armour: Usually, the best heavy armour is full plate (and the only people use except in low levels). AC+9/Max Dex+1. It has other statistics, like armour penalty and arcane spell failure, but people don't make a habit of caring for them.
UC has the o-yoroi with +8/+2 if you're a bit more dextrous.
Piecemeal, you get the agile plate torso for 400, o-yoroi legs for 300 and horn lamellar arm parts for 25. All in all 725 (less than half than full plate)
That nets you +10/+2 (-4/25%).
You can also get +9/+3 with different legs - that will also make it almost 300 gil cheaper.
Medium armour can be had as +8/+4. Breastplate can't keep up.
Light armour can't be made better than the +4/+4 we get from chan shirt, but we can get the spell failure chance down to 15%, get rid of the armour penalty altogether, and pay a quarter of what we usually pay.
As I said, the general idea is good, but the values are all wrong. It should not be possible - let alone so easy - to outdo normal armour - after all, these types of armour have been around for ages, and if different combinations of armour are that much more effective - and cheaper - than the old versions, someone would have figured it out some time before Earthfall and those combinations would have become the norm.
"Flurry of Maneuvers (Ex): At 1st level, as part of a full-attack action, a maneuver master can make one additional combat maneuver, regardless of whether the maneuver normally replaces a melee attack or requires a standard action. The maneuver master uses his monk level in place of his base attack bonus to determine his CMB for the bonus maneuvers, though all combat maneuver checks suffer a –2 penalty when using a flurry. At 8th level, a maneuver master may attempt a second additional combat maneuver, with an additional –3 penalty on combat maneuver checks. At 15th level, a maneuver master may attempt a third additional combat maneuver, with an additional –7 penalty on combat maneuver checks. This ability replaces f lurry of blows."
I'm not quite sure about the wording about the penalties.
At first, you only get one extra manoeuvre, and all combat manoeuvres suffer a -2 penalty in that round.
So far so gut
But then you go to level 8 and get 2 extra manoeuvres, and it says "with an additional -3 penalties on manoeuvre checks." Same with level 15, 3 extra manoevures and an additional -7 penalty.
Does this mean all manoeuvres get this additional penalty, or just the second (and third) ones? Since that would be quite brutal. Plus, the wording suggests that the penalties are added up, so on level 15 you have a total -15 on all manoeuvres.
What manoeuvres are supposed to have which penalty?
The picture link doesn't work!
I get "Sorry
None of the pictures in the last couple of posts do.
If any of you can get away from the ravening hordes of Paizombies besieging your booth stronghold, could you look into it? Showing small previews of the minis pictures and then not showing the full-size pictures is just plain cruel! :P
I just read through the Soulbolt archetype for the Soulknife. Basically, this archetype turns the mindblade into the mindbolt - a ranged weapon.
Instead of light, one-handed and two-handed, the possible choices are long, medium and short ranged. Long-ranged is 1d6 with 100ft range and doesn't use up a hand, medium is 1d8 with 60ft range and one hand used up, and short is 1d10 with 20ft and two hands used up - and short-ranged lets you add strength to damage.
As I read through this, I got a great idea: Play a character with some weird Numerian artefact attached to his arm. When you shape a medium or short mindbolt (which use at least one hand), the artefact (which is really nothing except a style implement - though an upgraded version would be bracers of archery) would reshape and cover your hand - you'd look like Mega Man, or maybe Samus in her Varia Suit.
And the artefact can be worked into the background as the thing that provides you with your psionic power (or at least awoke them, or was gained when you had whatever experience you had that gave/awoke your powers, somewhere in the crashed Dark Tapestry ship in Numeria!)
This is it:
"Some undead are susceptible to your mind-affecting spells. Corporeal undead that were once humanoids are treated as humanoids for the purposes of determining which spells affect them."
So what undead traits will that cancel? Only the part about mind-effecting spells or other stuff, too?
I'm guessing mind stuff only, because of the first sentence, but I'm not completely sure.
I was surprised that there's no list of favoured class bonuses for the magus in Ultimate Magic.
An official list of bonuses would be nice, though, and I think the blog is the ideal place for it. It's not as if this is going to be a huge pile of work (I guess).
Some suggestions (Sometimes more than one suggestion for a race):
Human: +1 magus spell of any level except the highest (like all the other spellcaster classes)
The idea for a gunslinger class is great, of course! Long days and pleasant nights to Paizo for this. I like the grit/deeds mechanic, and am intrigued by what amounts to something like a moderate fort save progression (with brave and tough - by the way, Ref bonuses are off for level 19 and 20 unless the class is meant to have a different table)
But I can't help but feel that this class has forgotten the face of its father. Okay, that may be a bit harsh, but with the beams at stake, we can't have half-measures.
I hear the complaints about firearms doing too little damage, but I'm not quite sure. The gunslinger doesn't kill with his gun. He kills with his heart!
So let's put their hearts to killing!
First of all, the cost for shooting is quite high. 11gp until you get to high enough levels to blow some of your feats to offset this with two feats - Secret Stash followed by Signature Deed (if that even works).
By the way, you might want to specify whether everything that costs grit is considered a deed, especially for stuff like Signature Deed.
My idea would be that gunslingers learn early (maybe as early as level 1) to use gunpowder more effectively, making a dose last 10 shots instead of 1, meaning they get to shoot for 2 gil per shot instead of 11. I think that's only fair. After all, this class is focussed completely on firearms, and should not have to pay lots of money to use their stuff. It's a bit like all spells having expensive material components.
Then there's the part about shooting. Without Rapid Reload, no gunslinger can shoot more often than once every other round, since it's at least a standard action to reload those things. I'd say that makes a musket useless as a main weapon (I know those things aren't part of the playtest, but I still think it might be better to have pistols reloadable as move and then free, muskets as full and then move.)
I'd grant every gunslinger Rapid Reload for free, for all kinds of firearms. Maybe turn it into a class ability together with the decreased gunpowder usage so they get the deluxe package for firearms at level 1.
Then, as others have said, something like an alchemists bomb bonus damage might be in order. Of course, it's still possible to use Vital Strike with the class. Maybe grant those as bonus feats, too, since gunslingers will spend a lot of their time doing single shots.
And then I have a question: Does the fact that they get gun training more often than they could use on the firearms you presented in the PDF mean there will be more firearms? Might there be some to mitigate a lot of these problems, like revolvers you can shoot more often?
What the subject line says: Telekinesis! Magi should have an arcana where they can spend Pool Points to do some telekinesis.
I think something like this: By paying a point, you get to use telekinesis for a number of rounds equal to your int bonus. Activating it is a swift action but that only . You don't have to concentrate on it, but see below:
If you use the violent thrust option, you have to do so right away and it ends this use of telekinesis at once (as usual). This is a standard action but can count as your spell for spell combat that round.
If you use the combat manoeuvre option, it's a standard action but can count as your spell for spell combat that round.
A minimum level is probably required, similarly to hasted assault, which is an arcana that uses haste as its base.
Disclaimer: This thread is NOT meant to help me make up my mind about anything I'm thinking of right now. I don't have any information concerning the end of civilisation, humanity, the planet, the universe, or anything else!
Let's say you (and more or less you alone) receive incontrovertible information about the certain, inevitable end of the world. Maybe you're the president and gain top secret information from NASA about the sun exploding soon, or God tells you that he will smash the planet with a hammer.
Let's assume that there's nothing anyone on earth could do to prevent this, that there's no chance at all of anyone surviving, and that you have a pretty exact date - anything between a couple of days from now and a couple of months from now.
And assume that you alone decide whether the world will be told or not: If you want, you can prove it to everyone beyond any doubt, or keep it absolutely secret.
What would you do? Would you tell everyone that they're about to die, or would you remain silent, and why would you do what you'd do?
CHANNEL LIFE (SU)
DEFEAT DEATH (SP)
HEALER'S BLESSING (SU)
HEALING HANDS (SU)
LIFE'S VIGOR (SU)
MYSTIC PROTECTION (SU)
REBUKE DEATH (SP)
RECUPERATING AURA (SU)
REMOTE HEALING (SU)
A monk needs to have the ki pool class feature before he can take [Ki] feats.
In addition I'm thinking of expanding the monk bonus feat selection to add these feats.
By spending a ki point (as a swift action), you gain the ability to make unarmed attacks against enemies within 30 feet of you until the end of your turn. This works like natural reach, except that you do not threaten any space you wouldn't otherwise threaten, and you only can make regular attacks (you cannot use combat manoeuvres).
By spending a ki point (as a swift action), you can manifest your psychic strength to make combat manoeuvres at a distance of up to 30 feet. This manifestation remains for a number of rounds equal to your wisdom modifier. You do not provoke an attack of opportunity for using this ability, though you can still provoke an attack of opportunity from the manoeuvre you are attempting. In this case, enemies can either target you or your manifestation, provided their desired target is within reach.
All other rules for combat manoeuvres apply, including what happens when you miss your combat manoeuvre check by a wide enough margin (if you badly fail to trip someone, you will fall prone instead, as the power will travel through the psychic link and apply to your body, and damage dealt to your psychic grip is applied to you - though if both you and your manifestation are subject to the same effect, you only suffer the damage once).
The psychic manifestation is considered invisible (though those defending against your combat manoeuvres will suffer no penalty) and has your AC, saves, and immunities.
You can end it as a swift action. If you want to end it early (e.g. to prevent damage dealt to it from applying to you), you can attempt an opposed check of d20 + monk level + wis modifier against the attack roll or DC of the offending effect.
(Everyone who knows Mortal Kombat's Blind Kenshi knows where this stuff comes from. For the rest: Blind Kensi is basically a psionic martial artist who uses mental powers to not only ignore the fact that he's blind, but also make attacks and even throws at a distance. His finishing move involves breaking the enemy's limbs using psionic force)
Your feet do not quite touch the ground, which allows you to ignore difficult terrain and effects as grease, slippery ice or caltrops. You can walk on (or just above) water, and since you do not exert pressure on the ground, you do not trigger traps that rely on pressure plates or the like.
You can also change your subjective gravity, which allows you to move up steep inclines, walls or even ceilings, though you need an actual surface (you cannot walk on thin air).
You can jump and tumble on your "psychic buffer", but you can carry more than a light load and may not wear any armour.
(The inspiration here is the mystical abilities that were attributed to ninja, which are closely related to the PF monk).
I have 5 items in my Saved Items List, 2 of which are still on pre-order. I wanted to put them in my shopping card and make a shipment out of it, but the system turns it into three shipments instead.
Is there a way to make one shipment out of it, to be sent when everything's here? (And how much would shipping be - I guess the Big Red will be a bit more expensive to ship)
I noticed that I have some store credit again.
The first time I got some store credit, I figured it was because of a refund when the holiday bonus wasn't applied properly, so I used it on order 1368528.
But now I find I have some more credit.
Is this in error? Did I miss something like a money-back programme? Something else?
I didn't read the "spells known" part because I didn't think that there would be anything new in there.
Then I read something here about something extra with cure, and I read the part again and BAM! Oracles get to choose cure or inflict spells, and they're extra spells known.
I think that should be its own entry.
Cure/Inflict spells: In addition to the normal spells known, an oracle knows all cure or inflict spells she could cast. The choice of cure or inflict must be made when the first level of oracle is taken and cannot be changed later.
These spells are additional spells known in addition to that what the table says and in addition to the mystery spells. They are added at the same level as the oracle gains access to the respective spell level.
Something like that.
Pugwampis rule. They're in the top 5 of my favourite critters now.
My players really hate me now, and have threatened violence if I ever use them again.
They also think they should be CR 3, or maybe 25.
I think I'll invent a really overpowered PrC but require the killing of at least a dozen pugwampis as a prerequisite.
I can give that PrC everything. Literally. No one will ever use it.
And *that* is what I call a great monster. :)
General Class changes:
Flurry of Blows:
Combat Insight (Ex) - New ability, granted at 1st level
New: Talisman of the Monk
When wearing this item, the character's unarmed strikes count as a masterwork weapon, graining a +1 enhancement bonus to attack rolls.
This item does not enhance natural attacks.
Talisman of the Monk +1: 3500gp
Talmisman of the Monk (Special Material). Talismans of the Monk made of special materials are available, too, for the following base prices.
Let's play a bit meta-oracle, i.e. making predictions about a bunch of weirdos that are supposed to make predictions.
What I want to say: Let's hear what you think the other Foci will be and what powers they'll have.
And in the time-honoured tradition of self-fulfilling prophecies: Make the suggestion good, wouldn't be the first time Paizo listened to us...
Oracle of Life (Healing Domain)
Is there a particular reason why monks don't get to choose Greater Trip etc. as bonus feats?
Because if they have to choose them as regular feats, they need to fulfill all prerequisites - which for Greater Trip/Disarm/Feint includes Int 13. It was nice to be able to ignore at least Int and Cha for monks.
Behold dread Souszaraxynn in all his black splendour. The Tome of The Black Dragon (PDF) contains all the crunchy bits for the black dragon Souszaraxynn, in all the stages of his wretched life, from wyrmling to great wyrm (and even beyond, as the Favoured Spawn of Dahak, an advanced fiendish giant great wyrm black dragon!).
I did this in part to get a feel for the new dragons, and a bit of creature advancement. I do plan to add fluff to the crunch, documenting his life and his sadistic misdeeds as a literal Black Plague to the poor people of Golarion, and I might also add tactical advice.
I'm thankful for all feedback, suggestions and sightings of errors, and maybe someone else wants to follow suit and create the Tome of the Blue Dragon or Green or Gold or Red or.....
Something's not right there: When I want to view my most recent order (the one with the Bestiary - #1270093), it shows as the sidecart, with more stuff in it and different shipping costs.
Is this intentional? I would like to print out my order as it was shipped, with the actual contents and shipping cost.
Can you tell me when the dice are going to roll? I mean, out of your warehouse, I'll add some 2 weeks to that and count up to the following weekend to see when I'm rolling them to see how much I can hurt my player's characters with them.
I also would like to know when the bestiary and other stuff is going to go with my monthly shipment.
And finally, is it possible to put my dice into the monthly shipment somehow?
So the next PF will come out in November. Do you have a better date?
And I see 4 books in my side cart now. When will they be ready for shipment?
I usually let stuff be shipped with the AP. How much faster will I get the 4 books when I let them be shipped now, and what would that shipment cost (assume priority shipment)?
Could I get my SD dice (which are already pending) into that package?
Would the new legendary encounters also go into that package without delay?
Wouldn't it be fun to have more shapeshifting options as a druid? Of course it would be. Maybe even some more options at higher levels? You bet!
Just expanding wild shape would probably be a bit too much, I thought of this:
First, you get the Master of Shapes feat. This allows you to access the new transmutation (wild) spells, all of which give you extra options when using wild shape.
Wild spells are cast as a swift action, but this must be done in the same round as you use wild shape or the spell is wasted. If done so, you can emulate an additional spell with wild shape.
MAGICAL BEAST WILD SHAPE I
MAGICAL BEAST WILD SHAPE II
DRAGON WILD SHAPE I
DRAGON WILD SHAPE II
DRAGON WILD SHAPE III
GIANT WILD SHAPE I
GIANT WILD SHAPE II