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Satyr

Kirth Gersen's page

25,587 posts (26,517 including aliases). 8 reviews. No lists. 1 wishlist. 14 aliases.


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Drahliana Moonrunner wrote:
It's giving the lie that the some players want.

So it behooves the DM ask them first, instead of assuming he/she knows "what's best for them."

Drahliana Moonrunner wrote:
When groups fail its generally not because of railroading but of player/GM disconnect.

Yes, this.


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Murdock Mudeater wrote:

It still works provided that both ends of the split path form a loop.

DM: "So, you go off the right side of the screen and re-appear on the left side!"


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Vatras wrote:
The net effect is that teleportation does exist in the gameworld, but is only seldom used, at least by adventurers. It also completely defeats scry-and-die tactics.

Much in the way charm person is a lower-level spell than charm monster, I'd like to see teleport to a specific circle simply be a lower-level version of teleport. At 17th level, wizards can create their own demi-planes; I have no problem with them also being able to teleport outside of a specific destination at that point (i.e., instead of banning an option entirely, simply bump it up to the next stage of game play).


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CASTLES AND DUNGEONS

Spells (and abilities duplicating the effects of spells) with the [teleportation] descriptor cannot penetrate to an area that is entirely enclosed by more than 1 ft. of solid stone, 3 ft. of earth, an inch of metal, and/or a thin coating of lead (an exception is teleportation circle, which works normally). The same restriction applies to scrying effects. This guideline, adapted from the Dungeonomicon (Frank and “K,” The Gaming Den), not only curtails “scry-and-fry” tactics, but also provides a rationale for the prevalence of both castles and dungeons in a game world in which dragons exist.

Kings therefore live in stone castles, not for defensibility from armies, but for secrecy; if a need to teleport or use scrying magic comes up, they can go to an outside room and open a leaded-glass window, but while inside an inner room with stone walls and a lead-lined door, their councils are protected from eavesdropping and teleporting assassins. Many wizards likewise live in stone towers with designated divining and transportation rooms open to the outside. Tombs and cultist headquarters are typically found in dungeons underground for similar reasons.

Divination and dimension door effects within a dungeon or building itself are normally not affected, as the doorways, rooms, and corridors provide “open” pathways of effect within the complex itself. However, rooms with stone walls and thick stone or metal doors (such as all of the Tomb of Horrors beyond the Chapel of Evil and Stone Gate) would fall under these guidelines.


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10 or so, Moldvay blue box, quickly transitioned to AD&D.


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Dave Justus wrote:
The simple example, is they come to a fork in the road, what they don't know, is that the dungeon you have built is at the end of whatever fork they choose. They are free to choose, but their choice is really an illusion.

I used to believe this, until I discovered players who discovered the value of simple reconnaissance:

DM: "You see a fort up ahead!"
Players: "OK, we turn around and take the other fork instead, looking for the mill."
DM: "OK, you come to the mill."
Players: "We go in."
DM: "The mill turns out to be a disguised fort! Ha ha ha ha!"

Ugh.


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TriOmegaZero wrote:
I believe you are thinking of the Medium from Occult Adventures. The Vigilante is the classic two-faced character, from comic book heroes and villains, to pulp serial killers and detectives. It's in Ultimate Intrigue and uses a lot of rules to overcome the mystery-busting effects of normal Pathfinder like divinations making murder mysteries impossible.

I need to set aside some time and read up, then -- I've fallen behind on looking at stuff.


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Thanks for the breakdown!
I do have to quibble with this, though:

Jiggy wrote:
nearly as old as D&D

Google says 1986, vs. D&D's 1974. So 11 years younger, or < 75% as old.

I'm senstive because I'm only very slightly older than D&D, but apparently a lot older than the 30-year-olds I work with.


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Limeylongears wrote:
Which part of jazz-funk do you like best, the jazz bit or the funk bit?

I like bebop jazz and especially hard bop (e.g., Max Roach, Freddie Hubbard), that some people called "funky hard bop." I like funk music (e.g., Sly & the Family Stone; P-Funk). Mixing the two directly (e.g., Herbie Hancock) isn't really my thing, although I have to admit that Traffic did a lot of jazz-like improv stuff and a lot of funk-sounding stuff, and were one of my favorite bands.


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Damage at high levels is intentionally ridiculous -- the alternative would be to remove and/or massively nerf the "save-or-lose" spells. Our group preferred quick and dirty combats to lengthy slug-fests, so we opted to embrace high-level rocket tag as a feature rather than thinking of it as a bug.


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Tacticslion wrote:
Oh, and one more thing: if you lived through a Legend of Zelda (as one of the Links); which would it be, and why?

I don't know what that is.


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Tacticslion wrote:

1. If you could have 1d4 different super-powers, what would they be and why?

2a. If, instead, you could be a gestalt of 1d2+1 super heroes, who would you gestalt to be yourself? Why?
2b. Which comic universe would you run around in? Would you prefer to be in that one, or this one?
3a. You just gained 3d6+2 levels in a Pathfinder class (or classes)! Which class(es) do you pick, and why?
3b. Incidentally, if you could spontaneously switch races, would you?
4. You won the super-lottery, and gained mythic tiers! 3d3+1 of 'em! What path do you take?
5. Yet another query: you monster. Specifically, you [dice=CR]d30 (or less) monster! Which are you?! ... and would this have been your first choice? If not, which would be?
6a. You've just become a prepublished NPC from an official source! Which prepublished NPC is it?
6b. What campaign setting do you run around in? Why?
7. As a final thing: blend any and/or all of the above questions into a single ginormous question: an optional blend of a prepublished NPC, monster, and some superheroes all walk into a bar... and out comes you, as a gestalt of those guys

1. Teleport without error anywhere in the world at will. Get put in prison? No worries, teleport out. What dinner at Antoine's, but you're in Tibet? No problem. The possibilities are limitless.

2a. I don't know enough about super heroes. I'd be hard-pressed to list half the Avengers, even limiting it to the ones in the movies.
2b. None. I could never afford comics as a kid, don't read them now.
3a. Wizard or druid. No sense playing a chump.
3b. Human, all the way.
4. "Mythic" should have been integrated into martial classes standard 1-20 progressions. So, no, I don't play that.
5. See 3b, above.
6a. Do previous editions count? Elminster controls the universe and uses goddesses as cheap sex hook-ups. Might be fun for a weekend.
6b. Real life. Because I hate FR with a passion.
7. I'm already a gestalt -- no need to hypothesize!


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godfang wrote:
Being a DM requires time, effort, skill and the ability to enjoy watching people play out the story you wrote. That's not something everyone has

Most people seem to think they have most of those things, anyway...


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godfang wrote:
There will always be more DMs than players

Pretty careless language, when I've already noted exceptions.


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MMCJawa wrote:
I just think reprinting material from one RPG line book in another is kind of pointless. Is there any examples from elsewhere in the rules of them doing this?

The bulk of the monsters in Bestiaries 3-5 were printed (in longer form) in the APs.


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I saw a trailer for the new Tarzan. As near as I can tell from that, the movie consists of a bunch of computer pixels that rapidly shift around. It was like someone made a time-lapse recording of a screen saver.

Ugh.


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OK, let's try this again.
BARBARIAN (Revised)

HD: d12; BAB: Full
1st Endure elements, feats, furious counterstroke, rage (+1), totem
2nd Damage reduction 1/–, lesser rage power
3rd Totem ability
4th Totem feat, lesser rage power, superstition +1
5th Improved rage (+2)
6th Damage reduction 2/–, improved rage power
7th Totem ability
8th Totem feat, improved rage power, superstition +2
9th Greater rage (+3)
10th Damage reduction 3/–, greater rage power
11th Totem ability
12th Totem feat, greater rage power, superstition +3
13th Mighty rage (+4)
14th Damage reduction 4/–, mighty rage power
15th Indomitable Will
16th Totem feat, mighty rage power, superstition +4
17th Primal rage (+5)
18th Damage reduction 5/–, primal rage power
19th Perpetual rage
20th Totem feat, primal rage power, superstition +5

Saves: Barbarians gain a +2 class bonus to Fortitude and Intuition saves.

Bonus Skills: All barbarians automatically receive one free rank per class level in Athletics, Endurance, and Perception. These are otherwise treated as class skills, but do not count against your total number of skill points.

Class Skills: Acrobatics, Bluff, Craft (any), Handle Animal, Knowledge (linguistics, lore, warfare), Planar Sense, Profession (sailing), Stealth, Survival. Your totem (q.v.), provides additional class skills.
Skill Ranks per Level: 4 + Int modifier.

Weapon and Armor Proficiency:

Spoiler:

A barbarian has Martial proficiency with all weapons and shields, and is proficient with light armor and medium armor. At your option, you can make one or more of the following exchanges:
  • Agile Dodge (Ex): You may choose to give up light and medium armor proficiencies in exchange for the Dodge feat. When unarmored, you also gain a morale bonus to saving throws against fear equal to your dodge bonus. You can gain these benefits and still use a shield.
  • Canny Defense (Ex): You can trade proficiency with shields for the Canny Defense feat.
  • Brawler (Ex): You may choose to downgrade your weapon proficiencies to Simple rather than Martial. If you do so, you gain Exotic proficiency with unarmed attacks and Two-Weapon Fighting (unarmed only) as bonus feats. At 6th level you gain Improved Two-Weapon Fighting (unarmed) as a bonus feat.
  • Endure Elements (Ex):

    Spoiler:
    Whether they hail from the frozen north, the steaming jungles, or the blazing deserts, barbarians are inured to harsh climates. A barbarian can survive in conditions between –50 and 140 degrees Fahrenheit without having to make Fortitude saves or Endurance checks. This ability provides no protection from fire or cold damage, nor does it protect against other environmental hazards such as smoke, lack of air, and so forth.[spoiler]

    Feats (Ex): [spoiler]Feats (Ex): Barbarians are ferocious in combat and notoriously hard to kill. All barbarians gain Diehard, Fast Recovery, Power Attack, and Vital Strike as bonus feats at 1st level.

    Furious Counterstroke (Ex):

    Spoiler:
    At 1st level, you gain Diehard as a bonus feat. In addition, when near death you are spurred to a murderous fury. Whenever you have less than 1 hit point remaining but are still functioning (due to the Diehard feat), you gain a +1 circumstance bonus to attack rolls and +2 to damage in melee or with hurled weapons (other than splash weapons or grenade-like missiles). These bonuses increase depending on the type of rage of which you are capable, according to the following table.

    Rage Attack/Damage Bonus
    Lesser +1/+2
    Improved +2/+4
    Greater +3/+6
    Mighty +4/+8
    Primal +5/+10

    Rage (Ex):

    Spoiler:
    As a free action, a barbarian can call upon inner reserves of strength and ferocity, granting additional combat prowess. Starting at 1st level, you can rage for a number of rounds per day equal to 4 + your Constitution modifier. At each level after 1st, you can rage for 2 additional rounds. Temporary increases to Constitution, such as those gained from spells like bear's endurance, do not increase the total number of rounds that you can rage per day. You can enter rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive.
    While in a rage, you gain the following:
  • +1 morale bonus to all d20 rolls (attacks, combat maneuver checks, initiative, saving throws, skill and attribute checks, etc.) and to all static d20 target values (AC, CMD, special ability DCs, etc.). This bonus overlaps (does not stack with) morale bonuses from other sources (spells, a bard’s inspire courage ability, etc.). However, during any round in which both effects are active, you choose which of the bonuses to accept, and that round does not count against your daily rounds’ worth of rage.
  • Temporary hit points equal to your rage bonus x your total number of hit dice. When your rage ends, any temporary hit points not already lost disappear.
  • Temporarily immunity to the effects of minor conditions (Chapter 7). These conditions are not removed; they are merely suspended until your rage ends.
  • When in a rage, all successful attacks you make deal Vital Strike damage, even if the normal activating conditions are not met, and this additional damage stacks with sneak attack damage (if any).
  • While in a rage, you cannot cast spells, use any Intelligence-based skills, or use any other ability that requires patience or care on your part; your effective Intelligence score for other purposes is reduced by an amount equal to your twice rage bonus (to a minimum effective score of 2). The use of spell-like abilities in a rage is generally permitted, however.

    When your rage ends, you damage (not reduced by damage reduction) equal to your rage bonus x the number of rounds spent raging. You are also fatigued for a number of rounds equal to twice the number of rounds spent in the rage. If already fatigued, you become exhausted instead (if already exhausted, you become unconscious). You cannot enter a new rage while fatigued or exhausted unless you succeed at an Endurance check (Chapter 4) to ignore that condition. (Note that your bonus ranks in Endurance render you immune to fatigue and exhaustion at 6 and 11 ranks, respectively, however). If you fall unconscious for any reason while raging, your rage ends, and you are at risk of death when you take the damage from your rage ending.

  • Totem (Ex):

    Spoiler:
    You may select one totem from the list provided in Appendix A, to reflect the guardian spirit associated with your tribe, or else a personal spirit guide. Each totem grants a favored terrain and has two associated skills, as listed in Appendix A. You do not receive bonus skill ranks, but totem skills are always treated as class skills, and when using your totem skills you gain a sacred bonus to checks equal to your rage bonus (even when not raging).
    You gain a +4 sacred bonus on Handle Animal checks when dealing with creatures of the same general category as your totem (e.g., amphibians, fish, reptiles, canines, felines). With creatures that match your totem (e.g., frogs, sharks, snakes, wolves, lions, repectively), this bonus increases to +8. As a rule of thumb, general categories should be based more on casual visual recognition by laypersons than on scientific taxonomy; when in doubt, referee discretion prevails.

    Damage Reduction (Ex):

    Spoiler:
    At 2nd level, a barbarian gains damage reduction. Subtract 1 from the damage you take each time you are dealt damage from a weapon or a natural attack. Every four barbarian levels thereafter (6th, 10th, 14th, and 18th level), this damage reduction increases by 1 point. While you are raging, add your rage bonus to this damage reduction (e.g., an 11th level barbarian in a greater rage has damage reduction 6/—, rather than DR 3/—).

    Rage Powers:

    Spoiler:
    As you gain levels, you learn to use your rage in new ways. You gain the benefits of rage powers only while raging, and some of these powers require you to take an action first. Unless otherwise noted, you cannot select an individual power more than once. Rage powers come in 5 “levels”—lesser, improved, greater, mighty, and primal—based on the level of rage (q.v.) of which you are capable. When eligible for a new rage power, you can choose to select a lower-level power in place of a higher-level one, if desired. Tables listing examples of rage powers are provided in Appendix B, with rules descriptions following.

    Totem Ability (Ex):

    Spoiler:
    Your totem provides a special ability at 3rd level, as described for the totem chosen at 1st level. You gain additional totem abilities at 7th and 11th levels. You may also choose to have no totem, gaining more generic barbarian class features instead (see Totems, below).

    Superstition (Ex):

    Spoiler:
    At 2nd level, you gain a +1 sacred bonus on saving throws made to resist spells, supernatural abilities, and spell-like abilities. This bonus improves by an additional +1 per 4 levels thereafter. However, in order to be the willing recipient of any spell not cast by you, you must succeed at a Will save (DC 10 + spell level + the caster’s Charisma modifier).

    Totem Feat:

    Spoiler:
    At 4th level, and every 4 class levels thereafter, your totem provides you with a bonus feat, drawn from the list given for your totem (barbarians without totems still gain bonus feats, taken from a separate list). You must meet all prerequisites to select any given listed feat.

    Improved Rage (Ex):

    Spoiler:
    Starting at 5th level, during your rage, your rage bonus improves to +2, and you are temporarily immune to the effects of minor and moderate conditions (Chapter 7). These conditions are not removed; they are merely suspended until your rage ends. Likewise, any magical [death] effects you would otherwise succumb to (such as a wail of the banshee spell), as well as death from massive damage, are delayed until your rage ends. You can ignore up to 1 negative level while raging, and attempt a save to remove that negative level when your rage ends.
    As the name implies, improved rage is an improvement to your normal rage, not a separate ability to be kept track of separately. Likewise, the greater rage ability (q.v.) is an improvement to your improved rage, and so on.

    Greater Rage (Ex):

    Spoiler:
    Starting at 9th level, your rage bonus improves to +3, and you are temporarily immune to the effects of minor, moderate, and severe conditions. These conditions are not removed; they are merely suspended until your rage ends. If ignoring an energy drained condition, you can attempt a save to remove the negative levels when your rage ends.

    Mighty Rage (Ex)

    Spoiler:
    Starting at 13th level, your rage bonus improves to +4, and you are temporarily immune to minor, moderate, severe, and critical conditions. These conditions are not removed; they are merely suspended until your rage ends.

    Indomitable Will (Ex):

    Spoiler:
    Starting at 15th level, once per rage, you may attempt a second saving throw against any condition temporarily suppressed by your rage; if successful, that condition ends.
    If you are affected by an enchantment spell or effect while not in a rage, you can choose to activate your rage as an immediate action so as to delay the onset of the effects (assuming you have rounds of rage remaining for that day).

    Primal Rage (Ex):

    Spoiler:
    Starting at 17th level, your rage bonus improves to +5. During a rage you are temporarily immune to the effects of all status conditions and effects—including death—that would impede your fighting. These conditions are not removed; they are merely suspended until your rage ends.

    Perpetual Rage (Ex):

    Spoiler:
    At 19th level, as an immediate action you can initiate any rage power you know even when you are not raging. This lasts as long as desired, but only one such power can be in effect at a time. You can switch out the power manifested as an immediate action.


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    Freehold DM wrote:
    Daved M Mallon wrote:
    A new set of Starfleet uniforms was intended to be introduced in the 1994 film Star Trek Generations...
    COOOOOOOOOOL

    For the record, Star Trek is the poster child of nerd subculture. It could therefore be considered the very antithesis of "cool."


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    The words "Winter is Coming" don't actually appear in any of George R.R. Martin's novels. They were invented by HBO as a catchy tag phrase for the TV series.

    Spoiler:
    This "fact" is totally bogus, of course.


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    Kazuka wrote:
    in the Vance novels, people were effectively charging themselves with magical energy that was set to go off. So the limit on spells wasn't a limit on how many you could remember, but on how much energy your body could store without killing you.

    You clearly have never read The Dying Earth. Let's please not just make up the "facts" that go in this thread out of whole cloth.


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    David M Mallon wrote:
    On a 1999 episode of TV series 3rd Rock From The Sun entitled "Dick's Big Giant Headache, part 1," series protagonist Dick Solomon (John Lithgow) meets the character Big Giant Head (William Shatner) at the airport. During the scene, Big Giant Head mentions "seeing something on the wing of the plane," to which Dick replies, "the same thing happened to me!" This is a reference to the fact that both Shatner and Lithgow played variations on the same character in the 1963 Twilight Zone episode "Nightmare At 20,000 Feet," and the "Nightmare At 20,000 Feet" segment of the 1983 film The Twilight Zone: The Movie, respectively.

    Similar fanservice in-joke in the pilot eposide of the 1980s Buck Rogers TV show -- Gil Gerard, playing the main character who has been frozen for 500 years, meets an old-time pilot who makes some comment about comparative ages; they go back and forth a bit. The old-timer was played by Buster Crabbe, who portrayed Buck Rogers in the late '30s.


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    Thes problems being debated in this thread have mostly already been solved. Metamagic feats that apply effects to specific energy types work. The problem is in the metamagic system, not in the blasting spells. See the house rules link I posted above and check out the magic chapter -- you can get spiffy effects without throwing out martial classes.

    A couple of caveats, though:

    1. As TAS correctly points out, martials in the core game already have a feeble claim to existence. I would go further and say they pretty much have nothing to do outside of flavor, because "damage dealer" isn't a legitimate role in a game where SOL spells exist. The way around this is to massively buff the martials. Which we've done -- see "Classes" docs.

    2. To counterbalance energy spells potentially getting all kinds of bells and whistles, you need to start handing out specific energy resistances a lot more liberally. That way you introduce a rock-paper-scissors element into the game, in place of the "you lose" element.

    I'd also very strongly advocate removing spells that step all over existing skills and class features, but that's a discussion for a different thread.


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    Kaisoku wrote:
    ** spoiler omitted **...

    Your condition tracks lump too much. For example, [fear] effects follow a progression: shaken -> frightened -> panicked -> cowering.

    More importantly, "fascinated" is massively more debilitating than "shaken."

    FWIW, a lot of the condition track stuff you're spitballing has been done already: Click on "Introduction" and then go to Combat\Conditions. for a somewhat out-of-date draft.


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    Dale McCoy Jr wrote:
    Hamilton, NJ (the one near Trenton)

    That's a fairly nice part of 'Jersey! Spent a bunch of time in Hamilton a couple years back, working with another office on some technical stuff.


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    Firewarrior44 wrote:
    but I digress

    Spoiler:
    You've helped me find some (and I've altered the current draft docs at home accordingly) -- thank you! If there are more, I'd welcome the discussion over on the appropriate thread.

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    Bwang wrote:
    I cheat and give it to my most rules abusing player to test drive.

    Destructive playtesting is absolutely the kind that's most valuable.


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    That's actually something I'm already doing with my house rules, albeit with a much smaller sample size and less statistical rigor. One of my long-term goals is to collapse the number of feats by paring and/or combining unused ones.


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    Wish List:

    1. More animals and vermin
    2. More monsters without inflated CR/HD
    3. More basic monsters that I can advance/customize using templates, added HD, and/or class levels -- based on current needs -- rather than all that being pre-done.


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    I'm Hiding In Your Closet wrote:
    this time around we've finally invented robots, so this dilemma may, for the first time ever, actually finally be solved.

    ...until the andys start sneaking back to Earth and I have to give up my day job to go around "retiring" them.


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    Blew through PKD's Do Androids Dream of Electric Sheep and loved it. Started Flow My Tears, The Policeman Said this morning.


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    BARBARIAN (Revised)

    HD: d12; BAB: Full
    1st Endure elements, furious counterstroke, power attack, rage (+1), totem, vital strike
    2nd Damage reduction 1/–, lesser rage power
    3rd Totem ability
    4th Totem feat, lesser rage power
    5th Improved rage (+2)
    6th Damage reduction 2/–, improved rage power
    7th Totem ability
    8th Totem feat, improved rage power
    9th Greater rage (+3)
    10th Damage reduction 3/–, greater rage power
    11th Indomitable will
    12th Totem feat, greater rage power
    13th Mighty rage (+4)
    14th Damage reduction 4/–, mighty rage power
    15th Tireless rage
    16th Totem feat, mighty rage power
    17th Primal rage (+5)
    18th Damage reduction 5/–, primal rage power
    19th Perpetual rage
    20th Totem feat, primal rage power

    Saves: Barbarians gain a +2 class bonus to Fortitude and Intuition saves.

    Bonus Skills: All barbarians automatically receive one free rank per class level in Athletics, Endurance, and Perception. These are otherwise treated as class skills, but do not count against your total number of skill points.

    Class Skills: Acrobatics, Bluff, Craft (any), Handle Animal, Knowledge (linguistics, lore, warfare), Planar Sense, Profession (sailing), Stealth, Survival.
    Skill Ranks per Level: 2 + Int modifier.

    Weapon and Armor Proficiency:

    Spoiler:
    A barbarian has Martial proficiency with all weapons and shields, and is proficient with light armor and medium armor. At your option, you can make one or more of the following exchanges:
  • Agile Dodge (Ex): You may choose to give up light and medium armor proficiencies in exchange for the Dodge feat. When unarmored, you also gain a morale bonus to saving throws against fear equal to your dodge bonus. You can gain these benefits and still use a shield.
  • Canny Defense (Ex): You can trade proficiency with shields for the Canny Defense feat.
  • Brawler (Ex): You may choose to downgrade your weapon proficiencies to Simple rather than Martial. If you do so, you gain Exotic proficiency with unarmed attacks and Two-Weapon Fighting (unarmed only) as bonus feats. At 6th level you gain Improved Two-Weapon Fighting (unarmed) as a bonus feat.
  • Endure Elements (Ex):

    Spoiler:
    Whether they hail from the frozen north, the steaming jungles, or the blazing deserts, barbarians are inured to harsh climates. A barbarian can survive in conditions between –50 and 140 degrees Fahrenheit without having to make Fortitude saves or Endurance checks. This ability provides no protection from fire or cold damage, nor does it protect against other environmental hazards such as smoke, lack of air, and so forth.

    Furious Counterstroke (Ex):

    Spoiler:
    At 1st level, you gain Diehard as a bonus feat. In addition, when near death you are spurred to a murderous fury. Whenever you have less than 1 hit point remaining but are still functioning (due to the Diehard feat), you gain a +1 circumstance bonus to attack rolls and +2 to damage in melee or with hurled weapons (other than splash weapons or grenade-like missiles). These bonuses increase depending on the type of rage of which you are capable, according to the following table.

    Rage Attack/Damage Bonus
    Lesser +1/+2
    Improved +2/+4
    Greater +3/+6
    Mighty +4/+8
    Primal +5/+10

    Power Attack: All barbarians gain Power Attack as a bonus feat at 1st level.

    Rage (Ex):

    Spoiler:
    As a free action, a barbarian can call upon inner reserves of strength and ferocity, granting additional combat prowess. Starting at 1st level, you can rage for a number of rounds per day equal to 4 + your Constitution modifier. At each level after 1st, you can rage for 2 additional rounds. Temporary increases to Constitution, such as those gained from spells like bear's endurance, do not increase the total number of rounds that you can rage per day. You can enter rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive.
    While in a rage, you gain the following:
  • +1 morale bonus to all d20 rolls (attacks, combat maneuver checks, initiative, saving throws, skill and attribute checks, etc.) and to all static d20 target values (AC, CMD, special ability DCs, etc.). This bonus overlaps (does not stack with) morale bonuses from other sources (spells, a bard’s inspire courage ability, etc.). However, during any round in which both effects are active, you choose which of the bonuses to accept, and that round does not count against your daily rounds’ worth of rage.
  • Temporary hit points equal to your rage bonus x your total number of hit dice. When your rage ends, any temporary hit points not already lost disappear.
  • Temporarily immunity to the effects of minor conditions (Chapter 7). These conditions are not removed; they are merely suspended until your rage ends.
  • While in a rage, you cannot cast spells, use any Intelligence-based skills, or use any other ability that requires patience or care on your part; your effective Intelligence score for other purposes is reduced by an amount equal to your twice rage bonus (to a minimum effective score of 2). The use of spell-like abilities in a rage is generally permitted, however.

    When your rage ends, you take 1 point of damage per round spent raging (not reduced by damage reduction) and are fatigued for a number of rounds equal to twice the number of rounds spent in the rage. If you are already fatigued, you become exhausted instead (if already exhausted, you become unconscious). You cannot enter a new rage while fatigued or exhausted unless you succeed at an Endurance check (Chapter 4) to ignore that condition. If you fall unconscious for any reason while raging, your rage ends, and you are at risk of death when you take the damage from your rage ending.

  • Totem (Ex):

    Spoiler:
    You may select one totem from the list provided in Appendix A, to reflect the guardian spirit associated with your tribe, or else a personal spirit guide. Each totem grants a favored terrain and a special bonus as listed in Appendix A. Your totem bonus is equal to your rage bonus (q.v.), although it applies even when you are not raging. Unless otherwise noted specifically in the description, this bonus is considered a sacred bonus.

    Vital Strike (Ex):

    Spoiler:
    At 1st level, you gain Vital Strike (Chapter 5) as a bonus feat. When in a rage, all successful attacks you make deal Vital Strike damage, even if the normal activating conditions are not met, and this additional damage stacks with sneak attack damage (if any).

    Damage Reduction (Ex):

    Spoiler:
    At 2nd level, a barbarian gains damage reduction. Subtract 1 from the damage you take each time you are dealt damage from a weapon or a natural attack. Every four barbarian levels thereafter (6th, 10th, 14th, and 18th level), this damage reduction increases by 1 point. While you are raging, add your rage bonus to this damage reduction (e.g., an 11th level barbarian in a greater rage has damage reduction 6/—, rather than DR 3/—).

    Rage Powers:

    Spoiler:
    As you gain levels, you learn to use your rage in new ways. You gain the benefits of rage powers only while raging, and some of these powers require you to take an action first. Unless otherwise noted, you cannot select an individual power more than once. Rage powers come in 5 “levels”—lesser, improved, greater, mighty, and primal—based on the level of rage (q.v.) of which you are capable. When eligible for a new rage power, you can choose to select a lower-level power in place of a higher-level one, if desired. Tables listing examples of rage powers are provided in Appendix B, with rules descriptions following.

    Totem Ability (Ex):

    Spoiler:
    Your totem provides a special ability at 3rd level, as described for the totem chosen at 1st level. You gain an additional totem ability at 7th level. You may also choose to have no totem, gaining more generic barbarian class features instead (see Totems, below).

    Totem Feat:

    Spoiler:
    At 4th level, and every 4 class levels thereafter, your totem provides you with a bonus feat, drawn from the list given for your totem (barbarians without totems still gain bonus feats, taken from a separate list). You must meet all prerequisites to select any given listed feat.

    Improved Rage (Ex):

    Spoiler:
    Starting at 5th level, during your rage, your rage bonus improves to +2, and you are temporarily immune to the effects of minor and moderate conditions (Chapter 7). These conditions are not removed; they are merely suspended until your rage ends. Likewise, any magical [death] effects you would otherwise succumb to (such as a wail of the banshee spell), as well as death from massive damage, are delayed until your rage ends. You can ignore up to 1 negative level while raging, and attempt a save to remove that negative level when your rage ends.
    As the name implies, improved rage is an improvement to your normal rage, not a separate ability to be kept track of separately. Likewise, the greater rage ability (q.v.) is an improvement to your improved rage, and so on.

    Greater Rage (Ex):

    Spoiler:
    Starting at 9th level, your rage bonus improves to +3, and you are temporarily immune to the effects of minor, moderate, and severe conditions. These conditions are not removed; they are merely suspended until your rage ends. If ignoring an energy drained condition, you can attempt a save to remove the negative levels when your rage ends.

    Indomitable Will (Ex):

    Spoiler:
    Starting at 11th level, once per rage, you may attempt a second saving throw against any condition temporarily suppressed by your rage; if successful, that condition ends.
    If you are affected by an enchantment spell or effect while not in a rage, you can choose to activate your rage as an immediate action so as to delay the onset of the effects (assuming you have rounds of rage remaining for that day).

    Mighty Rage (Ex):

    Spoiler:
    Starting at 13th level, your rage bonus improves to +4, and you are temporarily immune to minor, moderate, severe, and critical conditions. These conditions are not removed; they are merely suspended until your rage ends.

    Tireless Rage (Ex):

    Spoiler:
    Starting at 15th level, you are no longer fatigued at the end of your rage, nor do you take damage for your rage ending.

    Primal Rage (Ex):

    Spoiler:
    Starting at 17th level, your rage bonus improves to +5. During a rage you are temporarily immune to the effects of all status conditions and effects—including death—that would impede your fighting. These conditions are not removed; they are merely suspended until your rage ends.

    Perpetual Rage (Ex):

    Spoiler:
    At 19th level, as an immediate action you can initiate any rage power you know even when you are not raging. This lasts as long as desired, but only one such power can be in effect at a time. You can switch out the power manifested as an immediate action.


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    Yes, the rules I described supersede the PF rules for held and readied actions. You can read more HERE, in the Introduction. The classes, skills, feats, etc. might be of interest as well, but there's 600 pages of material there.


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    I keep mentally pronouncing the X as an "Sh." Pretty sure that's not what you were going for, though!


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    Kolokotroni wrote:
    You know baring a specific exception a character taking a full round action can still take a 5ft step right?

    Actually, no, I didn't. That's freaking asinine.

    BTW, does any caster in PF ever need to cast defensively, unless the opponent has like a 30-ft. reach? Oh, wait, I just looked through all the Bestiaries and noticed most monsters get reach way out of proportion to their size. It's only martial characters who are unable to disrupt spellcasting.


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    Buri Reborn wrote:
    Reason being, essentially, the gradual stacking effects of those more small bonuses makes a certain outcome much more achievable than loud, flashy effects which might fail or have usage caps.

    Compare small, stacking Climb and Swim bonuses with overland flight and get back to me, when we need to cross a monster-infested river at the bottom of a ravine and then climb up the other side.


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    rainzax wrote:
    Can Fred use his held movement/actions to interrupt the barbarians on their actions?

    Yes, subject to his limited allotment of movement/attacks and the immediate actions needed to trigger them.

    rainzax wrote:
    To what extent does this slow down your combats?

    So far, not at all. Granted, a lot of the playtesting has been in the BAB +6 range vs. the BAB +16 range, but even when we had martials with multiple immediate actions, it was a lot more common for them to use all their attacks immediately, and maybe spend the immediate actions to Aid Another (which we rolled "flanking" into) or attacks of opportunity. Most of them chose other ally-defending options that didn't eat into their action economy (e.g., KELGAN).

    rainzax wrote:
    What about with newer players?

    They generally need help with almost every aspect of a system this complex. My main worry is that they'll later on end up in a straight PF game, realize they can't do stuff that seems obvious, and be upset.


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    The problem is that any point system for feats any person derived would be almost completely different from one that any other person made up. Paizo, for example, still feels that "uses per day" balances an "I win" button, and that a minor situational bonus that you can otherwise use at will (on the off-chance that situation comes up) is incredibly valuable.


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    Shoot, people still order General Tso's chicken at "Chinese" restaurants, despite the fact that it was invented in America.


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    Envall wrote:
    Figure out some kind of a point system for feats so you can get buttload of crap ones instead of one good one.

    That was exactly the (unfortunate) idea behind feat chains.


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    rainzax wrote:
    Kirth Gersen wrote:
    The real key to this is that you HAVE to give martial characters in the party the ability to interrupt people attacking the casters, by getting in the way as an immediate action.
    Can you clarify this?

    (1) You can move and still make iterative attacks.

    (2) I give a number of immediate actions per round equal to the combatant's number of iterative attacks, based on BAB.
    (3) On your turn, you can choose to not make some of your movement and/or attacks.
    (4) You can then spend immediate actions to do those things before your next turn.

    For example: Fred the fighter and Wally the wizard are 7th level, and are fighting a couple of evil 7th level barbarians. Wally wants to get off his confusion spell pronto, but with two berserks at BAB +7, he needs to make a DC 10 + 7 + 2x4 + 2 = 27 Concentration check to do it -- the odds of it succeeding are pretty bad.

    Fred has the highest initiative, takes one swing at one of the barbarians, and then waits. Wally goes next, and starts to cast -- normally the barbarians would interfere at this point, but Fred now spends an immediate action to step in between the barbarians and Wally, preventing them from getting at him to disrupt his casting, and then uses his other immediate action to make his second attack that round. Wally's spell goes off unhindered, and the barbarians learn that 1 fighter + 1 wizard >> 2 fighters or 2 wizards.


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    (1) I'd advise not trying to bring in too much RL experience into a discussion of game mechanics. For example, I'm agile as hell, but I can't shoot worth a damn, and am not very good at the hatchet toss. Does that mean Pathfinder is WRONG for using Dex mod for ranged attacks? No. (Using Str for thrown weapons and Wis for projectiles, as I'm doing at home, is a fun experiment but has no bearing on how the game "should" work.) "Simple" and "well-balanced" should pretty much always trump "realistic" in the hierarchy of design goals for a published RPG.

    (2) Always beware of your own subconscious fanboyism. I love TWF, which makes me want to err on the side of making it LESS good, not more so. There have been too many threads demanding a 2d6/15-20/x4 finesse katana for me to discount the role this plays, and why it's not good for game design.


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    We've been happily playing since 2009 using a very similar house rule:

    Kirthfinder wrote:

    Cast Defensively:

    Spoiler:
    If you are threatened by an opponent who has at least one attack of opportunity remaining, you can elect to attempt to cast defensively. If you choose not to do so, you provoke an attack of opportunity. To cast defensively, you must succeed at a Concentration check at a base DC of 10 + the BAB of the threatening opponent; as noted, you take a penalty to the check equal to twice the level of the spell you’re casting. If this check fails, a threatening opponent can spend an attack of opportunity to automatically disrupt your spell. If the check is successful, the spellcasting continues uninterrupted.

    Allies of the threatening opponent who also threaten you can choose to potentially spend attacks of opportunity themselves in order to Aid Another (see Introduction); each one who does so adds +2 circumstance bonus to the DC of the defensive casting check (and again, uses up the attack of opportunity only if your Concentration check fails).
    As a risky strategy against a skilled opponent, you can ignore the threat and simply cast the spell normally, but doing so provokes an attack of opportunity from all threatening opponents. If you are struck by an attack of opportunity provoked by not casting defensively, you must succeed at a concentration check after all, but you also add the damage sustained to the check DC (see table). Threatening opponents can disrupt spellcasting more reliably than noted above by withholding an attack (see Preemptive Actions in Chapter 1) and striking you as an immediate action.

    The real key to this is that you HAVE to give martial characters in the party the ability to interrupt people attacking the casters, by getting in the way as an immediate action. If you do that, then the casters rely on bodyguards to give them a chance to get off high-level encounter-ending spells -- you reinforce the need for team interdependence. If you don't do that, you end up with no one playing a caster.


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    Neils Bohr wrote:
    especially if you make the caster choose the target area before casting, which seems to be what you're implying

    No; the caster could still pick the area as it goes off; he just couldn't move around first in order to maximize the number of targets, nor take a 5-ft. step back to avoid having to cast defensively, etc.


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    The small cone shape becomes a real limiting factor if you make color spray a full-round casting instead of a standard action -- if the caster can't move to position the cone ideally, it's a lot harder to catch people in it.

    In fact, I'd strongly recommend making pretty much all "standard" casting times a full-round action, but that's just me.


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    One thing that would really, really help me would be to fix the "search" function so that if, for example, you're searching for "Fighter," the fighter class (CRB) would be listed first, maybe fighter archetypes next, and example fighters after that, etc.

    Or, searching for "ogre" should come up with the standard Bestiary ogre first, then maybe the mythic ogre and ogre mage, and after that all the other stuff that tangentially has "ogre" in the name.

    Currently, the results seem to be in date order, which means that the oldest stuff (generally the main entry you're actually looking for) is really far down the list.


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    HyperMissingno wrote:
    I'd be down for a redone sorcerer. Made the bloodlines like mysteries, give them bonus spells on even levels, give them some more skill points...just make sure to get rid of the ring of spell knowledge while you're at it.

    Try this one.


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    "So, sign on the dotted line and you'll have a literal eternity to regret that you'll never have another cup of coffee!"

    Yeah, no thanks. I'd rather be actually dead than be undead.


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    Some more ideas; feel free to grab any/all. My goals were to help the fighter (a) deal with common conditions and keep on coming, (b) control the battlefield, and (c) eventually awe the people around him with his sheer heroic presence. Helping him with gear (d) was a tertiary objective.

    UNCHAINED FIGHTER
    HD d10; BAB full; skill points: 4+Int mod/level
    Good saves: Fort, Ref, Will (Making bravery apply to Will saves has always seemed like an inefficient means of addressing his poor will save.)

    1: Combat Expertise, feat aptitude, war master's edge +1
    2: Bonus feat, bravery I
    3: Mettle, personal weapon +1
    4: Bonus feat, stamina I, strong stomach I
    5: Battlefield control (10 ft.), war master's edge +2
    6: Bonus feat, bravery II, onslaught of blows
    7: Combat mobility, personal weapon +2
    8: Bonus feat, stamina II
    9: Battlefield control (15 ft.), war master's edge +3,
    10: Bonus feat, bravery III, tactical commander
    11: Personal weapon +3, warlord
    12: Bonus feat, strong stomach II
    13: Superior battlefield control (20 ft.), war master's edge +4
    14: Bonus feat, bravery IV, cheat the fog of war
    15: Indomitable will, personal weapon +4
    16: Bonus feat, supreme vital strike
    17: Battlefield control (25 ft.), war master's edge +5
    18: Bonus feat, supreme warlord
    19: Personal weapon +5
    20: Bonus feat, desperate resolve

    Spoiler:
    Feat Aptitude (Ex): When selecting a combat feat, the fighter can ignore one of the feat's prerequisites.

    War Master's Edge (Ex): Combat is the fighter's stock in trade, and he's better at it than anyone. At 1st level, his training provides a +1 insight bonus to attacks, CMB, damage, initiative checks, and AC/CMD. In addition, his armor check penalty is reduced by 1 and the max Dex AC from armor increases by 1. (i.e., weapon training + armor training + initiative bonus.) The bonus provided by this ability increases as shown in the table.

    Bravery (Ex): At 2nd level, the fighter is immune to effects that cause the shaken condition. For more severe fear, the effect is lessened by 1 step (cowering -> panicked -> frightened -> shaken). The severity is reduced by 2 steps at 6th level, by 3 steps at 10th level, and a fighter of 14th level or higher is immune to [fear] effects.

    Mettle (Ex): As evasion, but applies to Fort/Will effects.

    Personal Weapon (Su): At 3rd level, the fighter selects a single weapon (not type of weapon) at the start of each day. That weapon gains a +1 enhancement bonus when wielded by the fighter. If already +1, the fighter can increase its enhancement bonus by +1 or cause it to gain a +1 equivalent weapon property. The additional enhancement bonus to this weapon improved as shown in the table.

    Stamina (Ex): At 4th level, the fighter's endurance training renders him immune to effects that cause the fatigued condition. If he would normally be exhausted, he becomes fatigued instead. At 8th level he is immune to exhaustion.

    Strong Stomach (Ex): A fighter is inured to the sight of blood and the stench of corpses on the battlefield. At 4th level he is immune to effects that cause the sickened condition; if nauseated, he is sickened instead. At 12th level he is immune to nausea.

    Battlefield Control (Ex): At 5h level, the fighter gains Combat Reflexes as a bonus feat. In addition, he can choose to reduce his movement speed by 5 ft. for one round in order to extend his threatened area by 5 ft. For every 4 levels above 5th, he can trade an additional 5 ft. (up to his maximum movement speed). Enemies who have not seen the fighter use this ability are not necessarily aware of it.

    Onslaught of Blows (Ex): A fighter takes no penalty on iterative attacks (thus, a 16th level fighter attacks at +16/+16/+16/+16).

    Combat Mobility (Ex): At 7th level, a fighter can take a full move and still full attack. Movement and attacks can be interspaced as the fighter sees fit, but all movement must be taken in 5-ft. increments. This ability also allows the fighter to make a full attack at the end of a charge.

    Tactical Commander (Ex): Starting at 10th level, the fighter can spend a move action in order to grant allies who can see and hear him the benefits of his War Master’s Edge, but at only half his normal bonus.

    Warlord (Ex): At 11th level, the fighter’s prowess and renown are is such that he can assemble an army eager to serve under him. This requires 1 week and provides personnel as if the fighter had the Leadership feat (if he or she already has the Leadership feat, the effects stack). The newly-assembled army remains until the purpose of assembling is fulfilled, or after 1 month of inactivity in any event.

    Superior Battlefield Control (Ex): Starting at 13th level, as a free action the fighter can designate any portion of his threatened area as difficult terrain.

    Cheat the Fog of War (Ex): At 14th level, the fighter’s instinctive awareness of tactics and battlefield positioning is unmatched. He can deduce which effects are illusory and which threats are real, even from magically-concealed enemies; this counts as true seeing, but is an extraordinary ability that cannot be dispelled. When faced with a projected image, the fighter can deduce the actual location of the caster.

    Indomitable Will (Ex): A fighter of 15th level or higher under an ongoing [mind-affecting] effect may attempt an additional Will save each round to end the effect. If the effect does not normally allow a save, the fighter gains a Will save (DC 25) to end the effect.

    Supreme Vital Strike (Ex): Starting at 16th level, as full round action the fighter can make a single melee or ranged weapon attack that deals base damage equal to the normal weapon base damage x his fighter level. Effects like lead blades, etc. follow the normal rules for adding multipliers (e.g., a 16th level fighter with a lead bladed longsword deals a base 17d8 damage with this attack).

    Supreme Warlord (Ex): Starting at 18th level, opponents with a CR equal to half the fighter’s level or less must save vs. Will each round (DC 10 + the fighter’s level) spent in combat against him. Failure indicates that they are so awed by his prowess that they throw down their arms and surrender to him; if he or his companions continue to attack them, they flee if possible (a dishonorable fighter can use his battlefield control ability to impede their retreat, allowing them to be slaughtered). If their surrender is accepted, the fighter can spend a move action to recruit them to his side; this change of allegiance lasts for as long as they remain within his presence.

    Desperate Resolve (Ex): Starting at 20th level, the fighter no longer automatically fails saves on a natural 1.


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    Kobold Cleaver wrote:
    Does anybody have any examples from their games of a cleric getting "out of hand"?

    (Chokes and coughs.) I still hate myself for accidentally ruining Mundane's 7th-8th level "Underwater All-Stars" campaign. She told us it would be very challenging, so I dutifully rolled up a cleric, ignored Str and Dex, and jacked up my Wis and Cha as high as I could. We all had to play underwater races, which I took as a hint, and grabbed the Water domain. Our group also had an ubercharger cavalier and some kind of dashing skirmisher guy.

    The adventure was mostly investigation and social stuff, which I inadvertently dominated, because after the skirmisher bought Dex, Str, Con, he didn't have much left for Int and Cha. I was making all the Sense Motive checks, and discerning lies and so on, and even untrained, Bluff wasn't that hard against mooks. I could also summon spies and minions, and cast divination, etc., etc. All this was effective enough that we got too close to the BBEG too quickly, and she attacked us with everything she had.

    Which I'd expected. We allowed ourselves to be caught in an underwater place, and a lot of souped-up underwater monsters attacked. I told the cavalier who to charge and he 1-shotted the disguised BBEG. Then I cast lower water and a couple other choice spells, and the rest was anticlimactic. The skirmisher said, "Why am I even here? He just finished the entire adventure solo."

    I tried to talk up the cavalier's killing of the BBEG as the real key to the adventure, but I don't think he believed me.

    In retrospect, I wish I'd played a fire oracle or something. Even if we'd all died, I'd feel better about myself.

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