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From an emergency room? Every story I see of harassment is from either private practice or pre-natal stuff.
A while back, the one on Westheimer near Beltway 8 kept harrassing Mrs Gersen through the interminable appeals process (they put a drop of krazy-glue on her finger and sent her a bill for $5,000; she appealed and they sent a notice that they were contacting a collection agency. Eventually she wore down the billing people and they settled for $400 and called off the collectors).
1. No. Class features are better than feats, so you can't spend feats for more class features. Noteably, I've removed "additional rage power" from the list of barbarian feats as well.
2. As repeated in about 3-4 recent posts, the final rules will be out in mid-May. I'm happy to email them out to individual groups using the houserules (re-post email, as I don't keep a mailing list). Again, for a long list of reasons, I prefer not to have them uploaded all over the web, so there won't be a wiki or anything of the sort.
Oh, good, we can all sit here trying to out-snark each other, in the meantime convincing everyone else who reads the thread that there's no martial-caster disparity, just a bunch of e-peen envy.
There is a disparity. Scaling back spells would help. Elevating martials would help. Nor are the two mutually-contradictory; one could conceivably do a bit of each, and meet in the middle. But that's simply a matter of approach, and there's no sense in getting antagonistic over it. Save that for the people saying, "I never notice a problem, therefore there isn't one, therefore you have to shut up!" THOSE are the people in legitimate need of more snark.
Scaling combat feats aren't a new thing. Frank and K put them into the 3.5 Tomes stuff years ago, and I've been using them in "Kirthfinder" since the PF Beta playtest or so. And, yes, they work.
But it would still be nice if the fighter got some actual class features that give him some narrative influence.
Keep in mind the president of Brazil (look it up yourself, you lazy f*$%s) asked Chavez why he was being an idiot and going to Cuba for care when Brazil has some pretty amazing American trained cancer specialists. For a treatable cancer.
For that matter, why did Steve McQueen go to Mexico for coffee enemas from a disbarred orthodontist instead of staying in the US and getting, you know, actual medical care? People are strange.
Sure, but we're talking about a Michael Moore movie here. If we take his off-the-chart bias and contrast it with a disgruntlement bias, maybe they'll cancel each other out and we find some facts in the rubble.
I'm at a loss why this is even a thread. If I have a +4 sword and have an extra 18K gp to invest, my first thought is not going to be "Ooh! I can get an extra +2 from Inspire Courage, or from raging, as long as those are active!" It's going to be "Ooh! I can get a +5 sword that's always +5!"
So, if the property isn't something you'd normally even want to take most of the time without the nerf (unless you're a barbarian with a full-time bard cohort providing theme music), then why in Gygax's name would it even exist with the nerf, at which point it is 100% equivalent to extra page count, and has no purpose other than to sucker people into reading it before rejecting it?
It occurs to me that I refer to CGI-heavy movies like The Avengers as "cartoons," specifically because of the amount of animation vs. live-action in them. The fact that it's computer animated vs. hand-drawn is irrelevant to me.
So, if someone called their character a "toon," my first thought might be that they wanted to play an Iron Man-like concept. Which is not going make me sneer down my nose at them and accuse them of being not as "mature" as me... especially because we're about to sit down and play make-believe with dolls anyway.
Also, I moved to Pittsburgh recently. People here say stupid crap like "Yinz" and "Jaggoff" and "Needs done." Sometimes they call bologna "jumbo." I should probably go around sneering at everyone here and explain to them how much more mature I am than they are, and how they are obviously dissing the gods of sandwich meat with their blasphemous utterances.
Or maybe I'm a lot better off just taking this stuff quite so seriously.
And this is coming from a guy who sometimes posts as "Stuffy Grammarian."
Freehold DM wrote:
Moreover, getting people who have fled Cuba for Florida to be quoted in the article is really telling.
Not so much as you'd think, given that (a) it's not really kosher to just pop over to Cuba to ask people there; and (b) this is probably an absurd exaggeration, but someone once told me there may be more Cubans in Miami now than in Havana anyway*.
*EDIT: OK, with 2M people in Havana and only 0.5M in Miami, this is evidently an exaggeration on the scale of Irish myth.
Matt Thomason wrote:
I may need to step away from the keyboard for a bit and put a nice soothing record onto the turntable.
True story -- back when I taught high school school, I had a record player in my classroom. One morning the kids were all gathered around it trying to figure out what it was. One kid said, "That's easy! It's a instrument; it makes a noise like, Whip-a-whap!"
When I explained its actual function, one girl (who will doubtless become an award-winning engineer) pointed at the needle and said, "This must be where the laser came out, then."
M Goblin Beer Snob 1/Freethinker 3
Kirth Gersen wrote:
Wyvurn is hurled to the ground like a rag doll by the horrifying impact of the monster's tusks; he lies there, unconscious, amidst his own blood.
Wyvurn is at -5 hp, but thankfully doesn't need to roll to stabilize, since his fast healing will kick in.
Correction: Bud Ekins did the driving for McQueen in Great Escape and Bullitt. Other film credits include the above-mentioned Blues Brothers, and he was the stunt coordinator for Sorcerer, one of the most suspenseful driving movies of all time. He shares stunt coordination credits with Bill Hickman (above) for Electra Glide in Blue.
Isn't that always true of any lawsuit? Anyone suing for money has that motivation to be fabricating the accusation. How much weight should that be given in court?
If there are corroborating witnesses, other accusers with less to gain, the possibility of obtaining other evidence, etc.? Not so much. If only one accuser, no witnesses, and no chance of obtaining any evidence at all? Maybe somewhat more so.
Granted, the fact that I hope the thing being accused didn't happen, in a sane world, might be coloring my thinking a bit... but I hope some logic is still there.
EDIT: I'm contrasting with the accusations against unnamed Hollywood "power players" from Corey Feldman not too long ago, about which a lot of his co-workers said, "Yes, everyone knew they were being abused." That sort of corroboration would certainly help solidify the accusations against Singer, I should think.
M Goblin Beer Snob 1/Freethinker 3
Miralda claps her hands at Caspian's idea to prevent the boar from running off again, and yells in disappointment when it doesn't work.
Jaegr's pick connects with the boar's side; again, the monster's hide seems to absorb some of the blow, but it's packing an awful lot of power behind it, and the brunt of the injury seems to get through to the thing.
It doesn't seem to be visibly wounded, however.
Wyvurn is in flanking position, and it's his turn to attack.
To clarify, it's never OK to assume that wanting a movie part or wearing a short skirt invites a crime like rape. Hopefully no one is claiming that, or they should get their head examined ASAP. What people seem to be asking is, in evaluating whether a crime took place (a crime for which there is currently no evidence except for the accusation itself), is it reasonable to consider what the accuser might have to gain by fabricating an accusation?
M Goblin Beer Snob 1/Freethinker 3
The burning pitch would have missed the boar, but, sneering at you through its tusks, it intentionally stands still just long enough for the ball of tar to strike. The fire fails to burn the monster, or even singe its fur. Looking at you, it growls, "Fire has no effect on a thing from the Pit."
Kelgan: You're up!
Here ya go:
TABLE: THE FIGHTER (HD: d10)
Saving Throws: Good Fortitude, Reflex, and Will saves.
All fighters automatically receive one free rank per class level in Endurance and in Knowledge (warfare). In addition, for each class level, choose a specialized form of military training to receive; that level, you gain 1 bonus rank in one applicable skill. Examples include cavalry (Handle Animal), corps of engineers (Craft: construction), infantry (Survival), marine (Profession: sailor), medic (Heal), officer (Diplomacy), and sapper (Profession: mining); others may be added with referee approval.
These are treated as class skills, but do not count against the fighter’s total number of skill points.
Class Skills: Athletics, Bluff, Craft (all), Diplomacy, Handle Animal, Heal, Knowledge (Linguistics), Perception, Profession (all).
Skill Points per Level: 2 + Int modifier.
When gaining a level of fighter as a favored class, rather than choosing +1 hp or skill point, you can instead select one of the following options:
Weapon and Armor Proficiency:
A fighter has Martial proficiency with all weapons and shields, and is proficient with all armor (heavy, medium, and light). Additionally, you gain Exotic proficiency in one shield or one weapon of your choice. You can choose to give up your exotic shield or weapon proficiency to gain Dodge as a bonus feat instead.
Starting at 1st level, when subjected to a [Fear] effect, the severity is lessened by one category (e.g., severe to moderate). You can shrug off effects that would normally leave another person shaken. At 7th level, the severity of [fear] conditions are reduced by two steps. At 13th level, you are immune to fear and [fear] effects.
Combat Expertise (Ex):
All fighters are skilled at defending themselves in battle. You gain Combat Expertise as a bonus feat at 1st level, even if you do not meet the prerequisites.
Fighter Talent (Ex):
Starting at 1st level, and at each odd-numbered level thereafter, select one talent from the Fighter Talents list (Appendix A). Fighter talents are similar to feats, but are obtainable only by fighters and are generally more powerful. Talents that are designated as [Strikes] or [Stances] follow those general rules, as outlined in Chapter 5.[spoiler]
Bonus Feat: [spoiler]At every even-numbered class level, you can select any combat feat, stance feat, or strike feat for which you meet the prerequisites. For purposes of qualifying for combat feats that require a minimum attribute score, treat your relevant score as the sum of the actual score + half your fighter level. For example, if your actual Dexterity is 12, you could still potentially qualify for the Improved Two-Weapon Fighting feat (prerequisite of Dex 15) at 6th level.
Weapon Training (Ex):
Fighters are experts with all weapons. Starting at 2nd level, you gain the following benefits:
Weapon Aptitude (Ex):
Starting at 2nd level, each morning, you can choose to spend 1 hour in weapon practice to change the designated weapon for any feat you have that applies to a specific weapon or weapons group (such as the Weapon Focus feat). You must have the newly-designated weapon available during your practice session in order to make this change. You can adjust any number of your feats or talents in this way, and you need not adjust them all in the same way.
Versatile Weapon Use (Ex):
Starting at 3rd level, all manufactured and natural weapons you wield are treated as if they dealt bludgeoning, piercing, and slashing damage.
Starting at 4th level, your toughness and resolve to defeat your enemies allows you to perform heroic deeds. You gain 1 daily use of this “grit” per 4 class levels you possess. Spending one point of “grit” allows you to do any of the following:
Grit is restored at the beginning of each day. You cannot “save up” grit from previous days; any uses not spent are lost when your full number of uses is restored. You can regain spent uses (up to your daily maximum) before the next day in the following ways:
Starting at 5th level, if you make a successful Fortitude or Will save against an attack that would normally have a lesser effect on a save (such as any spell with a saving throw of Fortitude Partial), you instead completely negate the effect.
Onslaught of Blows (Ex):
At 6th level, when making iterative attacks you suffer no attack penalty for the second attack with any given weapon (i.e., the first iterative attack), including off-hand weapons; the effects of this ability are reflected in Table 1. If your base attack bonus improves from other classes and you gain a third iterative attack in that manner, the normal -5 penalty applies to it. For example, a 6th level fighter attacks at +6/+6; a 3rd level fighter/3rd level ranger attacks at +6/+1.
Vital Strike (Ex):
Even when not making iterative attacks, the fighter has an edge over other combatants. At 6th level, you gain Vital Strike as a bonus feat.
Threat Assessment (Ex):
By 8th level, your experience in fighting combatants of all styles and levels of skill allows you to accurately size up new opponents. After studying a creature within 60 ft. for 1 round (which requires a swift action on your part), you can tell by the way it moves how skilled in combat it is likely to be:
Base Attack Bonus Assessment
You can also assess the type of threat the primary type of threat it presents (magical, melee, ranged, supernatural). A creature intentionally concealing its prowess is entitled to a Bluff check; in that event, you must succeed at an opposed Perception check to learn the information given. Any creature in disguise with at least one rank in Perform (acting) is assumed to be Bluffing as to its prowess, in accordance with its assumed role.
Starting at 9th level, your reputation as a war master grants you advantages when dealing with others. You gain the benefits of Skill Synergy (Bluff, Diplomacy) as a bonus feat. In addition, you can attract a body of men-at-arms led by an above-average fighter. This works similarly to the Leadership feat (Chapter 5), using your ranks in Knowledge (Warfare) rather than Diplomacy, but you can attract only fighters, warriors, or experts with this ability.
Instead of maintaining a standing army, you can choose to keep some or all of your leadership potential unallocated. Thereafter, whenever you demoralize an opponent or defeat a creature in combat but spare its life, you can choose to have that creature join your service on the spot, renouncing its former loyalties in the process. The target receives a Will save (DC 10 + half your fighter level + your Charisma modifier) to resist, and is subject to your normal CR limitations.
Special: If you establish a stronghold, you receive a noble title appropriate to the size and usefulness of the lands you clear around your stronghold. Thereafter, you gain income in the form of rent, which you can use to support your men-at-arms and stronghold. Being a noble provides you with substantial input into the political and world-building aspects of the campaign, as you can lobby the king (or other potentate) directly; in game terms, this allows you limited GM-like powers of fiat when it comes to national affairs (subject to agreement between you and the referee). Note that your title isn’t just frills; it also carries the responsibility of aiding your liege in times of war―unless you prefer to openly rebel, which starts a new adventure at a time when you might have more important things going on.
Improved Weapon Aptitude (Ex):
At 10th level, you gain Exotic proficiency with all weapons and shields. Even if exposed to a totally unfamiliar weapon from a completely different technology level, you can become proficient with it after handling it for one round. You also gain Catch Off Guard as a bonus feat.
In addition, you have the ability to recall the vital statistics and important quirks of practically all known commercially available weapons. This includes, but is not limited to, their general level of reliability as well as all vital statistics—material composition, ammunition capacity, caliber, possible outfitted accessories, etc.
Advanced Talent (Ex):
Starting at 11th level, each time you would gain a new talent, you can select an advanced talent instead, from the list of Advanced Fighter Talents below. If you cannot meet any of the prerequisites for a new advanced talent, you can select a regular talent instead.
Onslaught of Blows, Improved (Ex):
At 11th level, when making iterative attacks you suffer no attack penalty for the second or third attacks with any given weapon (including off-hand weapons); the effects of this ability are reflected in Table 1. If your base attack bonus improves from other classes and you gain a fourth iterative attack in that manner, the normal -5 penalty applies to it. For example, an 11th level fighter attacks at +11/+11/+11; a 6th level fighter/5th level ranger would attack at +11/+11/+6, and a 3rd level fighter/8th level ranger attacks at +11/+6/+6.
Starting at 14th level, your actions can no longer be interrupted by immediate or pre-emptive (delayed/readied) actions. Those actions can still occur, but do not prevent your own actions from being completed.
Onslaught of Blows, Greater (Ex):
A fighter of 16th level or above suffers no iterative attack penalties; all of your attacks are made at your full attack bonus.
Supreme Warlord (Ex):
Starting at 17th level, your martial prowess is near-legendary. After one round of combat with you, certain opponents must save vs. Will (DC 10 + half your class level + your Charisma modifier) or break from the fight and attempt to surrender to you. For this ability to apply, the opponents must meet the following criteria:
Creatures affected by this ability immediately become Indifferent rather than Hostile, and can be affected by Bluff or Diplomacy thereafter. If you refuse to accept their surrender, affected creatures flee, demoralized, and will refuse to fight you or your allies thereafter.
Any number of creatures in battle or led by creatures in battle with you can be affected, as long as they can see you and/or they are led by another affected creature. You can potentially sway entire armies in this manner, across tribal, racial, and national boundaries.
Greater Weapon Aptitude (Ex):
At 18th level, your aptitude with weapons is so great that you can instinctively apply training and methods learned with one weapon to others, without the need for additional practice. From this point on, the effects of all talents and feats you possess that normally apply only to a specific weapon, type of weapon, or weapons group (Improved Critical, Weapon Focus, etc.) automatically apply to all weapons you wield.
Fighting Spirit (Ex):
Starting at 19th level, you no longer automatically fail saving throws on a roll of 1 (you still fail the save if your total result fails to equal or beat the DC, however).
Weapon Mastery (Ex):
At 20th level, you cannot be disarmed. All your critical threats are automatically confirmed, and you treat the critical multiplier of weapons you wield as one higher than normal (a ×2 becomes a ×3, for example).