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Satyr

Kirth Gersen's page

25,589 posts (26,519 including aliases). 8 reviews. No lists. 1 wishlist. 14 aliases.


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M Goblin Beer Snob 1/Freethinker 3

You notice mildew on the wall, some cracks near the floor where mice probably sneak in -- and, putting an ear to them, you can hear some mice scurrying around. It reminds you of similar sounds in the past, and after a moment of reflection you recall attending a dinner as a child, and sitting on the floor and hearing mice in the walls of the house. You can faintly smell salt in the air, from your proximity to the ocean. Feeling the moist subterranean air on your skin, you can probably estimate the temperature to within a few degrees, in both Fahrenheit and Celsius.


M Goblin Beer Snob 1/Freethinker 3

What Jaegr currently lacks in brains, he makes up for in determination. Another blow hammers into the fiend's body, again somewhat muffled by its unearthly damage reduction. The horrid thing shows no sign of tiring.


M Goblin Beer Snob 1/Freethinker 3

The flask shatters. Wyvurn the Fire-Blessed ignores the splash, and Jaegr's ceramic armor likewise protects him from harm. The daemon doesn't seem to even notice the fire, and keeps attacking. Seeing Wyvurn flanking, it rotates its head and body slightly, in opposite directions, so that three of its claws now face the hobgoblin and one eye can watch each Wyvurn and Jaegr. DC 33 Stealth to continue flanking.


M Goblin Beer Snob 1/Freethinker 3

Sorry, guys, I totally dropped the ball there!


M Goblin Beer Snob 1/Freethinker 3

Jaegr's amulet continues to protect him from the fiend's attacks. Wyvurn fares more poorly.

Confirm: 1d20 + 17 ⇒ (1) + 17 = 181d6 + 7 ⇒ (3) + 7 = 10

Failed to confirm; Wyvurn takes 9 more damage.

Caspian, then Jaegr, then Kelgan, then Wyvurn.


M Goblin Beer Snob 1/Freethinker 3

The monster, lacking imagination, continues to attack Jaegr with three of its claws; the other two claws, on the other side of its body, continue to attack Wyvurn.

1d20 + 17 ⇒ (8) + 17 = 251d6 + 7 ⇒ (2) + 7 = 91d20 + 17 ⇒ (10) + 17 = 271d6 + 7 ⇒ (2) + 7 = 91d20 + 17 ⇒ (1) + 17 = 181d6 + 7 ⇒ (3) + 7 = 10
1d20 + 17 ⇒ (20) + 17 = 371d6 + 7 ⇒ (3) + 7 = 101d20 + 17 ⇒ (2) + 17 = 191d6 + 7 ⇒ (6) + 7 = 13


M Goblin Beer Snob 1/Freethinker 3

It opens! Into a long room, about 50' E-W by 15' N-S. The walls are lined with bunk beds (11 in all, so the room can sleep up to 22 people). The appear to be well-used and the sheets exude a rank odor, as if the people using them don't bathe very often. Some of them have crumbs and stuff, too. An empty rum bottle lies in the middle of the floor, and a few cups, some still with some rum in them, are sitting on some of the lower bunk frames.

At the far (western) end of the room, in the south wall, is another door that someone left ajar.


M Goblin Beer Snob 1/Freethinker 3

Around the corner to the west, the corridor runs south for only 10 or 15 feet before turning west again -- as if it's detouring around the corner of a room. After that, it runs west for something like 80 feet, with two doors equally spaced along the south wall. At the far end, it turns north again.


M Goblin Beer Snob 1/Freethinker 3

If all else fails, come across the pond! Berks here assume anyone with an accent must be a bloody genius.


River of Sticks wrote:

I will add that a line like Firewarrior suggests would have made things a lot clearer when I was trying to understand the situation - it is spelled out in the text if you follow through everything in the feats, talents, and synergy pages, but was not apparent to me the way a flat out statement in the feat text or a small header on the talents would have been.

Still confused though, as to whether Primal Warrior synergy from barbarian levels would count towards the fighter level for Knightly Order's of the Raven 15th level ability giving spell casting as a Cleric of fighter level - 14. It is not itself synergy - it's a straight ability to cast as a low level cleric - but seems like it might run into the double-dipping Kirth is trying to avoid, especially if an actual level of cleric is in there somewhere so the talent gives weak theurgy instead. EDIT: If that is the case, perhaps the talents/lores/etc need a disclaimer somewhere that synergy towards talents/lores/etc can never increase the effective class level towards synergy with any non-class features? As an example, if a Ranger Lore gives synergy with rogue levels and another gives synergy with Druid levels, any feat (like Practiced X) or lore which gives synergy towards Ranger level for lores do NOT apply towards the Ranger lores which synergize with other classes? END EDIT.

If I understand this correctly, Practiced Fighter would not add to Primal Warrior for the purpose of increasing the fighters level for synergy with Rage - the Fighter Level +4 bit bolded in my last post. It would however apply to the Knightly Order talent for the purpose of the cleric level determination, as well as the explicit weapon training increase from Practiced Fighter.

Does that sound right Kirth?

EDIT 2: Now I am confused again. I realize this was just a quick thought, but here is how I read it...

Kirth Gersen wrote:
Recent discussion is convincing me I need to think some more about how they apply, and clarify the wording accordingly.


River of Sticks wrote:
Semi Related Question: Primal Warrior says this: You can also learn rage powers in the place of fighter talents. Should that have any scaling or gating? Can you choose Primal powers?

The limitations for a single-classed barbarian still apply. You can only gain primal rage powers if you're capable of a primal rage.


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RDM42 wrote:
How many gm's say, by the way, we are run ing a game but I won't tell you anything about it until you are in my clutches, mwa ha, mwa ha. Ha. Ha."

I rewrote all of Skull & Shackles to make it much more sandbox-y. When we decided to take a break from that for a few sessions, one of the players offered to DM.

The first thing he said to me? "The first session or so is going to be very rainroad-y, OK? If we can get past that, the campaign should be able to gradually open up: choice of quests for the next few adventures, and eventually you guys will be able to do what you want. But just play along for the first few sessions, OK?"

I can scarcely express how much I appreciated that simple heads-up. It made the difference between me being disgruntled vs. me having a ball.


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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.


M Goblin Beer Snob 1/Freethinker 3

Spaced out there somehow. Thanks!


M Goblin Beer Snob 1/Freethinker 3

The door swings open, leading, annoyingly, to a 5-ft. closet with another door in the far wall. This next door appears to be locked.


Talonhawke wrote:
So if I am understanding correctly practiced feats/ talents would apply after all other calculations and still cap at total levels correct?

Yeah, the more I think about the more I feel like I need to include an "order of operations" like with magic item pricing. For example:

Step 1: Check class level
Step 2: Add direct class synergy from other classes
Step 3: Add effects of "Practiced X," observing level cap.


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The "don't prep plots" is pure gold.


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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!"


That's how I'd thought of them. Recent discussion is convincing me I need to think some more about how they apply, and clarify the wording accordingly. The +4/max level cap leads me to think that simply applying them after all the class synergy stuff, and not worrying about those interactions, would probably be fine.


Re: At-will rage: At some point, if you intentionally build a character with that end in mind, this should probably be possible. I generally don't run more than 1-2 big fights per game day; most of the PCs' efforts are usually geared towards figuring out the bad guys' strengths and weaknesses so that they can actually survive those 1-2 fights. The much-derided "fifteen minute adventuring day" has never been a problem for me because I intentionally design for it!


I can see how it reads that way, and since it's capped at +4 levels, it probably wouldn't break the game to allow it. Practiced Fighter and Practiced Rage were originally intended for monsters with a few levels in fighter or barbarian; allowing them to PCs is still something I'd like to do, but clearly I need to more carefully codify what they count towards and what they don't.


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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.


River of Sticks wrote:
3. Does Practiced Fighter, which increases effective fighter level for the effects on weapon training and fighter talents, apply at all to Primal Warrior or Knightly Order of the Raven's 15th level ability?

If you're saying, for example, "I have a fighter 6/barbarian 6 with Primal Warrior and Practiced Fighter, so I get strong synergy from [fighter +4 levels] vs. from [fighter level]," what you're actually doing is counting barbarian levels (4 of the non-fighter levels for Practiced Fighter) towards barbarian levels. That's a huge big-time no-no.

River of Sticks wrote:
4. Then again, I did not actually see where the plain Primal Warrior created a positive feedback loop with Knightly Order- full synergy with barbarian levels for fighter talents would have increased the level towards any other fighter talent (including Knightly Order, which does not affect Primal Warrior at all). I was not trying to say, for example, that Primal Warrior allowing barbarian levels to provide full synergy to fighter talents would mean a Fighter 10/ Barb 10 had an effective Fighter level of 20 for strong synergy with barbarian rage, for a 24 effective level total for rage.

Tell you what -- let's deal with specific examples; it might be a lot more clear. Tell me what character we have, at what level, and what talents and feats, and I can parse it for you. At this point I've lost track if we even have cleric levels in the mix, for example, vs. just fighter and barbarian.

If possible, let's look at some examples below 20th level, because, let's face it, there are no amount of houserules that will allow the 3.5 chassis to function at that point, which is why a lot of the capstones say, not in so many words, "you win; roll up a new character."


River of Sticks wrote:
1. I interpreted the multiple morale effects line to refer only to overlapping effects - ones that gave a bonus to the same thing. Is that not the intended reading? Which I am not sure how that would work, exactly... Regardless, does this mean any morale effect, no matter what it applies to (even something rage does not affect at all) runs into the same multiple morale effects line?

I was trying to keep things simple at the table. Character generation can be complicated because you have time to do it, and some people like me enjoy the complexity. But during play, streamlined simplicity is usually a better goal than anything else. So, "you can rage or take the inspire courage stuff -- pick one, and you don't have to bother tracking rounds of rage while that's going on" is what I was shooting for.

EDIT: If there's a cantrip that provides a +1 morale bonus to blowing your nose for 1 hour/level, that would totally ruin what I was going for, because it would essentially provide infinite rage. So there might still be loopholes there to be closed.


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


River of Sticks wrote:

I was thinking of the Rage +X morale bonus to attack/damage, and if it would stack with Overexertion giving a +Y morale bonus to the attribute, which would then increase damage and attack by Y/2 again.

I do not know if:
(a) Overexertion increasing the attribute directly does not stack with Rage, but does provide "free" rounds of rage;
(b) Overexertion does stack, because Rage does not increase attributes, and does not provide "free" rounds of rage;
(c) Or I am trying too hard to find situationally flexible ways to adapt to anything and everything (always possible).

Rage provides a morale bonus to attacks and damage. Overexertion would be providing a morale bonus to Strength. So they would normally stack (different bonus sources, and the bonuses are to different things). HOWEVER, the rage "multiple morale effects" thing says "you choose which of the bonuses you accept," not "you gain two sets of overlapping bonuses." And you save a daily round instead.

In other words, (a) is correct, but only because of the multiple morale bonuses clause in the Rage description. Otherwise, (b) would be correct.


River of Sticks wrote:
With full ranks in concentration, that 3rd to 5th level cleric would still be casting at full caster level for the spells he did have, correct?

Yes; caster level for effects is equal to your # of ranks in Concentration. A commoner 4/wizard 1 with 5 ranks in Concentration has a 5d6 burning hands spell, but can't cast 2nd level spells.


River of Sticks wrote:

Would attacks look like this, with Barb 1 as the first level and Fighter as the rest?

  • Level 1-5 = BAB
  • Level 6 = BAB / BAB-5
  • Level 7-10 = BAB / BAB
  • Level 11 = BAB / BAB / BAB -5
  • Level 12-15 = BAB / BAB / BAB
  • Level 16 = BAB / BAB / BAB / BAB -5
  • Level 17-20 = BAB / BAB / BAB / BAB
  • The Onslaught features do exactly what they say, which is why they're listed at specific fighter level breaks.

    B1/F1: +2
    B1/F2: +3
    B1/F3: +4
    B1/F4: +5
    B1/F5: +6/+1
    B1/F6: +7/+7
    B1/F7: +8/+8
    B1/F8: +9/+9
    B1/F9: +10/+10
    B1/F10: +11/+11/+6
    B1/F11: +12/+12/+12
    B1/F12: +13/+13/+13
    B1/F13: +14/+14/+14
    B1/F14: +15/+15/+15
    B1/F15: +16/+16/+16/+11
    B1/F16: +17/+17/+17/+17
    B1/F17: +18/+18/+18/+18
    B1/F18: +19/+19/+19/+19
    B1/F19: +20/+20/+20/+20


    River of Sticks wrote:
    The inverse now is something I am curious about - Knightly Order of the Raven, at 15, allows casting as a cleric of your fighter level -14.
      1. Does the full synergy of barbarian levels from Primal Warrior apply to that calculation, since it is a fighter talent?
      2. Is there a way to increase the Spell Capacity of this character to a) reach higher level cleric spells or the domain spells, or b) increase Imbue Item's maximum effects? Maybe a Power Conduit?

    1. No, synergy never chain "hopscotches" between classes like that -- that's specifically spelled out in the Introduction, in the section on Class Synergy Features. Positive feedback loop exploits like the one you're describing are specifically prohibited.

    Say you have a fighter 15/barbarian 4/cleric 1. You have cleric casting, so your fighter levels give you Weak theurgy; you cast as a cleric 8 (1 + 0.5*15). You could select the Spirit totem, providing Weak theurgy from your barbarian levels (an additional +2); you'd cast as a 10th level cleric. And that's the best you can do without more actual cleric levels in the mix. With no cleric levels at all, the best you can do is fighter 19/barbarian 1 and cast as a 5th level cleric.


    River of Sticks wrote:
    Eldritch Heritage says to use your Concentration -2 as your sorcerer level - does that language not cover the requirement? A fighter with EH: Beguiler and full ranks in Concentration would have 18 levels of 4+INT and 2 of 2+INT, correct?

    As written, you are correct, but that wasn't the intent in this particular corner-case. Looks like I do need a note in the bloodline ability after all.

    River of Sticks wrote:
    Assigning a morale bonus to Overexertion makes it feel less OP. Though, would a +10 morale bonus to strength stack with a +5 morale bonus to damage, when using a weapon whose damage is strength-based?

    Depends on the source of that +5.


    River of Sticks wrote:
    ]Also noticed that Eldritch Heritage Beguiler will give 4+Int skill ranks per level (Replacing 2+Int on a fighter, for example) and a handful of class skills, vs Open Minded giving 1 rank per level.

    This actually wouldn't work anyway:

    Sorcerer wrote:
    Skilled (Ex): You gain 4 skill ranks per class level, rather than only 2, and add the following to your list of class skills: Acrobatics, Diplomacy, Disable Device, Perception, Sleight of Hand, Stealth, and Streetwise.

    Note that we have a Sorcerer class feature that specifies "class level" -- i.e., sorcerer level. It doesn't say "for all your levels in any class."


    River of Sticks wrote:
    1. (a) Is it intended that Guarded attributes and Overexertion allow up to ten points of freely assignable ability bonus, boostable by another ten by accepting more attribute damage? The action economy sucks at early levels during combat, but for non-combat checks trading a move action for a freely assignable +5 untyped bonus to an attribute, and up to a +10 if you really want to make that check, is really nice. (b) Mainly it's the untyped part I wonder about - did I miss something somewhere that the bonus should be enhancement?

    (a) Yes

    (b) Since there are no untyped bonuses in KF (per the Introduction) one needs to be assigned. I'd recommend morale in this case, as it seems to fit best.

    River of Sticks wrote:
    is there any way to increase a barbarians apparent level for the purposes of Rage? With strong synergy from Primal Warrior, the closest a fighter can get to Primal Rage is 13 Fighter, 7 Barbarian. Any more fighter levels and you never reach Primal.

    Fighter 17/barbarian 3, and also take the Practiced Rage feat.

    River of Sticks wrote:

    (a) for a Barbarian 1 Fighter 5, would he attack at 7/7 or 7/2?

    (b)Barbarian 1, Fighter 10 would be 12/12/12 or 12/7/7?
    (c) Finally,Barbarian 1, Fighter16 would attack at 17/17/17/17, since there is no language about other increases to BAB.
    (d)I question because at those levels, the extra attack is no longer reliant on another classes BAB - does this give 3 levels (6,11,16) with iteratives at -5, and the other 17 levels attack at full BAB?

    (a) You don't gain Onslaught of Blows until 6th level, so it's a non-issue at 5th. +7/+2.

    (b) Neither. You don't gain Improved Onslaught of Blows until 11th level, so it doesn't apply at 10th. Onslaught of Blows was gained at 6th, so it does apply. +11/+11/+6.
    (c) Correct. A 16th level fighter has all three Onslaught of Blows features, so all three apply.
    (d) I'm unable to parse the meaning of this question -- can you rephrase it?


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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.


    Firewarrior44 wrote:
    Is it intentional that for 6,000 Numen you can be immune to all Circumstance, Insight and, Competence bonuses (Adaptability, Beginner's Luck, Chaotic Mind). I know personally I would always spend that numen on any character I ever played as it negates ~80% of class bonuses (particularity martial bonuses)

    No, it's definitely not intended -- but rules-legal until I patch it, which will do in the next post.


    River of Sticks wrote:
    1. Combat Casting completely negates the Disruptive Fighter talent, from level 1 on. It seems like most spellcasters would want to take that. Is there any way to regain the utility of Disruptive?

    Fighting someone with the talent is extremely situational, so most of the time you've got a feat that does exactly nothing. To cut down on cheese like dropping 2,000 numen on it, the 6th level effects would cost 12,000 to negate, the 11th level effects 22,000, and so on.

    River of Sticks wrote:
    2.a. How does Threat Zone work with stances? Does the free movement which does not count against any normal movement invalidate a stance? (I assume it does)

    No; the "free movement" from Threat Zone is more of a flavor text thing to keep people from griping about making fighters into Plastic Man, which actually happened until I added it.

    River of Sticks wrote:

    2.b. How does Threat Zone work with stances if you have Stance Mastery? Does it allow the use of the stance within half the allowed movement?

  • For example, would a fighter with BAB 11 and Threat Zone be able to make one attack at the edge of the threat zone - 5 ft there and 5 ft back?
  • A fighter with BAB +17 would have a threat zone of 5'+20' = 25'. He can move half his distance for Stance Mastery; does that mean he can make any number of attacks as long as (2*Distance To Target 1) + .. (2* Distance to Target N) is less than half his total movement? In other words, he would have to move 100' normally to make 1 attack at the edge of his threat zone while using 1 stance with Stance Mastery.
  • At 17th level, your threat zone is expanded by 20 ft. You'd need a speed of 40 ft. to get to the edge and back normally, or 80 ft. if able to move only half your speed due to Feat Mastery. Or the referee could conceivably treat the movement within your Threat Zone as pure flavor text and not worry about it.

    River of Sticks wrote:
    Also noticed that Eldritch Heritage Beguiler will give 4+Int skill ranks per level (Replacing 2+Int on a fighter, for example) and a handful of class skills, vs Open Minded giving 1 rank per level. Depending on whether Open Minded is "priced" at 2000 numen or at 2000 * 20 numen, this is either nice if you already planned on Skill Focus Bluff, or really really really really nice.

    That's a really good catch. The easiest way to patch that -- which I think I'll do -- is with a note in the bloodline description. Thanks!


    M Goblin Beer Snob 1/Freethinker 3

    Kelgan's bolt strikes home, although the fiend's damage reduction takes most of the sting out of the hit.


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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.


    Firewarrior44 wrote:
    Terrain +X abilities (Questions 1-3) are always on unless the ability state otherwise, for example the Plane of Earth's burrow speed specifically only functions on the plane of earth. But forest Terrain's speak with animal's is always on. Ditto for terrain movement

    This is correct -- the original idea was for everything to only work in your favored terrain, but that quickly proved awkward and, in some cases, unworkable. An example was speak with animals for Forest terrain -- if only in forests, if you're standing in the woods and are talking to a bird, what if the bird flies above the treetops (or if it stays put but you walk outside of the trees) -- does the conversation get "cut off" like cell phone coverage? Or if forest animals only, does that mean you can talk to European badgers but not American badgers? Etc. It's a lot simpler to just say "you can speak with animals," and leave it at that.


    1.0 TOTEM
    1.1 Favored Terrain
    (1.1.1) Terrain skills
    (1.1.2) Terrain movement
    (1.1.3) Terrain sight
    (1.1.4) +2 terrain ability
    1.2 Totem Skills
    1.3 Totem Abilities
    (1.3.1) 3rd
    (1.3.2) 7th
    (1.3.3) 11th

    Notice that neither totem skills nor totem abilities are dependent on terrain in the hierarchy of what provides what. Terrain skills, on the other hand, are dependent on terrain.


    M Goblin Beer Snob 1/Freethinker 3

    Gwl isn't sure if it's the thick, damp wood of the door or the lack of anything to hear, bur in either case he's not hearing anything.


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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.


    River of Sticks wrote:

    1. Skills: In general, where the text references ranks I assume that does not include the +3 class bonus? So that putting 1 rank into Acrobatics as a class skill does not let you slow fall 20' at 1st or 4th level without more skill ranks? (Endurance, Linguistics, and other skills all have similar "exploits" if that does work)

    2. Speaking of: In the Class Skill section of acrobatics, for slow fall: does this happen automatically, or need to be rolled? If it is automatic, can it be combined with the rolled non-class option?

    3. Water walking and wind step both say to treat the movement as though through difficult terrain - does that include the acrobatics bonus that lets you ignore 5' of difficult terrain for every 3 ranks? If not, then the DCs are actually harder at longer distances than about 20' or less., vs the static DC for water walking (and a very, very high one for Wind step).

    4. (a) Heal: Do you need this as a class skill/ranks in it to use potions or wands of healing spells? (b) What about to use spellcraft if it isn't on a spell list?

    5. Races: (a) Is the human’s Pathfinder trait option human only? (b) Are traits which make a skill a class skill still on the allowed list? (c) What about taking a drawback as in Ultimate Campaign? Those seem to be very valuable compared to the Skill Focus feat in KF.

    6. I have not seen a definite answer for this in the rules - in at least one place SR is called out as applying to hostile spells (fighter talent), while in other places it does not have that language. In PF it ALWAYS applies to everything - did that change? Curiosity mostly - I think most people house rule that away, or don't bother with SR at all.

    7. Barbarian: (a) Does the selected favored terrain give Terrain Sight and the associated skill as well? (b) The +2 ability? None of them are called out, so I do not think so.

    8. I remember reading somewhere in the last 40 pages of posts some comments about multi classing with classes that give up proficiencies for Dodge/Canny Defense. Can someone help me figure out the proper way to multi class a Barb 1/Fighter 1 to get Canny Defense, and clarify what I would give up to get Dodge? (I want to keep the Fighter exotic proficiency for bucklers). For reference, fighter gives up Medium and Heavy Armor for CD. Barbarian gives up shield for CD. Fighter gives up shield for Dodge. Barbarian gives up Light/medium armor for Dodge.

    9. Finally, how does bringing in feats from PF work? Discouraged in favor of KF feats? I like the interaction of Curmudgeon Smash (Free action demoralize on power attack), Quick Dirty Trick(give up first iterative for a CMB roll), and Hurtful (swift action attack when you demoralize - if you miss, they recover) with improved/greater trips AoO on a successful trip.

    1. In Pathfinder, the +3 class bonus is a bonus, NOT an additional number of ranks (as in 3.5e). This is true in KF as well. Number of ranks = actual number of ranks, not total bonus or some fraction thereof.

    2. I should have moved the appropriate rows from the “More advanced uses” table into the “class skill” section. The DCs still apply. I’ll revise/clarify this for the (possibly distant) next release.

    3. Now that you point it out, it does seem REALLY awkward to me, to go from a distance-based check to a static DC. Let me think on this – I’ll try and come up with a reasonable solution and get back to you. Thanks!

    4. (a) You’d need it for wands (because you specifically need the spell on your list for those), but not potions. (b) that should work for wands.

    5. (a) Yes, human-only. I don’t really like a lot of the PF traits, and want to minimize their use. (b) I don’t see why not. (c) There’s currently no “drawback” system for KF (although once upon I time I planned on adding on), and I would personally not like to port in one from UC (which I haven’t read). If your table wants to, I’d suggest discussing it with your referee and see if he/she want to call a vote on it.

    6.

    ”SPELLS CHAPTER” wrote:

    SPELL RESISTANCE

    Spell resistance, as from a racial or class feature, can be selectively lowered against specific incoming spells at will. This does not require an action. If you do not know what spell a dubious ally is casting on you (for example, by using the Spellcraft skill) you must decide blindly whether or not to allow the spell past your SR.

    7. (a) Yes; the terrain movement and sight are part and parcel of the favored terrain (in fact, that’s how the totemless barbarian gets a 40 ft. land speed like in PF). (b) As long as your favored terrain bonus is at least +2, you get the +2 ability. If it’s at least +4, you also get the +4 ability. Etc.

    8. If you use your fighter exotic proficiency for the shield, you can give up medium/heavy armor for Canny Defense (per the fighter). To get Dodge as a bonus feat as a barbarian, you’d have to give up light and medium armor – but you already gave up medium armor, so you can’t give it away again. So you’d spend a feat on Dodge, and keep your light armor proficiency.

    9.

    ”INTRODUCTION” wrote:

    ADDING NEW MATERIAL

    These house rules are intended to be modular enough to accommodate new material. Although each group will collectively have the final say on what is allowed, the following guidelines are intended to help with the process.
    1. Does it violate design principles inherent in these rules (for example, anything that allows you to increase your caster level beyond your Hit Dice, or that lets you “cheat” on magic item or wish costs)? If so, reject it outright. If not, go to step 2.
    2. Is it something that can already be adequately mechanically modeled within the existing rules? If so, use what’s already here; if not, go to step 3.
    3. Is it something that can be easily adapted into one or more feats, talents, bloodlines, domains, or whatever? If so, do that, making sure that the individual abilities are more or less on a par with existing ones. If not, go to step 4.
    4. Is it something that can be used as-is, or will it require substantial conversion? If it needs conversion, is the demand worth the effort involved?
    5. Are the players OK with the end result? If dissent exists, invite discussion and call a vote.


    River of Sticks wrote:
    Typos and Missing Text *spoiler omitted*

    Thanks very much indeed for these! I'll look through the master documents at home and see if any of these have been caught.


    1 person marked this as a favorite.
    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.


    1 person marked this as a favorite.
    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!


    M Goblin Beer Snob 1/Freethinker 3

    Perception for the listener?
    P.S. Map looks very good


    M Goblin Beer Snob 1/Freethinker 3

    Memory suggests that the taxidermists' guildhall was on the south side of Dead Dog Plaza and the well.

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