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Its not +4. This is because you are giving up an attack to activate it, so it is not correct to use the +X system to price it. Amanuensis provides a good alternative. Though If the weapon was also magical, you would have to multiply the cost of the lower of the weapon price or frost-fall by 1.5.
That said, I think both frost and frosty burst are mediocre enhancments. If you wanted your frosty burst weapon to cast frostfall on a crit, I would probobly allow it.
Well sure, you can trick people and the like. I just meant that Evil is a measurable quantity, like temperature or peanuts. It is a thing that exists. You could argue about whether a creature is Evil or just looks evil but no-one sane will say "well the devil thinks it is good!" Not even the devil.
Redicuous or not, this is how Golarion is. This is also how Greyhawk and Faerun worked. Your home game may be different, but when you are talking to a random person on the boards, this is the assumption. Pretending that it is otherwise and that everyone should know this is a recipe for point-less arguments and frustration.
This is not even accepted as truth in the real world. A substantial number of people will argue that good is what God wills, and is objective. Others might argue that good is that which minimizes suffering, and is thus mesurable and objective.
The point of making alignment objective in Golarion is to reduce arguments at the table by letting the DM say "This is just how it works here. He is wearing his Evil pants."
There is no reason that both can't matter.
Consider the proverbial time-traveler that goes ad kills baby Hitler. The murder of a baby is an evil act. However, preventing the holocaust must be a good act (ignore the paradox problem. Say the time traveler solved it).
So is what the time traveler did a good or an evil act? you can't pick just one, because in that one action there were two acts. Spells are the same way. Summoning a devil is and evil act. Forcing that devil to work at the soup-kitchen is a good act. Whichever of those is metaphysically stronger in your world determines your character's alignment.
Would you not agree that summoning an angel to work your soup-kitchen is a more good act than using a devil?
Objective does not mean that "there is no debate over it on the boards." It means that there is no debate over it in character. A paladin can tell you, with absolute certainty, that a particular person, place or thing is Evil. That's objective.
In the real world, morality could be said to be subjective, as we often talk about what it means to be right or wrong, good or evil.
In Golarion, you can go to a beach whre the sand is Evil. Then you can swim in the Evil lake, and then play with the Evil, but mindless, larve.
Quark Blast wrote:
Why stop there? According to your logic, the PC could attack the BBEG because the fastest way to not be afraid is to remove the source of your fear!
Also, those who are "scared s#~#less" are not "panicked." Panicked people are the guys who trip when running away from zombies.
Ability damage is not really damage. It's more of a debuff. You can convert drain/damage into conditions instead of tracking scaling penalties. Keep track of the damage/drain as normal, but apply regular conditions at certain thresholds.
If the damage is more than 2, but less than half the character's stat, apply the lesser condition, if it is more than half, apply the greater condition. If the damage is more than the stat, then the character is unconscious.
These sort of mimic the effects of ability damage. They may be more dangerous this way since the conditions affect more things, but they don't really scale up.
Adjust the thresholds to fit. It may make more sense to make the lesser condition start at 4 damage and the greater start at a (character's max stat - 4)
Caws Rorec wrote:
Where does it say that double-barrled pistols function as double weapons?
The other double-weapon firearms, like the musket-warhamer specifically call out that they are double weapons.
Defining "natural" to mean "part of the natural world" is sort of silly. Because then you could argue that everything is natural. Even undead, as they appear spontaneously, some would even say naturally. This is not a useful definition.
Natural is usually used to mean X steps removed from what is made by mindless processes. Where X is something reasonable small.
Mark Seifter wrote:
But then this means that both the feat *and* the Attribute is the source.
This ruling bothers me a lot. I feel that this makes it hard to figure out what feats/abilities actually do by reading them. Cause now you have to keep in mind how that feat calculates its numbers. It just feels to me that it is needlessly constraining future design space. The bonus type-system is elegant and intuitive. You can tell what stacks and what does not just by reading a feat or ability. Making attributes sources means that you need to back track where modifiers come from.
A specific example is of Fury's Fall, where whether that feat does anything at all is dependent on if I have Agile Maneuvers or not. And that means that when I take Agile Maneuvers I need to now note on my sheet that my attack bonus now has a dex component.
So, if we are going to be patching all the stuff that this FAQ broke with more FAQ, wouldn't be simpler to have said that untyped bonuses always stack, and then patched the cases that were broken before? Like saying that "fury's fall does not stack with weapon finesse"?
Also, Mark, question about your hypothetical feat that let you add your charisma as a bunch of different bonuses: What would happen if two of the options were:
Would taking both of those options let you have both your Strength and your Wisdom, because both of those are different sources, or is the feat also a source?
Richard Torruellas wrote:
There are no rules for moving too fast in pathfinder. Try again.
Also, with a Clustered Shots and a blink-back belt, we can make attacks with our shield at all targets in 5 range increments for ifinite damage.
I've always wanted to build Master Yi from league of legends. His signature move is moving so fast so as to cut four people before they feel the slash. Standard Wushu stuff. You can do it with the magus and dimensional agility line of feats, but that comes online way to late and I play games that are pre level 10. Also Master Yi does not use shocking grasp :p and he wields a two-handed sword.
An example of how more options can decrease diversity:
Say I add a feat that says: your ranged hits automatically threaten criticals. Ranged characters are already strong, but at this point there is no reason to play any melee damage dealer. Diversity is lost.
On the other hand it is not the case that there is one optimal build. Since your goal is 'defeat the monsters' not 'max dpr' you can for example, buff allies or debuff enemies or controll the battlefield, or be really good against undead, etc...
Lets step back a moment. Do you really need strong-jaw specifically, or are you just trying to beef-up your ac a bit? Whats wrong with a flaming aomf? It boosts damage and saves headaches... items that directly boost attack damage should be priced as +s anyway, so if you absolutely needed strong jaw, id price as a +2 or +3 weapon enchantment.
In my mind, crafting is not supposed to give you half price anything. Its about customization. You find a +1 human bane sword, you sell it for half price and make a +1 undead bane sword. Net gain is 0.
Without the feat, you sell the sword for half price, and then wait for the dm to increase loot drops to bring you up to appropriate wealth :p Maybe you find a +2 sword later, but the correct bane was useful right *now* so the feat is not wasted.
I've been thinking about this on and off for a while. Bows are sort of the TWF option of the ranged world. They attack lots and get value from flat damage adds.
What if we made the crossbow the two-handed weapon of the ranged world? So forget about multiple attacks. A crossbow expert gets 1.5x deadly-aim bonus, and 1.5x stat modifier to damage rolls. Rapid-reload does not affect crossbows. Finally, have the multiplier scale with your bab, so it replaces iterative attacks.
Since strength does not make sense for crossbow damage use wisdom bonus for the bonus damage, to represent greater aim.
Since you are not making iterative attacks, you can't fairly have the same maximum damage as the bowman, so I am thinking that high-level crossbow feats should let you apply status effects of some kind.
I would need to run the numbers os it works out corretly, but this sort of what I am thinking of:
My favorite denizen of magical ruins is the living spell from 3.5. Basically it was a spell given life by a magic accident. It was represented by an ooze that casts the spell on anything it hits or engulfs. My favorite was a living darkness that affects every object it touches with that spell. Scary if the PCs don't have the darkvision.
It also got my pcs to say "I shoot the darkness" in full seriousness :D
Another idea: living grease and some tiny flying animated objects. The grease will make it hard to navigate as it greases the floor, and makes pcs drop weapons while the flying objects will harass them. Incidentally, being affected by the g r ease will make it really easy to escape from its engulf attack, so the encounter should not be super deadly but amusing.
Looks pretty balanced. A little on the weak side, but that's mostly 'cause I don't like hatred and defensive training. I feel it is often too narrow. On the other hand, in a campaign centered around gnolls, that +4 ac is huge.
Id give them something else flavourful instead of defensive training. Maybe an ac bonus when adjacent to multiple foes. Or a spell like ability to shape metal if you want to reference Mirrodin. I think that's where ajani is originally from.
I've been looking at the various bears in the bestiary, and it looks like they are uniformly inferior to equal CR cats. compare the Grizzly bear (A cr 5 bear) to a Tiger a CR 4 cat. The cat has better ability scores, more attacks, pounce, and more strength. To add insult to injury, the cat has more hit dice, so the bear does not even really win out with his higher Con.
I smell a cat-spiracy. Paizo, isn't it time to throw off your cuddly overlords?
Lord Twig wrote:
Not a house rule, but an extrapolation of existing rules. My thinking goes like this:
1) Alignment is central to who you are.
Higher level creatures also have more abilities. Compare the stat block of a goblin to that of a Balor...
The PC's skill ranks go up at about 1 rank per CR, but the number of abilities goes up as well. So is I rolled at DC+5, and you told me:
I'd be pretty upset.
Btw, guess that monster.
The poison DC is a little high for CR 4, as it also staggers.
The medium spider has too much strength and con, and the large one too little.
Usually, going from medium to large gives you +8 str, +4 con and -2 dex.
Check out the monster building guide: http://www.d20pfsrd.com/bestiary/rules-for-monsters/monster-creation
Keep in mind, high level creatures have higher DCs because of increased CR. They also have more abilities. If you only dole out information in tiny bits, like "it has spell resistance" then higher level characters actually get worse at identifying creatures...
I usually figure that if you beat the DC by 15, you should no everything. So I divide the monster's abilities into 3-4 groups (defense, offense, special abilities, More special abilities) and let the PCs choose a group.
In the case of multiple knowledge checks, I use the highest roll, and let each player beyond the first that makes the base check to get one more question.
As far as I understand PF cosmology, Good and Evil are not value judgments. Good is not "cosmically right" because the Evil gods/forces are just as strong. They have a divine plan just like the forces of Good. Good and Evil are just teams, like Red and Blue.
Evil people are not lost sheep in need of guidance. They are, (some of them) rational people who have chosen to play for team Evil. Just like strong good souls can escape oblivion and retain their memories when they become Archons, mighty evil souls can become Devils if their weight of evil is strong enough.
From a cosmic balance point of view, Helm-ing a villain is a good act, while helm-ing a hero is an Evil act. However, I feel that doing so is morally wrong.
The helm is a sort of nuclear option in the war of good and evil. Most sentients are terrified of being utterly destroyed and replaced with and Anti-you. This interferes with the natural flow of souls into the afterlife. Just like even most evil outsiders don't like Daemons for destroying souls, I feel most forces of Good and Evil would be opposed to the use of helms in this way. This is because everyone knows that if one side starts using them, so will the other side. And then no one wins.
This could lead to an interesting campaign where the resident paladin may be forced to team up with a devil to stop some mortal from Helm-ing other mortals.
In summary: join team Evil. We have dental.
@jiggy. That encounter works, but its sort-of meta-gamey. What realistic creature will spend 90% of his wealth on 1 vial of poison and the rest on three bullets...
Though now that I think about it, you need a point-man to threaten the PCs. So how about a mid range necromancer with a bunch of leveled skeleton champions wielding the crossbows?
I really hate the troop rules. If I am a dragon and those Crossbowmen need a 20 + 20 to hit me, then 10 of them suddenly doing 10d10 damage just because they are shooting together is stupid.
Real swarms contain thousands of creatures and do d6 damage. Not 1000d4. If you gather together 400 crossbowmen, then they can do d10 damage to the dragon.
If you ready an action, your initiative resets to just before the event that triggered the action. No double shots for you.
The answer to stronger PCs is just more crossbows. Throw in some difficult terrain and put the marksmen at 100 ft. It will take your PCs some time to cross that terrain.
16 Warrior 1 crossbowmen /w heavy crossbows. Feat is rapid-reload, and 14 dex. at 30 ft per round, in difficult terrain, it will take the PCs 4 rounds to get to the marksmen. Put the marksmen in a 100ft radius half-circle with the PCs in the middle. Thats 64 shots before they even get into melee.
If your bowmen start either hidden or in darkness, then they get to shoot at flat-footed AC for a little bit. Thats plenty of time to pick off a spell-caster or scout.
All this is about CR 7 or 8, so its a perfect mid-range encounter for a party of level 5 or 6 characters.
Last session our DM sent a party of goblins to ambush us at night with short-bows. They could see in the dark, and could use trees to hit and run. It was scary! Remember, if you have cover, you don't provoke for leaving a threated square.