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Liquidsabre's page
Pathfinder Society Member. 220 posts (222 including aliases). No reviews. No lists. 1 wishlist. 2 Pathfinder Society characters. 1 alias.
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First, I will peruse the Cleric class followed swiftly by the feat section and spells. Then I will revise my Beta-PF 7th level Cleric for our Shackled City campaign! Next will be reading through the whole book from beginning to end.
Argothe stated the differences between the two systems nicely. This is what makes spell points/psionics system inherently flawed imho since it greatly enhances two flaws in Vancian spellcasting with (1) less staying power. without spending points miserly, than vancian magic and (2) the ability to trivialize difficult encounters with more powerful spell effects, again shortening the casters adventuring day even more.
Both can be undesirable effects for vancian casters in normal game play. Spell points/psionics only make these worse for the game and DM. There was a reason haste was nerfed after 3.0e since it allowed vancian casters to "nova" in a similar manner by casting 2 (or 3 with a quickened spell) spells per round. Having haste was a bad idea then and still is now.
Agreed. The favored class provides a bonus akin to the human derived bonus for skill points. Its not included in the calculation for number of skill points per class level and cannot be lost due to intelligence.
I'm sorely tempted to order a custom CR bag with the following two lines:
"Pathfinder RPG
Play Responsibly"
;P
Majuba wrote: Liquidsabre wrote: Wait, who is the guy with the flaming bird on the far right end? Seltyiel, the iconic:
half-elf
multi-class
evil
character. An EVIL iconic? Bwahaha cool!
Wait, who is the guy with the flaming bird on the far right end?
DarkDisciple wrote: With this sub level, you give up one per-week use of remove disease, and in exchange your mount gets the celestial template.
What is a good way to adapt this to PFRPG with the changes to remove disease? I was thinking perhaps make remove disease cost 3 lay on hands instead of 2? Or maybe make it cost 4 the first time it is used in each day?
Thanks for your opinions.
Well the way the Planar Paladin level works is that you take this 6th level progression instead of the core book level progression. So whatever is gained at 6th level for the core paladin is dropped in place of the planar paladin level. Specifically I believe a mercy is selected at 6th level that includes removing disease, etc. as choices whenever laying on hands.
Not sure how equivalent that is to giving your mount a celestial template though. For something like that I'd say sacrifice a spell level slot in addition to the mercy loss.
Ships that easily slide over water maps to use and move around? Yes please!!
I'd love to see a whole lot more of these! I've used something similar but made myself from card stock and cut out after printing. Having AoE larger chips and smaller chips for other effects of varying colors would be great to see.
Yes, our group uses several of the item cards in our games and we make use of card slip covers for baseball/magic cards. Just use a wet-erase marker on the back of it, wipe, and reuse.
In the past when running games I also printed out carefully found NPC pics onto index cards and filed them away into a sheet of plastic sleeves in a binder to keep track of my NPCs with stats on one side and pic on the other. Quite time consuming so I really like to see these. I did this for NPCs as well as common monsters in a campaign. I will probably store these cards in sleeves as well and print and cut-out stat blocks for them and keep them in the back with pic in front!
I'll second or third for a rules mechanic forum. Yes please!

Your 3.x D&D bag is like a toolbox and several supplements and materials provide a number of tools. Unearthed Arcana is a powerful example of a number of different and useful options to add to the game to ease certain restrictions you find in your game.
Magic Rating (Unearthed Arcana)
You can use what is in UA or come up with something of your own. Basically multi-classed casters are not completely boned for taking classes in non-caster classes as all classes provide a caster level fraction that add up. This is used either as an alternative to the Practiced Spellcaster feat or in conjunction if you wish.
So a Fighter 4/Rogue 4/Wizard 5 will have access to 3rd level spells but will be able to cast the spells they have access to as a 7th Level Caster. Combined with the Practiced Spellcaster for an additional +4 caster level up to combined character level = 11th caster level for your multi-classed character. So this 13th level character will be able to cast their 10d6 Fireball or their x3 Scorching Rays. Not exactly the same power as casting a 7th level spell but they have other abilities to draw upon from their other class levels. Wearing heavy armors via the battle caster feats in Pathfinder, weapon focus: ray spells, Evasion, trapfinding, casting invisibility and gaining an extra +2d6 sneak attack on a scorching ray, and so on.
Or perhaps this character focuses on fighting in melee wit ha weapon and touch attacks while wearing armor. Shocking Grasp for 5d6 +2d6 Sneak Attack while flanking combined with arcane strike, weapon focus, and weapon specialization feats.
All combined you can generate a unique and for the most part a viable character.
Pathfinder Beta Character Sheet
Here's my bastardized take on the Beta char sheet. I had this classic 3.5e character sheet in word form and I've modified it slightly and then converted over to pdf. I am not sure where I originally found this sheet but its one of my favorites and I thought I'd share!
*bump*
Our game group just randomly started up a SR2 campaign while playing in a 4e D&D game when we all realized that every player at the table was a fanatic SR fan lol!
I almost forgot how much I love this system!! Combat Pool dice and Karma Pool mechanics + gritty death system = my favorite RPG combat mechanics ever.
Having a grenade rule called "Chunky Salsa" pretty much says it all lol.
Very much looking forward to your blog entries with previews for the final version Jason! Can't wait for august! Any tips on getting a hold of a copy at the earliest possible date (pdf maybe?) and with extras (signed special editions, etc.) besides camping out at gencon? :)
Best wishes hammering out the final product over the next couple of months Jason!
My pick would be Metamagic!!
Metamagic Feat selection + casting at higher spell levels = paying twice for the benefit!
Except in very specific circumstances a spell of the same level is nearly always better than a metamagic'd spell. I would like to see metamagic in greater use.
My preference would be for something similar to Spontaneous Metamagic system in Unearthed Arcana. Sudden Metamagic feats seemed to be complimentary to this as well.
Bagpuss wrote: I now realise that I didn't actually put in any spoilers.
Any, additional thoughts:
Cleric changes cool. Domain powers popular.
Fighters still good at lower levels (but that was never the problem)
Rogue takes bleeding attack as soon as possible (2nd level) but I don't share the concerns some had (I think he should have taken it later, personally).
Yes the Rogues taking their combat feats early on (weapon finesse, two-weapon fighting, etc) has been quite popular! I can see Bleed being fairly useful since it will scale nicely with a straight Rogue.
Our group is playing through the early levels of the shackled city AP atm. I'm playing the cleric and I adore the domain powers. Channel energy has been enormously useful in extending healing without increasing spell power. Though the Air and Travel domains seem a little too nice to have with a small teleport and an at-will lightning attack.

Wonderful! I'm always more than a little irked when a RPG's GM screen isn't produced until a year or three after the RPG core book has come out.
Sign me up for some 4-panel landscape love!
On the front I've always enjoyed the pivotal action scenes that are balanced on the knife's edge between a gruesome death and heroic survival. Though dragons are bit overly done, I'd like to see a more sublte draconic inclusion, such as a distant trail leading up into the volcanic mountains and a yawning cave opening strewn with bones.
As for behind the GM screen I'm a fan of seeing a 50/50 split between combat rules to help make combat run faster and on-the-fly campaign running stuffs (random magic item generation, village economy generator, quick random NPC generator, etc.). I think gear lists are better viewed by players leafing through a book to see what they really want rather than having the GM list a number of different items that the player thinks they might like to purchase until they decide.
I have notes and the like for running adventures and when those fail me I like to be able to rely on my trusty GM screen. For that and running crazy stunt-laden combats. :)
Thanks Erik for the heads up!
The core metamagic mechanic in their current form, feats and with spell level adjustments, make them unpalatable for spellcasters to make any real use of. There is very little to gain from the expenditure of using metamagic. It has been this way all through 3e.
The only time I have ever seen metamagic feats used at all is via the Sudden Metamagic feats and the Spontaneous Metamagic variant in the 3e Unearthed Arcana book.
The Spontaneous Metamagic variant allowed the use of metamagic feats to modify spells on the fly 3/day with no change in spell level or extended casting time and restricted to use with spells the caster would normally be able to cast if they were using the spell level adjustment.
I wouldn't house rule the Sudden Metamagic feats to 3/day as these feats allow use with a caster's highest level spells and so should remain at 1/day use.
Marc Radle 81 wrote: Any help or thoughts on this would be great!!! If iirc there was a break down of the LA for the Drow into a racial class that could be played from 1st level that worked nicely for a game I ran a while back.
Yup, here it is:
http://www.wizards.com/default.asp?x=dnd/sp/20040213a
And from my favorite WotC article series ever produced, Savage Progressions!
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