paizo.com Recent Posts by Maurilpaizo.com Recent Posts by Mauril2015-02-18T19:56:38Z2015-02-18T19:56:38ZRe: Forums: Rules Questions: +2 Unyielding Adamantine Heavy Shield, order of operations for HP/Hardness?Maurilhttps://paizo.com/threads/rzs2rjuv?2-Unyielding-Adamantine-Heavy-Shield-order-of#42014-10-01T16:00:25Z2014-10-01T16:00:25Z<p>One might argue that the increased HP and hardness from the enhancement bonus should be applied before Unyielding. The argument there being that a "+2 adamantine heavy shield" is the "typical" rather than just an "adamantine heavy shield" for the same reason that you include adamantine instead of just basing it off the heavy steel shield.</p>
<p>That reading results in 138 HP and 48 hardness. It's immune to sundering anyway, so most of those numbers won't come up often anyway.</p>One might argue that the increased HP and hardness from the enhancement bonus should be applied before Unyielding. The argument there being that a "+2 adamantine heavy shield" is the "typical" rather than just an "adamantine heavy shield" for the same reason that you include adamantine instead of just basing it off the heavy steel shield.
That reading results in 138 HP and 48 hardness. It's immune to sundering anyway, so most of those numbers won't come up often anyway.Mauril2014-10-01T16:00:25ZRe: Forums: Advice: Fire Resistance: Cheapest way to get it WITHOUT spellsMaurilhttps://paizo.com/threads/rzs2qosk?Fire-Resistance-Cheapest-way-to-get-it#242014-09-29T14:12:51Z2014-09-29T14:12:51Z<div class="messageboard-quotee">Auspician wrote:</div><blockquote> In normal play, all potions are assumed to be created by a Wizard or Cleric unless such spells do not appear on their list. To my group the logic is simple - what ranger or paladin (martial classes who are typically rather feat deprived) waste a feat on Brew Potion? On the other hand, if the group does possess one of these classes, and they do decide to invest in Brew Potion, more power to them. But that's the only way I'd allow such cheap potions into my game, as it is obviously not what the designers intended. </blockquote><p>Except that a ranger or paladin can work with a wizard or cleric (or alchemist or whoever) to brew a potion. So the ranger provides the spell and the wizard brews the potion.Auspician wrote:In normal play, all potions are assumed to be created by a Wizard or Cleric unless such spells do not appear on their list. To my group the logic is simple - what ranger or paladin (martial classes who are typically rather feat deprived) waste a feat on Brew Potion? On the other hand, if the group does possess one of these classes, and they do decide to invest in Brew Potion, more power to them. But that's the only way I'd allow such cheap potions into my game, as it is...Mauril2014-09-29T14:12:51ZRe: Forums: Advice: Descent TWF Attack Stats?Maurilhttps://paizo.com/threads/rzs2rjcc?Descent-TWF-Attack-Stats#72014-09-27T22:23:33Z2014-09-27T22:23:33Z<p>A quick build in HeroLab gets me +21 (even using power attack).</p>
<p>Human Brawler Fighter 1/Barbarian 2/Fighter 8
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Feats: TWF, ITWF, GTWF, WF (unarmed), GWF (unarmed), Extra Rage, Combat Reflexes, Double Slice, Power Attack, WS, +2 extra feats
<br />
Rage Power: Brawler</p>
<p>Magic Items: +4 Brawling Chain Shirt, Amulet of Mighty Fists +2, Belt of Physical Perfection +2, Monk's Robe, 10k for other items</p>
<p>Attack bonus breakdown: BAB (+11), raging strength 24 (+7), close combatant (+2), WF and GWF (+2), brawling property (+2), AoMF (+2), TWF penalty (-2), Power Attack (-3)</p>
<p>So we get six attacks at +21/+21/+16/+16/+11/+11, each dealing 1d8+20 damage. This gives a full attack DPR of ~70 vs AC 25. I'm sure those two floating feats can be used for something, but that's not terrible. The only problem is that you <i>are</i> getting hit, so you'll want to probably spend some money on healing items for the caster in the party to use on you.</p>A quick build in HeroLab gets me +21 (even using power attack).
Human Brawler Fighter 1/Barbarian 2/Fighter 8
Feats: TWF, ITWF, GTWF, WF (unarmed), GWF (unarmed), Extra Rage, Combat Reflexes, Double Slice, Power Attack, WS, +2 extra feats
Rage Power: Brawler
Magic Items: +4 Brawling Chain Shirt, Amulet of Mighty Fists +2, Belt of Physical Perfection +2, Monk's Robe, 10k for other items
Attack bonus breakdown: BAB (+11), raging strength 24 (+7), close combatant (+2), WF and GWF (+2),...Mauril2014-09-27T22:23:33ZRe: Forums: Advice: Descent TWF Attack Stats?Maurilhttps://paizo.com/threads/rzs2rjcc?Descent-TWF-Attack-Stats#52014-09-27T21:24:09Z2014-09-27T21:24:09Z<p>Well, he is also a barbarian, so he's getting a +2 bonus from the strength boost too.</p>Well, he is also a barbarian, so he's getting a +2 bonus from the strength boost too.Mauril2014-09-27T21:24:09ZRe: Forums: Advice: Descent TWF Attack Stats?Maurilhttps://paizo.com/threads/rzs2rjcc?Descent-TWF-Attack-Stats#32014-09-27T20:40:38Z2014-09-27T20:40:38Z<p>For the average AC, you are probably thinking of <a href="http://paizo.com/pathfinderRPG/prd/monsters/monsterCreation.html" target="_blank" rel="nofollow">this chart</a>. It states that a CR 11 creature should have an AC of around 25.</p>
<p>As for your attack, where are you deriving your bonuses? Stats, feats, magic items, etc. would really help us optimize your attacks. Also, how set are you on your classes and feats? Which resources do you have access to? Unarmed TWF is often a bit weak without something to compensate for the low damage and crit of unaugmented fists.</p>For the average AC, you are probably thinking of this chart. It states that a CR 11 creature should have an AC of around 25.
As for your attack, where are you deriving your bonuses? Stats, feats, magic items, etc. would really help us optimize your attacks. Also, how set are you on your classes and feats? Which resources do you have access to? Unarmed TWF is often a bit weak without something to compensate for the low damage and crit of unaugmented fists.Mauril2014-09-27T20:40:38ZRe: Forums: Rules Questions: Are there situations when I can't Power Attack?Maurilhttps://paizo.com/threads/rzs2rh0j?Are-there-situations-when-I-cant-Power-Attack#22014-09-08T14:08:30Z2014-09-08T14:08:30Z<p>If your strength has been drained below 13 or, if you were using a magic item to qualify for the feat, if that item ceases to function for you. Otherwise, you should be capable of declaring any attack you make with a weapon to be a power attack (taking the requisite penalties and gaining the requisite bonuses).</p>
<p>Now, there might be times where you <i>shouldn't</i> power attack, but those are more situational.</p>If your strength has been drained below 13 or, if you were using a magic item to qualify for the feat, if that item ceases to function for you. Otherwise, you should be capable of declaring any attack you make with a weapon to be a power attack (taking the requisite penalties and gaining the requisite bonuses).
Now, there might be times where you shouldn't power attack, but those are more situational.Mauril2014-09-08T14:08:30ZRe: Forums: Advice: GMing advice needed: exotic weaponsMaurilhttps://paizo.com/threads/rzs2rg8p?GMing-advice-needed-exotic-weapons#42014-09-02T15:09:53Z2014-09-02T15:09:53Z<p>Whenever one of my players takes an unusual weapon choice, I always caution that it will likely be hard for them to find upgrades because of it. However, as we don't do dungeon crawls as the bulk of an adventure, but tend to do more exploration focused games, I often have locales set up to effectively trade in one weapon for another. Additionally, I occasionally set up an NPC villain with one of the weapons the player uses. Usually, if possible, using it in a different style than the player.</p>Whenever one of my players takes an unusual weapon choice, I always caution that it will likely be hard for them to find upgrades because of it. However, as we don't do dungeon crawls as the bulk of an adventure, but tend to do more exploration focused games, I often have locales set up to effectively trade in one weapon for another. Additionally, I occasionally set up an NPC villain with one of the weapons the player uses. Usually, if possible, using it in a different style than the player.Mauril2014-09-02T15:09:53ZRe: Forums: Homebrew and House Rules: Prestige Class: Guardian of AligindelMaurilhttps://paizo.com/threads/rzs2rdrn?Prestige-Class-Guardian-of-Aligindel#62014-08-22T15:14:05Z2014-08-22T15:14:05Z<p>Updated Pernicious Illusions:
<br />
<div class="messageboard-quotee">Quote:</div><blockquote>Pernicious Illusions (Su): At level 10, a guardian of Aligindel gains mastery over his illusions. He may choose to have any illusion spell he casts become quasi-real. These illusions have their save DC increased by 4 and creatures cannot bypass a saving throw to disbelieve. Creatures, objects and effects are treated as having been created by <i>shadow conjuration</i> or <i>shadow evocation</i> as appropriate. A pernicious illusion is only one-fifth (20%) as strong as the real thing, though creatures who believe the pernicious illusion to be real are affected by them at full strength. Any creature that interacts with the spell can make a Will save to recognize its true nature.</blockquote><p>Updated Never Forget a Footprint: (modification in bold for clarity)
</p>
<div class="messageboard-quotee">Quote:</div><blockquote>Never Forget a Footprint (Ex): At level 7, guardian of Aligindel is trained to remember minute details of every creature he tracks, so that he may recall weaknesses or vulnerabilities of that creature. He may make a Sense Motive check to determine if a set of tracks he is following are those of a specific creature he has tracked before. <b>The DC of this check is equal to 10 + the tracked creature's Wis modifier.</b> Success on this check brings back to memory the specific creature being tracked, and grants the guardian of Aligindel a +5 bonus to Survival check to track that creature. If he fails by 4 or less, he does not recognize the tracks, and failure by 5 or more means that the guardian of Aligindel misidentified the specific creature and takes a -2 penalty to Survival checks to track. Additionally, if the check is successful, he is considered to have tracked the creature for 3 days.</blockquote><p>Updated Pernicious Illusions:
Quote:Pernicious Illusions (Su): At level 10, a guardian of Aligindel gains mastery over his illusions. He may choose to have any illusion spell he casts become quasi-real. These illusions have their save DC increased by 4 and creatures cannot bypass a saving throw to disbelieve. Creatures, objects and effects are treated as having been created by shadow conjuration or shadow evocation as appropriate. A pernicious illusion is only one-fifth (20%) as strong as the...Mauril2014-08-22T15:14:05ZRe: Forums: Rules Questions: Alternate Classes taking Archetypes(FAQ please)Maurilhttps://paizo.com/threads/rzs2re9e?Alternate-Classes-taking-Archetypes#62014-08-20T21:27:40Z2014-08-20T21:27:40Z<p>There are Anti-Paladin archetypes too. Knight of the Sepulchre or something similar, I believe.</p>There are Anti-Paladin archetypes too. Knight of the Sepulchre or something similar, I believe.Mauril2014-08-20T21:27:40ZRe: Forums: Homebrew and House Rules: Prestige Class: Guardian of AligindelMaurilhttps://paizo.com/threads/rzs2rdrn?Prestige-Class-Guardian-of-Aligindel#42014-08-20T14:28:31Z2014-08-20T14:28:31Z<p>The limitation to spontaneous casters was because the creator of the concept told me, when helping me decide what mechanics to use to fit his vision, that "they cast more like sorcerers than wizards". While I think sorcerer is a decent entry (I will be making an illusion-focused bloodline as well), I think bard would also be a fun way to enter the class as well. Do arcanists count as prepared or spontaneous casters? Are SLAs considered "casting spells without preparation"? I know they count for "casting spells of X level".</p>
<p>Well, with improved level comes improved foes. Sure, tracking a low level foe while at low level means that it might take a while, and you therefore get to use your bonus more. However, high level foes have lots of tricks up their sleeves, and might therefore be able to evade pursuit for a longer period of time. A high level tracker following a low level foe ought to get a low level reward, in my opinion. I can see where you are coming from, but I don't see it as a significant problem. Most of the time, it's going to provide just the +1 bonus anyway. However, I would defer to you if you think there is a better way to implement the concept mechanically.</p>
<p>Looking at Quarry better, it's pretty close to what I want, but I want something that isn't as combat focused. I rather like the idea of a Guardian going, "I recognize these tracks. See? Here. Where the right foot presses slightly harder on the outside and the pressure seems to fall slightly harder on the heel than the toe? Yes. It's clearly Hadrik Morningstar, that hobgoblin knight we fought last spring at Winterspire Castle." I want him to then be able to bring back combat tactics, weaknesses, strengths, foibles, personality traits, etc. from that figure. I just couldn't figure out how to model that mechanically, though. I might try to model the Perfect Memory ability from the Cassisian Angel for this instead. It will need a tweak, though, I strongly agree. Do you have any ideas?</p>
<p>Favored Casting already gives a bonus to illusions when in a favored terrain. So good idea, but we are already there. I had looked at the Shadow Conjuration/Evocation spells but wasn't sure how to tailor that into "cast Veil, but rather than the room being just illusory, it's actually partially real". I guess I could steal the language from Shadow Evocation about everything being 20% or 60% real (including damage, resistance/support, etc.) and apply it to all Illusion (figment) spells, which is really what I want. Maybe something like this?
<br />
<div class="messageboard-quotee">Quote:</div><blockquote>Pernicious Illusions (Su): At level 10, a guardian of Aligindel gains mastery over his illusions. He may choose to have any illusion spell he casts become quasi-real. These illusions have their save DC increased by 4 and creatures cannot bypass a saving throw to disbelieve. Creatures, objects and effects are treated as having been created by <i>shadow conuration</i> or <i>shadow evocation</i> as appropriate. All other effects are considered one-fifth (20%) as strong as the real thing.</blockquote><p>Thanks for the extra set of eyes on this.The limitation to spontaneous casters was because the creator of the concept told me, when helping me decide what mechanics to use to fit his vision, that "they cast more like sorcerers than wizards". While I think sorcerer is a decent entry (I will be making an illusion-focused bloodline as well), I think bard would also be a fun way to enter the class as well. Do arcanists count as prepared or spontaneous casters? Are SLAs considered "casting spells without preparation"? I know they count...Mauril2014-08-20T14:28:31ZRe: Forums: Homebrew and House Rules: Prestige Class: Guardian of AligindelMaurilhttps://paizo.com/threads/rzs2rdrn?Prestige-Class-Guardian-of-Aligindel#22014-08-18T20:10:02Z2014-08-18T20:10:02Z<p>•bump• Probably a bad weekend to post this with the ACG coming out.</p>*bump* Probably a bad weekend to post this with the ACG coming out.Mauril2014-08-18T20:10:02ZForums: Homebrew and House Rules: Prestige Class: Guardian of AligindelMaurilhttps://paizo.com/threads/rzs2rdrn?Prestige-Class-Guardian-of-Aligindel#12014-08-16T02:45:28Z2014-08-16T02:45:28Z<p>I've been putting some time into converting a lot of the fluff in my group's wiki into mechanics. Here is my latest attempt.</p>
<p>Guardian of Aligindel
<br />
These mysterious ranger/illusionists are generally not seen or heard, but the knowledge of their existence deters many crimes and invasions. The training of a Guardian is long and slow, so it is generally only suited for elves. In their off seasons, Guardians take bounties on wanted criminals. The Guardians are the Empire of Aligindel's first line of defense. </p>
<p>Here is a link to the <a href="https://docs.google.com/document/d/1q-Lsohhn2jkorDTgPJzyzHBmRBHQBtv3_qReSGBkdQM/edit?usp=sharing" target="_blank" rel="nofollow">Google Document</a> and below is a (poorly formatted) version.</p>
<p>[Spoiler omitted]</p>
<p>I appreciate any opinions on the class. I'm pretty sure Pernicious Illusion doesn't do what I want it to, but I can't figure out a better way to make illusions quasi-real.</p>I've been putting some time into converting a lot of the fluff in my group's wiki into mechanics. Here is my latest attempt.
Guardian of Aligindel
These mysterious ranger/illusionists are generally not seen or heard, but the knowledge of their existence deters many crimes and invasions. The training of a Guardian is long and slow, so it is generally only suited for elves. In their off seasons, Guardians take bounties on wanted criminals. The Guardians are the Empire of Aligindel's first line...Mauril2014-08-16T02:45:28ZRe: Forums: Rules Questions: Verbal, Somatic, and Material components and how they relate to spellcraftMaurilhttps://paizo.com/threads/rzs2rcsx?Verbal-Somatic-and-Material-components-and#32014-08-08T23:56:42Z2014-08-08T23:56:42Z<p>The uniform way that spells are identified using Spellcraft have nothing to do with somatic, material or verbal components. This is evidenced by the fact that Eschew Materials provides no penalty to identifying the spell, nor the Still or Silent Spell metamagics. Common tongue-in-cheek reasoning on the boards is that, because of the way Paizo art is drawn, that actual runes materialize around the caster's hands when a spell is cast.</p>
<p>Essentially, yes, you are waaaaaay overdoing it. There are no rules on what the somatic components of spells look like, nor what the verbal components sound like other than that it must be in a clear speaking voice and not a whisper. Material components are listed, but because of component pouches and Eschew Materials, anything under 1 gp are almost exclusively listed for flavor reasons, and many are little jokes about the nature of the spell.</p>
<p>Let you players roleplay. Don't give them a mechanical bonus or penalty for waving their hands one way or another that's different from how another caster would wave their hands for a spell. As long as a spell with a Somatic component results in the caster doing <i>something</i> somatic, then the basis is covered. Same with verbal. The check to identify is the same regardless, so why spoil the role playing of a roleplaying game?</p>The uniform way that spells are identified using Spellcraft have nothing to do with somatic, material or verbal components. This is evidenced by the fact that Eschew Materials provides no penalty to identifying the spell, nor the Still or Silent Spell metamagics. Common tongue-in-cheek reasoning on the boards is that, because of the way Paizo art is drawn, that actual runes materialize around the caster's hands when a spell is cast.
Essentially, yes, you are waaaaaay overdoing it. There are...Mauril2014-08-08T23:56:42ZRe: Forums: Homebrew and House Rules: Critical Damage ChangeMaurilhttps://paizo.com/threads/rzs2rc4s?Critical-Damage-Change#42014-08-05T14:07:11Z2014-08-05T14:07:11Z<p>So anything within crit range, if it hits, automatically confirms? That really makes high crit chance weapons even <i>more</i> appealing. Only max weapon damage and not a crit multiple? Well, that makes high crit multiple weapons even <i>less</i> appealing.</p>
<p>Ultimately, it throws off whatever semblance of weapon balance existed in the game. With the standard rules, a scimitar (1d6, 18-20, x2), a longsword (1d8, 19-20, x2) and a battle axe (1d8, 20, x3) have the same average damage. With your houserule, I'd pick the scimitar every time. The +1 average normal damage and +2 crit damage does not outweigh the doubling and tripling of crit chances over the other weapons.</p>
<p>Further, martials already get a little shafted by the game starting at about level 6-8 (depending on who you ask) and the extra damage allowed by crits does a little to mitigate this. If the only thing you can really be good at is killing things, then it's nice to be able to kill things better.</p>
<p>Ultimately, I don't think it's a terrible change. If you have a party that doesn't optimize much and plays mostly blast-y arcane casters and healbot divine casters, then it shouldn't be a significant swing in power. But I know that if my group decided on this rule, I'd probably be nudged into mostly playing casters. I currently like to switch back and forth, but I'd probably just become the table's resident full caster.</p>
<p>Edit: It seems GoatToucher and I have come to opposite conclusions. So I did some napkin math. Provided all things being equal, in a decision between longsword, scimitar and battleaxe, the longsword increases its average damage over core, the battleaxe loses damage and the scimitar also loses. The longsword goes from being the slightly better option to being the significantly better option. So it's not really a nerf to the game, but it is a limitation on playstyle by hampering mechanics.</p>
<p>If my table were considering this rule change, I would offer an amendment that all one-handed martial weapons be 1d8, 19-20, all two-handed martial be 2d6, 19-20, etc. so that table variation in weapon choice are still mechanically viable. Honestly, I think I might be pushing for the homogenized damage houserule anyway...</p>So anything within crit range, if it hits, automatically confirms? That really makes high crit chance weapons even more appealing. Only max weapon damage and not a crit multiple? Well, that makes high crit multiple weapons even less appealing.
Ultimately, it throws off whatever semblance of weapon balance existed in the game. With the standard rules, a scimitar (1d6, 18-20, x2), a longsword (1d8, 19-20, x2) and a battle axe (1d8, 20, x3) have the same average damage. With your houserule, I'd...Mauril2014-08-05T14:07:11ZRe: Forums: Advice: Sorcerer Illusionist BloodlineMaurilhttps://paizo.com/threads/rzs2rbtm?Sorcerer-Illusionist-Bloodline#62014-08-01T13:26:53Z2014-08-01T13:26:53Z<p>Hrm. It seems like there is some homebrewing that needs to be done. Thank you all for confirming for me.</p>Hrm. It seems like there is some homebrewing that needs to be done. Thank you all for confirming for me.Mauril2014-08-01T13:26:53ZForums: Advice: Sorcerer Illusionist BloodlineMaurilhttps://paizo.com/threads/rzs2rbtm?Sorcerer-Illusionist-Bloodline#12014-07-31T22:06:13Z2014-07-31T22:06:13Z<p>I can't seem to find anything for a sorcerer in the way of bloodlines that boosts a sorcerer's ability with illusions. I know that illusions aren't ideal, but something for a sorcerer character who wants to specialize in silent image, minor image, et al. Surely there is something out there for it. Can anyone help?</p>I can't seem to find anything for a sorcerer in the way of bloodlines that boosts a sorcerer's ability with illusions. I know that illusions aren't ideal, but something for a sorcerer character who wants to specialize in silent image, minor image, et al. Surely there is something out there for it. Can anyone help?Mauril2014-07-31T22:06:13ZRe: Forums/Pathfinder First Edition: General Discussion: Rage Points: Were They Ever Republished?Maurilhttps://paizo.com/threads/rzs2on8z?Rage-Points-Were-They-Ever-Republished#72014-07-28T16:34:17Z2014-07-28T16:34:17Z<p>A simple houserule that wouldn't really require any overhaul to the system would be to just spend rounds of rage outside of combat and allow the rager to choose if they want the Str/Con benefits or not. If they choose the benefit, then they follow the normal rules for rage. If they choose to not gain that benefit, they may use rage powers but won't be fatigued after and can still use abilities and skills as normal.</p>A simple houserule that wouldn't really require any overhaul to the system would be to just spend rounds of rage outside of combat and allow the rager to choose if they want the Str/Con benefits or not. If they choose the benefit, then they follow the normal rules for rage. If they choose to not gain that benefit, they may use rage powers but won't be fatigued after and can still use abilities and skills as normal.Mauril2014-07-28T16:34:17ZRe: Forums: Advice: Oathbound Against the Wyrm Paladin working with a Draconic Sorceress?Maurilhttps://paizo.com/threads/rzs2rawt?Oathbound-Against-the-Wyrm-Paladin-working#22014-07-24T15:43:20Z2014-07-24T15:43:20Z<p>Talk to the player of the paladin and ask them what their intent is with the character. Note that Oath Against the Wyrm says the following (emphasis added):
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<div class="messageboard-quotee">Quote:</div><blockquote>Few dragons see the smaller races of the world as their equals—to most, humanoids are either food or an annoyance. Some paladins swear to protect others against the predation of dragonkind. <b>Some include dragon-blooded creatures</b> (such as half-dragons or even sorcerers with the draconic bloodline) in their oath and team up with inquisitors to root out those whose ancestry carries the taint of dragon magic. Many paladins with this oath are thrill-seekers for the cause of good, channeling their divine power in ways that allow them to take on their powerful foes head on.</blockquote><p>Note that it's "some" and not "all".Talk to the player of the paladin and ask them what their intent is with the character. Note that Oath Against the Wyrm says the following (emphasis added):
Quote:Few dragons see the smaller races of the world as their equals—to most, humanoids are either food or an annoyance. Some paladins swear to protect others against the predation of dragonkind. Some include dragon-blooded creatures (such as half-dragons or even sorcerers with the draconic bloodline) in their oath and team up with...Mauril2014-07-24T15:43:20ZRe: Forums: Advice: Math and science skillsMaurilhttps://paizo.com/threads/rzs2rany?Math-and-science-skills#62014-07-22T19:48:55Z2014-07-22T19:48:55Z<p>Keep in mind that the knowledge skills are incredibly broad. Someone who is good at knowing about bears also knows an equal amount about trees and pixies and minotaurs and giant spiders and hurricanes. If I want to be good at knowing about dragons, I also have to be good at knowing about golems, griffons, glyphs. I assume you get my point. No sense in making a new "rope use" level skill in "mathematics". Call it "engineering" and go from there.</p>Keep in mind that the knowledge skills are incredibly broad. Someone who is good at knowing about bears also knows an equal amount about trees and pixies and minotaurs and giant spiders and hurricanes. If I want to be good at knowing about dragons, I also have to be good at knowing about golems, griffons, glyphs. I assume you get my point. No sense in making a new "rope use" level skill in "mathematics". Call it "engineering" and go from there.Mauril2014-07-22T19:48:55ZRe: Forums: Rules Questions: CR adjustment for quantity?Maurilhttps://paizo.com/threads/rzs2r9us?CR-adjustment-for-quantity#62014-07-16T18:09:18Z2014-07-16T18:09:18Z<div class="messageboard-quotee">Drako "The Merciful" wrote:</div><blockquote><br />
<br />
So, it only actually doesn't effect CR more than just adding them together. </blockquote><p>Precisely. Pathfinder redid XP to work this way. They include both methods of calculating CR so that people who were used to the 3.5 method would know that it was acceptable to continue using it.Drako "The Merciful" wrote:So, it only actually doesn't effect CR more than just adding them together.
Precisely. Pathfinder redid XP to work this way. They include both methods of calculating CR so that people who were used to the 3.5 method would know that it was acceptable to continue using it.Mauril2014-07-16T18:09:18ZRe: Forums: Rules Questions: Does alter self retain normal bonuses?Maurilhttps://paizo.com/threads/rzs2r9ua?Does-alter-self-retain-normal-bonuses#72014-07-16T16:33:15Z2014-07-16T16:33:15Z<div class="messageboard-quotee">claudekennilol wrote:</div><blockquote><br />
<br />
<div class="messageboard-quotee">Quote:</div><blockquote>This is a very good question though. Do you still get the bonus from turning from a medium character to a medium character,</blockquote>as written, yes <div class="messageboard-quotee">Quote:</div><blockquote>or was it intended to be bonuses from when you go from medium to small or vise versa? If you go from small to medium do you loose your AC bonus?</blockquote>as written, no. It doesn't say you're actually becoming any different size, you only get what's printed. </blockquote><div class="messageboard-quotee">Polymorph wrote:</div><blockquote>If a polymorph spell causes you to change size, apply the size modifiers appropriately, changing your armor class, attack bonus, Combat Maneuver Bonus, and Stealth skill modifiers. Your ability scores are not modified by this change unless noted by the spell.</blockquote><div class="messageboard-quotee">Alter Self wrote:</div><blockquote>When you cast this spell, you can assume the form of any Small or Medium creature of the humanoid type.</blockquote><p>So, yes, you do actually change sizes. This is a transmuation spell, not an illusion spell. When you change sizes, you gain the listed benefits of being that size - just not the stat adjustments unless otherwise noted. AS notes that you either gain +2 STR or +2 DEX, depending on the size you become.claudekennilol wrote:Quote:This is a very good question though. Do you still get the bonus from turning from a medium character to a medium character,
as written, yes Quote:or was it intended to be bonuses from when you go from medium to small or vise versa? If you go from small to medium do you loose your AC bonus?
as written, no. It doesn't say you're actually becoming any different size, you only get what's printed. Polymorph wrote:If a polymorph spell causes you to change size, apply...Mauril2014-07-16T16:33:15ZRe: Forums: Homebrew and House Rules: Prestige Class: Harrow PriestMaurilhttps://paizo.com/threads/rzs2r8o0?Prestige-Class-Harrow-Priest#42014-07-16T13:59:19Z2014-07-16T13:59:19Z<p>Bump and an update to the <a href="https://docs.google.com/document/d/1vLuFDjwYol4paA1SZvJiRJnZkC0hYgar680OsPu4xqs/edit?usp=sharing" target="_blank" rel="nofollow">Google document</a>. For some reason, the link above doesn't link to the modified version of the document.</p>Bump and an update to the Google document. For some reason, the link above doesn't link to the modified version of the document.Mauril2014-07-16T13:59:19ZRe: Forums: Advice: Help Me With My Two Weapon Fighting Paladin (No Shield)Maurilhttps://paizo.com/threads/rzs2r8yx?Help-Me-With-My-Two-Weapon-Fighting-Paladin#32014-07-10T01:56:01Z2014-07-10T01:56:01Z<p>Uh... be prepared to be mediocre in combat? Honestly, TWF is a fairly sub-par fighting style without something to boost it, like sneak attack or a really high strength (through the ranger TWF feat qualifications). The other thing is that it's very feat intensive, so unless you have a source of bonus feats - like ranger or fighter - you are going to be hard pressed to be good at anything else either.</p>
<p>This is why all the guides suggest shield bash TWF. It has good feats for it, gives defense and offense (like you are wanting with TWD) and adds on rider effects like Bull Rush.</p>
<p>That said, don't go with bastard sword. You need the feat, and the +1 average damage over a longsword isn't worth it. You might consider going for a crit fishing build - so scimitars or kukris or something like that - and start putting down status effects as soon as possible (which is like level 11 or so).</p>
<p>I'd personally recommend going with as much strength as you can, with only enough dex to qualify you for the feats you want. I'd also probably stop at ITWF, as that third attack is not worth the extra 2 points of dex you need.</p>
<p>I also hope, for your combat sake, that you are going to be fighting lots of evil things, and relatively few of them at a time. You will need the Smite bonus to hit and the bonus to damage on both weapons will make you more comparable to a two-hander in combat.</p>
<p>If you have a way to get DEX to damage (agile enchantment or the like) then you might not be bad off just dumping Str to 10 and investing everything in DEX. It eats up another precious feat, but will better fit your concept without sacrificing viability.</p>
<p>I'm sure others will have better, more specific build advice, but just know that the build you are wanting is sub-optimal and could cause frustration in a group with any sort of optimized characters.</p>Uh... be prepared to be mediocre in combat? Honestly, TWF is a fairly sub-par fighting style without something to boost it, like sneak attack or a really high strength (through the ranger TWF feat qualifications). The other thing is that it's very feat intensive, so unless you have a source of bonus feats - like ranger or fighter - you are going to be hard pressed to be good at anything else either.
This is why all the guides suggest shield bash TWF. It has good feats for it, gives defense...Mauril2014-07-10T01:56:01ZRe: Forums: Rules Questions: Animate Dead and SwarmsMaurilhttps://paizo.com/threads/rzs2r8ud?Animate-Dead-and-Swarms#72014-07-09T15:31:05Z2014-07-09T15:31:05Z<p>I'll give you an immediate death effect, but reducing CON is still damage - just ability damage, rather than hit point damage.</p>
<p>I am still sure that Animate Dead won't work on a swarm because the swarm ceases to be a swarm once it is destroyed.</p>
<p>Even if this weren't the case you have to contend with swarms being "immune to any spell or effect that targets a specific number of creatures" and animate dead has the line "Targets one or more corpses touched". Sure it says "or more" but it still requires a specific number, which swarms are immune to.</p>
<p>So either a swarm dissolves into its component creatures upon death and therefore wouldn't be reanimated as a swarm, or it can't be targeted in death because swarms are immune to targeted spells.</p>I'll give you an immediate death effect, but reducing CON is still damage - just ability damage, rather than hit point damage.
I am still sure that Animate Dead won't work on a swarm because the swarm ceases to be a swarm once it is destroyed.
Even if this weren't the case you have to contend with swarms being "immune to any spell or effect that targets a specific number of creatures" and animate dead has the line "Targets one or more corpses touched". Sure it says "or more" but it still...Mauril2014-07-09T15:31:05ZRe: Forums: Rules Questions: Animate Dead and SwarmsMaurilhttps://paizo.com/threads/rzs2r8ud?Animate-Dead-and-Swarms#42014-07-09T14:10:42Z2014-07-09T14:10:42Z<p>I think this is actually the limiting factor:
<br />
<div class="messageboard-quotee">Quote:</div><blockquote>Swarm Traits: A swarm has no clear front or back and no discernible anatomy, so it is not subject to critical hits or flanking. A swarm made up of Tiny creatures takes half damage from slashing and piercing weapons. A swarm composed of Fine or Diminutive creatures is immune to all weapon damage. <b>Reducing a swarm to 0 hit points or less causes it to break up, though damage taken until that point does not degrade its ability to attack or resist attack. Swarms are never staggered or reduced to a dying state by damage.</b> Also, they cannot be tripped, grappled, or bull rushed, and they cannot grapple an opponent.</blockquote><p>Swarms cannot die, therefore there cannot be a corpse of a swarm to reanimate. Reviving individual rats killed is possible, but they come back as individual creatures.
<p>However, undead swarms seem like a thing. I can't remember the name, but I seem to remember a giant undead spider that could summon a swarm of undead spiders from inside its body.</p>I think this is actually the limiting factor:
Quote:Swarm Traits: A swarm has no clear front or back and no discernible anatomy, so it is not subject to critical hits or flanking. A swarm made up of Tiny creatures takes half damage from slashing and piercing weapons. A swarm composed of Fine or Diminutive creatures is immune to all weapon damage. Reducing a swarm to 0 hit points or less causes it to break up, though damage taken until that point does not degrade its ability to attack or...Mauril2014-07-09T14:10:42ZRe: Forums: Homebrew and House Rules: Prestige Class: Harrow PriestMaurilhttps://paizo.com/threads/rzs2r8o0?Prestige-Class-Harrow-Priest#32014-07-08T15:05:13Z2014-07-08T15:05:13Z<div class="messageboard-quotee">Bahsko wrote:</div><blockquote><p> Most homebrews like this, focus 100% on combat. You also give out free feats like candy.</p>
<p>Prestige classes I would consider to model after Mystic Theurge and/or Loremaster since there are both caster prestiges.</p>
<p>Things to be fixed or removed.</p>
<p>First off your base attack bonus BAB is too high for 10 levels in a divine caster prestige class. The other 2 prestiges I suggest only go to +5 rather than +7.</blockquote><p>First, thank you for your response. It's always helpful to get another set of eyes on something. I am going to respond to your points in turn, just so that I don't miss any. Please don't take my tone as argumentative.
<p>At first, I was disagreeing with you on the 10/10 with 3/4 BAB thing because that's what normal clerics/druids/oracles get, but the more I look at other divine prestige classes, the more I agree with you. Most of them with 3/4 BAB only have 7/10 casting, and the 10/10 casting are 1/2 BAB. This is supposed to be more of a casty PrC, so I'll see about dropping the BAB to 1/2.</p>
<p>I did find a few divine PrCs that were 10/10 with 3/4 BAB, but they were relatively sparse on other features, and I don't want this.</p>
<div class="messageboard-quotee">Quote:</div><blockquote><p>Soul Well neat and OP!!!</p>
<p>Why?</p>
<p>I understand there is the condition to getting points, but in the end, youll be able to get them as often as you like.</p>
<p>Because the material cutting components costs given by Soul Well are 100X better than a feat you can take called Eschew Materials.
<br />
•••• Eschew Material-Spells with material components with a gp cost of more than 1 gp are not affected. An eschewed spell uses up a spell slot of the spell's normal level.</blockquote><p>Eschew Materials is not a metamagic feat. It's just a feat, that applies to all spells without increasing the spell level. So this isn't particularly relevant.
<div class="messageboard-quotee">Quote:</div><blockquote><p>But there is more!</p>
<p>Free metamagic feats! Oh this is grand! More free feats! Clerics in 3.5e were using turn undead attempts to do ungodly things like persisting a spell 24hrs plus, just look it up and you'll see its OP.</p>
<p>Also a really strong part about the Soul Well is there is no time limit to how long you can hold SW points, so you could go kill an enormous goblin village and then when adventuring you could raise your enemies. There is little challenge in a level 4 reaping off level 2's. Then again at 10th with Sacrifice the Many, just slaughter them all.</blockquote><p>If you want to hold onto your points for several levels and not use your abilities, that's fine by me. Sacrifice the many is not intended to be a combat ability, so it'll require some hostages and set up. I don't think that was made clear enough in the ability. I will rectify that.
<p>The big thing with DMM was nightsticks, not DMM itself, I found. If you limited the number of turn attempts, DMM wasn't a problem. You'll also note that the metamagic feats available are precisely those offered by the spell <a href="http://paizo.com/pathfinderRPG/prd/advanced/spells/arcaneConcordance.html#_arcane-concordance" target="_blank" rel="nofollow">arcane concordance</a>. Thanatopic and threnodic spell were added, but at an additional cost. Those spells tend to not be the game breakers that 24 hour buffs are. This is my reasoning, at least.</p>
<p>Additionally, with Sacrifice the Many, you have to perform a ritual that takes 10 minutes and you can do nothing else. I should probably indicate that it takes concentration (so no controlling minions), requires chanting (so no giving orders) and provokes attacks of opportunity each round (so likely no doing it in combat). It's intended to be used out of combat to refresh your Soul Well, but it requires having a dozen or so hostages and some friends to kill them for you while you stand vulnerable.</p>
<div class="messageboard-quotee">Quote:</div><blockquote>This brings me to my next point, why not just use <i>animate dead</i> spell instead of your RAISE THE FALLEN? I am assuming its because you want to have the animated keep all their special awesome abilities. Well isnt that nice, but its wrong! LOL. Really its just too good even with the 1hr duration limitation.</blockquote><p>The reason I didn't use <i>animate dead</i> was because it felt weird using "caster level" or "total hit dice" for the effective caster level, and using "class level" means that you are casting it at 5+ levels below what it would be if you just prepared the spell yourself. I will, however, make it count towards the total number of undead the character is allowed to control.
<div class="messageboard-quotee">Quote:</div><blockquote><p>I think the "in theory" endless enemy reanimation is great for the player, but trash for the table and the DM. Summoners alone are unfun class for everyone but the player. That goes double for necromancers, since they go for more mass than just having big hitters.</p>
<p>I can only pray this is an NPC.</blockquote><p>Most evil PrCs are intended for NPCs I find, and this is among them. However, summoning specialists (conjurers, summoners, druids, even clerics if they want) are a viable part of the game. Making the new thrall count towards the total hit dice summonable should prevent that from causing any additional problems not already inherent in the system.
<div class="messageboard-quotee">Quote:</div><blockquote>Channel Negative Energy, you say you heal an undead, which in fact hurts them. Simply change the wording to: Channel Mastery-You can additionally target 1 undead with a cast of CNE upon living creatures. You may target 2 undead at 5th level and 3 at 8th.</blockquote><p>I'll quote the channel energy description itself, with emphasis added for clarity.
</p>
<div class="messageboard-quotee">Channel Energy wrote:</div><blockquote><p>Channel Energy (Su): Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted.</p>
<p>A good cleric (or one who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. <b>An evil cleric (or one who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or <i>to heal undead creatures</i>.</b> A neutral cleric who worships a neutral deity (or one who is not devoted to a particular deity) must choose whether she channels positive or negative energy. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric casts spontaneous cure or inflict spells (see spontaneous casting). </blockquote><p>As you can see, the wording already included in the ability is to "heal undead". Healing means to restore hit points, not to use positive energy.
<div class="messageboard-quotee">Quote:</div><blockquote><p>REMOVE BLOOD CASTING OP!!!</p>
<p>Free spells.... HAHAHAHA. No limits to uses per day? So by 9th player character level you can cast any known spell, and it does not count towards your spells per day as long as you use 1 point of Blood Well, and if your spell kills anything this crazy cycle goes on forever.</blockquote><p>I think you misunderstood this ability. You have to use one point per spell level. So spending 1 point gets you a 1st level spell. If you are killing lots of things with 1st level spells when you are at level 11 (see below on entry level), then I want to subscribe to your newsletter. If you are wanting to cast a 4th or 5th level spell, you have to spend 4 or 5 points. If you kill one creature of 6 HD or more with it, you regain 1 point at level 11. Using this ability heavily will drain your pool much quicker than it refills.
<div class="messageboard-quotee">Quote:</div><blockquote><br />
<br />
Suggestions?</p>
<p>Give daily uses to your abilities.</blockquote><p>This was intended to be limited by Soul Well. I think I will likely just reduce the maximum pool on Soul Well to something like 1 + CHA instead of 1/2 level + CHA. It means that the pool will not increase much over the course of the PrC, meaning it's unlikely to ever have more than 8 or 10 points in it.
<div class="messageboard-quotee">Quote:</div><blockquote>Blood Casting should cost you just that blood. Maybe have it sacrifice a minion with HD equal or higher than the spell's level intended on casting if you want it to free. EX: For a 5th level spell sacrifice a 5HD minion. Or perhaps have it make you sacrifice your own life, ex: lose have you current hit points to cast a spell for free. I think the name should match the ability.</blockquote><p>Blood Casting does what you say, except that you'd have to sacrifice 5 minions of 1/2 your level to cast a 5th level spell. Alternately, you have to slay (or, at character level 15, be close to the slaying of) 5 humanoid creatures of 1/2 your level. If you are in the right place, it's possible to regain a high level spell in one combat, but it's not very likely.
<div class="messageboard-quotee">Quote:</div><blockquote>For Blood Well the metamagic part of it, make the player choose one of the metas to learn, and not have access to them all. Also having it available at 1st level of prestige or 4th character level is too soon, so I would push it back a few levels. Maybe gain it at 4th Harrow and learn another at 7th and 10th.</blockquote><p>The PrC has an entry requirement of 5 ranks in Knowledge (religion) means that no one (even people with nifty SLAs) can enter before 6th level. This <i>is</i> 1 level before a bard could cast the spell the ability emulates, and therefore could use bumping up to level 2, but as illustrated, it's a not a deal breaker comparatively. Spending a soul well point and a swift action to gain a weak/situational metamagic feat? Spending two and a swift action to use a feat you'll probably want anyway? I can see how one might see that it's a problem, but I don't think it will be.
<div class="messageboard-quotee">Quote:</div><blockquote>The 10th level part of blood well should force you to use points to raise your caster level, since by 9th level you'll freely earn points in combat for every fallen enemy.</blockquote><p>How about something like "when using Blood Casting to cast a spell to create or control undead, your caster level increases by 1"? This forces the spending of soul well points, limits the times that it's used
<div class="messageboard-quotee">Quote:</div><blockquote><p>I applaud you in your ideas, nice stuff, would be fun to role play. Try and think of some ability that adds to skills checks so your not 100% combat focused.</p>
<p>Anyways take my thoughts for what they are, even if you think I am 100% wrong, consider not making a power class but instead something fun to play. Rolling for 5+ creatures is no fun for anyone but yourself, so I would avoid building a heavy summoner type. Your DM and fellow players at your table will thank you.</blockquote><p>I do agree that the bonus feats offered at levels 4 and 7 are probably unnecessary. They sort of only there because "dead" levels make me cringe. Swapping them out for a bonus to some skills would keep those levels from being without a new feature, but also lower the overall power of the class a bit.
<p>Thank you again for your input. Even when I disagreed, it was helpful to have another person looking at it to give me ideas on what to do.</p>
<p>So, to recap, suggestions that I'll be implementing:
<br />
Drop BAB to 1/2
<br />
Lower maximum size on Soul Well
<br />
Replace bonus feats with skill boost (probably a knowledge or maybe stealth, as that fits their intended group)
<br />
Clarify blood casting ability to be 1 point per spell level, not 1 point per spell
<br />
Make raise the fallen count towards total hit dice of undead controlled
<br />
Clarify sacrifice the many on what actions can and cannot be taken during the ritual and that it provokes
<br />
Add that appropriate candidates for soul well are 1/2 your HD rounded up, rather than down
<br />
Possibly move the metamagic portion of blood well to level 2</p>Bahsko wrote:Most homebrews like this, focus 100% on combat. You also give out free feats like candy.
Prestige classes I would consider to model after Mystic Theurge and/or Loremaster since there are both caster prestiges.
Things to be fixed or removed.
First off your base attack bonus BAB is too high for 10 levels in a divine caster prestige class. The other 2 prestiges I suggest only go to +5 rather than +7.
First, thank you for your response. It's always helpful to get another set of...Mauril2014-07-08T15:05:13ZRe: Forums: Advice: What to do with at 10-foot tongue, or, how to use Agile TongueMaurilhttps://paizo.com/threads/rzs2r8pa?What-to-do-with-at-10foot-tongue-or-how-to#72014-07-08T13:40:41Z2014-07-08T13:40:41Z<div class="messageboard-quotee">FanaticRat wrote:</div><blockquote><p> I see. I wonder if, having 10-ft reach, you threaten for the purpose of AoO's. It would be fun to be able to disarm people who come within 10 ft of you.</p>
<p>I really wish you could manipulate a weapon with it. Would let you use a bow while climbing... </blockquote><p>You don't threaten with it, only because the feat doesn't say you do. You can, however, ready an action.FanaticRat wrote:I see. I wonder if, having 10-ft reach, you threaten for the purpose of AoO's. It would be fun to be able to disarm people who come within 10 ft of you.
I really wish you could manipulate a weapon with it. Would let you use a bow while climbing...
You don't threaten with it, only because the feat doesn't say you do. You can, however, ready an action.Mauril2014-07-08T13:40:41ZRe: Forums: Advice: What to do with at 10-foot tongue, or, how to use Agile TongueMaurilhttps://paizo.com/threads/rzs2r8pa?What-to-do-with-at-10foot-tongue-or-how-to#32014-07-08T02:07:06Z2014-07-08T02:07:06Z<p>Well, since you are a full BAB class, using it for the combat maneuvers isn't a bad idea, even untrained. Provided you have a decent CMB, you can make disarm attacks at reach. You would provoke from your target, but if you do it right, your target won't be within reach to use that AoO. So disarm at 10 feet (dropping the weapon in your square if you choose), 5-foot step into range, then use your remaining attacks without worrying about getting hit back. If they want their weapon, they'll have to move around you (provoking an AoO) and then they have to pick up the item (provoking another AoO) and are out of actions.</p>
<p>It's situational, but it could be handy.</p>Well, since you are a full BAB class, using it for the combat maneuvers isn't a bad idea, even untrained. Provided you have a decent CMB, you can make disarm attacks at reach. You would provoke from your target, but if you do it right, your target won't be within reach to use that AoO. So disarm at 10 feet (dropping the weapon in your square if you choose), 5-foot step into range, then use your remaining attacks without worrying about getting hit back. If they want their weapon, they'll have...Mauril2014-07-08T02:07:06ZForums: Homebrew and House Rules: Prestige Class: Harrow PriestMaurilhttps://paizo.com/threads/rzs2r8o0?Prestige-Class-Harrow-Priest#12014-07-07T21:55:24Z2014-07-07T21:55:24Z<p>Here is another attempt at a prestige class for my homebrew world. Please let me know what you think of the abilities and the balance of it.</p>
<p>Here is a nicely formatted <a href="https://drive.google.com/file/d/0B818S0cbMyPCS0FDM0llNkdSVTg/edit?usp=sharing" target="_blank" rel="nofollow">Google document</a>.
<br />
Here is a less nicely formatted copy.
<br />
[Spoiler omitted]</p>
<p>Areas of personal concern:
<br />
I always feel like I make my PrCs too strong, so please comment on power level.</p>
<p>I'm worried that some of the wording might be a little confusing, especially on Soul Well and Raise the Fallen. Please comment if you aren't clear on an ability or can see multiple interpretations on how it works.</p>
<p>Please let me know if there is something obviously missing from this PrC. It's supposed to be a class that converts the souls of living humanoids into raw power to fuel spells and create/control undead. I figure that's pretty obvious, but I want to make the design point clear.</p>
<p>Finally, thanks to anyone who takes the time to look it over and comment.</p>Here is another attempt at a prestige class for my homebrew world. Please let me know what you think of the abilities and the balance of it.
Here is a nicely formatted Google document.
Here is a less nicely formatted copy.
[Spoiler omitted]
Areas of personal concern:
I always feel like I make my PrCs too strong, so please comment on power level.
I'm worried that some of the wording might be a little confusing, especially on Soul Well and Raise the Fallen. Please comment if you aren't clear...Mauril2014-07-07T21:55:24ZRe: Forums: Homebrew and House Rules: Prestige Class: Shadow KnightMaurilhttps://paizo.com/threads/rzs2r86d?Prestige-Class-Shadow-Knight#72014-07-03T13:50:40Z2014-07-03T13:50:40Z<p>I prefer archetypes too, but there is definitely a place in the game for PrCs. Becoming a Shadow Knight was one of those things. It isn't decided at first level, you had to be selected by the Shadow King to join the ranks, and only after you had proved your worth in combat and in devotion to Gathal.</p>
<p>@Ambrosia Slaad: I like some of the things that Sir Hexen Ineptus did with his Shadow Knight, but I really don't see the Shadow Knights of my world investing ranks in Perform (Dance) and taking Dodge and Mobility. And, as this is intended to be a knightly order, I'd have to tweak Evasion to work in heavier armor (as you still gain Evasion at level 2 but can't use it in non-light armor until level 5).</p>
<p>Again, it's a very cool class and I rather like the abilities, but they don't work for the class I'm envisioning. I might drop Shadow Gear and Summon Shadow in favor of his Shadow Bound Armor (or something rather similar) as that is a cooler way to achieve the kinds of effects I was wanting.</p>
<p>Is anyone else seeing anything that needs to be tweaked? I think the class's capstone might be a little weak, but the other abilities a little strong.</p>I prefer archetypes too, but there is definitely a place in the game for PrCs. Becoming a Shadow Knight was one of those things. It isn't decided at first level, you had to be selected by the Shadow King to join the ranks, and only after you had proved your worth in combat and in devotion to Gathal.
@Ambrosia Slaad: I like some of the things that Sir Hexen Ineptus did with his Shadow Knight, but I really don't see the Shadow Knights of my world investing ranks in Perform (Dance) and taking...Mauril2014-07-03T13:50:40ZRe: Forums: Homebrew and House Rules: Prestige Class: Shadow KnightMaurilhttps://paizo.com/threads/rzs2r86d?Prestige-Class-Shadow-Knight#52014-07-03T03:48:35Z2014-07-03T03:48:35Z<div class="messageboard-quotee">LoneKnave wrote:</div><blockquote><p> It works better for clerics/oracles than paladins thanks to 10/10 casting.</p>
<p>You are probably better off making it an archetype instead. </blockquote><p>Clerics/oracles would need to take a three level dip in Antipaladin to get Touch of Corruption though, so if they want to take the 3 level hit to their casting, I don't mind them getting 10/10 casting from this PrC.LoneKnave wrote:It works better for clerics/oracles than paladins thanks to 10/10 casting.
You are probably better off making it an archetype instead.
Clerics/oracles would need to take a three level dip in Antipaladin to get Touch of Corruption though, so if they want to take the 3 level hit to their casting, I don't mind them getting 10/10 casting from this PrC.Mauril2014-07-03T03:48:35ZForums: Homebrew and House Rules: Prestige Class: Shadow KnightMaurilhttps://paizo.com/threads/rzs2r86d?Prestige-Class-Shadow-Knight#12014-07-03T00:45:52Z2014-07-02T23:56:01Z<p>I know it's not an original name, but I'm working within some established fluff. Basically some of my group's established history refers to an ancient evil character known as the "Shadow King" who had minions known as the "Shadow Knights". They were worshipers of a powerful evil deity, knights of an unholy order, and (obviously) did vague shadow-related things. So here is my attempt at making a prestige class for them.</p>
<p>It's designed for an antipaladin. It feels a bit strong to me - as in there is little reason to play an antipaladin and not take this prestige class - but I wanted to get the concepts down and then scale as necessary.</p>
<p>For a better formatted version, check the <a href="https://docs.google.com/document/d/10ISYdBi_7u78n_TRV7AFENn_UjpJAVuV4gUPH5gRNxE/edit?usp=sharing" target="_blank" rel="nofollow">Google document</a>. It will be updated if/when critiques arrive. Otherwise, it is as below:</p>
<p><b>Shadow Knight</b>
<br />
Hit Die: d10
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BAB: Good
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Saves: Good Fort/Poor Ref/Good Will
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Casting Progression: 10/10</p>
<p><b>Requirements</b></p>
<p>Weapon Proficiency: Must be proficient in all Martial Weapons
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Touch of Corruption class feature
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Alignment: Any Evil
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Base Attack Bonus: +5
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A shadow knight must have pledged loyalty to an evil divine being.</p>
<p><b>Class Skills</b></p>
<p>The Shadow Knight’s class skills are Bluff (Cha), Craft (Int), Diplomacy (Cha), Disguise (Cha), Handle Animal (Cha), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (religion) (Int), Profession (Wis),
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Ride (Dex), Sense Motive (Wis), Spellcraft (Int), and Stealth (Dex).</p>
<p><b>Class Features</b></p>
<p>Weapon and Armor Proficiency: Shadow Knights are proficient with all simple and martial weapons as well as the favored weapon of their deity, with all types of armor (heavy, medium, and light), and with
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shields (except tower shields).</p>
<p>Smite Good (Su): The shadow knight’s class level stacks with levels in any other class that grants the smite good ability.</p>
<p>Spells per Day: At the indicated levels, a shadow knight gains new spells per day as if he had also gained a level in a divine spellcasting class he belonged to before adding the prestige class. He does not, however, gain other benefits of that class other than spells per day, spells known, and an increased effective level of spellcasting. If he had more than one divine spellcasting class before becoming a shadow knight, he must decide to which class he adds the new level for the purpose of determining spells per day. </p>
<p>Channel Negative Energy (Su): The shadow knight’s class level stacks with levels in any other class that grants the channel negative energy ability.</p>
<p>Spells: A shadow knight adds the following spells to his spell list at the corresponding levels: shadow weapon (UM) (lvl 1), shadow anchor (ARG) (lvl 2), shadow conjuration (lvl 3), shadow step (UM) (lvl 3), shadow evocation (lvl 4), symbol of striking (UC) (lvl 4).</p>
<p>Shadow Gear (Su): Once per day, a shadow knight may imbue his armor with the qualities of shadowstuff. For one minute per level, all of the shadow knights armor and carried gear become weightless, removing any armor check or encumbrance penalties. If his gear shed any light, the shadow knight may choose to suppress this light for the duration of the effect. The shadow knight gains an additional use of this ability at level 4 and at level 8.</p>
<p>At level 4, the shadow knight may choose to add <i>ghost touch</i> or <i>light fortification</i> to his armor. At level 8, he may instead choose <i>moderate fortification</i>.</p>
<p>Darkvision (Ex): At 2nd level, a shadow knight gains darkvision out to a range of 60 feet. If he already has darkvision, the range increases by 30 feet. </p>
<p>Dark Channeling (Sp): At level 2, whenever a shadow knight channels negative energy to harm living or heal undead, darkness envelops the area around him. A 30 foot radius area, centered on the shadow knight, is veiled in <i>darkness</i> as the spell for a number of rounds equal to the shadow knight’s level.</p>
<p>Summon Shadow (Su): At 3rd level, a shadow knight can summon a shadow, an undead shade. Unlike a normal shadow, this shadow's alignment matches that of the shadow knight, and the creature cannot create spawn. The summoned shadow receives a +4 bonus on Will saves made to halve the damage from positive channeled energy and the shadow cannot be turned or commanded. This shadow serves as a companion to the shadow knight and can communicate intelligibly with the shadow knight. This shadow has a number of hit points equal to one quarter of the shadow knight’s total. The shadow uses half the shadow knight’s base attack bonus and full base save bonuses.</p>
<p>If a shadow companion is destroyed, or the shadow knight chooses to dismiss it, the shadow knight must attempt a DC 15 Fortitude save. If the saving throw fails, the shadow knight gains one permanent negative level. A successful saving throw avoids this negative level. A destroyed or dismissed shadow companion cannot be replaced for 30 days.</p>
<p>Shadow Walk (Sp): At level 5, a shadow knight may use shadow walk as a spell-like ability once per day with a caster level equal to his character level. The save DC is equal to 10 + ½ character level + Cha
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modifier.</p>
<p>Strike from Darkness (Ex): At level 6, whenever attacking from darkness, a shadow knight causes bleeding damage with his attacks. A successful attack with a melee or ranged weapon deals 1d6 bleed damage. </p>
<p>Shadowed Casting (Su): At level 7, when casting a spell from concealment caused by darkness, the save DC of a shadow knight’s spells and channel energy increase by +2.</p>
<p>Shadow Blade (Su): At level 9, the shadow knight gains the ability to turn his weapon into shadow. The effect is like <i>brilliant energy</i> except instead of shedding light, it emanates <i>deeper darkness</i> as the spell. </p>
<p>The shadow knight can activate this ability as a swift action and it lasts a number of rounds per day equal to his shadow knight level + his Charisma bonus. These rounds do not need to be consecutive.</p>
<p>Sapping Strike (Su): At level 10, whenever a shadow knight confirms a critical hit, he deals an additional 1d6 strength damage to his target. If the target dies as a result of the attack, the shadow knight gains a
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+2 morale bonus to strength for one minute.</p>I know it's not an original name, but I'm working within some established fluff. Basically some of my group's established history refers to an ancient evil character known as the "Shadow King" who had minions known as the "Shadow Knights". They were worshipers of a powerful evil deity, knights of an unholy order, and (obviously) did vague shadow-related things. So here is my attempt at making a prestige class for them.
It's designed for an antipaladin. It feels a bit strong to me - as in...Mauril2014-07-02T23:56:01ZRe: Forums: Advice: Shield slam synergiesMaurilhttps://paizo.com/threads/rzs2r7at?Shield-slam-synergies#342014-07-01T19:51:40Z2014-07-01T19:51:40Z<div class="messageboard-quotee">N N 959 wrote:</div><blockquote> <div class="messageboard-quotee">Mauril wrote:</div><blockquote>This is why I think RAW is clear about what value you use for your check vs CMD.</blockquote>RAW is clear about value gets used for the check. What RAW does not discuss is whether other bonuses specific to the maneuver can be applied. It is not unreasonable to assume that modifers specific to the CM you are attempting would apply. If the Shield Slammer had negative modifiers for a bull rush, I would apply those as well. </blockquote><p>This is where you and I are disagreeing, I think. The whole check, not the value used as part of the check, but the whole thing is being replaced. When the rules say check, they mean "roll plus any and all relevant bonuses". This excludes the possibility of adding additional bonuses later.
<p>If I'm understanding you correctly, you are asserting that "check", in this case and as an exception to the general rule, means "just the value on the die" or maybe "value on the die plus some bonuses but not all of them". If that is not what you are asserting, then I don't understand your argument.</p>N N 959 wrote:Mauril wrote:This is why I think RAW is clear about what value you use for your check vs CMD.
RAW is clear about value gets used for the check. What RAW does not discuss is whether other bonuses specific to the maneuver can be applied. It is not unreasonable to assume that modifers specific to the CM you are attempting would apply. If the Shield Slammer had negative modifiers for a bull rush, I would apply those as well. This is where you and I are disagreeing, I think. The...Mauril2014-07-01T19:51:40ZRe: Forums: Rules Questions: Enchantment vs. Compulsion EffectsMaurilhttps://paizo.com/threads/rzs2r7xi?Enchantment-vs-Compulsion-Effects#52014-07-01T00:10:58Z2014-07-01T00:10:58Z<p>Eh, things like that happen. As long as your group had fun, that's fine. You might want to mention to your player that it won't work in the future, though. Call that particular qlippoth weak minded or something.</p>Eh, things like that happen. As long as your group had fun, that's fine. You might want to mention to your player that it won't work in the future, though. Call that particular qlippoth weak minded or something.Mauril2014-07-01T00:10:58ZRe: Forums: Rules Questions: Enchantment vs. Compulsion EffectsMaurilhttps://paizo.com/threads/rzs2r7xi?Enchantment-vs-Compulsion-Effects#22014-06-30T20:55:55Z2014-06-30T20:55:55Z<div class="messageboard-quotee">Waxen Image wrote:</div><blockquote>Waxen Image (Su): The witch can spend a full-round action to create a crude and unnerving wax duplicate of a creature she can see within 30 feet. Once the image is complete, the subject must make a Will save. If the subject fails, the witch gains a small measure of control over the creature. Whenever she exercises this control, the creature receives a new Will save to end the effect. This effect occurs on the witch's turn and does not impede the creature's actions on its turn. The witch can use the waxen image a number of times equal to her Intelligence modifier before it melts. As a standard action, the witch can cause the subject to do any one of the following things: move up to the creature's speed in any direction, attack itself once with any weapon in hand (this attack automatically hits), lay down on the ground, or drop anything held. Alternatively, she can spend one of her uses to simply torture the image, causing the creature to be both sickened and staggered on its turn. As soon as the creature has succeeded on a saving throw against this effect, it is immune to it for 24 hours. <b>This is an enchantment (compulsion) effect.</b> </blockquote><div class="messageboard-quotee">Magic - Enchantment wrote:</div><blockquote><p>Enchantment</p>
<p>Enchantment spells affect the minds of others, influencing or controlling their behavior.</p>
<p><b>All enchantments are mind-affecting spells.</b> Two subschools of enchantment spells grant you influence over a subject creature.</p>
<p>Charm: A charm spell changes how the subject views you, typically making it see you as a good friend.</p>
<p>Compulsion: A compulsion spell forces the subject to act in some manner or changes the way its mind works. Some compulsion spells determine the subject's actions or the effects on the subject, others allow you to determine the subject's actions when you cast the spell, and still others give you ongoing control over the subject.</blockquote><p>Emphasis mine, in both cases.
<p>The qlippoth is immune, since all enchantment effects are mind-affecting.</p>Waxen Image wrote:Waxen Image (Su): The witch can spend a full-round action to create a crude and unnerving wax duplicate of a creature she can see within 30 feet. Once the image is complete, the subject must make a Will save. If the subject fails, the witch gains a small measure of control over the creature. Whenever she exercises this control, the creature receives a new Will save to end the effect. This effect occurs on the witch's turn and does not impede the creature's actions on its...Mauril2014-06-30T20:55:55ZRe: Forums: Advice: Increase Unarmed Damage and not a MonkMaurilhttps://paizo.com/threads/rzs2r7wz?Increase-Unarmed-Damage-and-not-a-Monk#102014-06-30T20:25:02Z2014-06-30T20:25:02Z<p>If your GM approves, you might also consider investing a feat in <a href="http://paizo.com/pathfinderRPG/prd/monsters/monsterFeats.html#_improved-natural-attack" target="_blank" rel="nofollow">Improved Natural Attack</a>, but the boost from 1d3 to 1d4 is almost definitely not worth a feat. However, <i>enlarge person</i> combined with INA gets you to 1d6 and might be worth it to you, if you have easy consistent access to the spell.</p>
<p>Otherwise, just pile on static damage. Amulet of Mighty Fists for static bonuses are good.</p>If your GM approves, you might also consider investing a feat in Improved Natural Attack, but the boost from 1d3 to 1d4 is almost definitely not worth a feat. However, enlarge person combined with INA gets you to 1d6 and might be worth it to you, if you have easy consistent access to the spell.
Otherwise, just pile on static damage. Amulet of Mighty Fists for static bonuses are good.Mauril2014-06-30T20:25:02ZRe: Forums: Rules Questions: Skill ranks, HD, and prestige class levels.Maurilhttps://paizo.com/threads/rzs2r7k6?Skill-ranks-HD-and-prestige-class-levels#32014-06-27T16:56:31Z2014-06-27T16:56:31Z<p>A human wizard can get Spell Focus and Bloodmage Initate at level 1, however, he cannot cast 3rd level spells. An aasimar or tiefling (for example) can get 3rd level spells through SLAs, but can't get both feats at level 1. So, no, you cannot take Bloodmage at level 2. At minimum, you can get into it at level 3.</p>
<p>Retraining a class (any class) you lose all the benefits of that class (including the HD and skill ranks) and gain all the benefits of the new class (including HD and skill ranks).</p>
<p>HP from CON would not be affected, unless changing class changed your CON. Same with skills and INT.</p>
<p>@Nefreet: <a href="http://www.d20pfsrd.com/classes/prestige-classes/other-paizo/a-b/bloatmage" target="_blank" rel="nofollow">Bloodmage</a> is a prestige class from <a href="http://paizo.com/products/btpy8fda?Pathfinder-Chronicles-City-of-Strangers" target="_blank" rel="nofollow">Pathfinder Chronicles: City of Strangers</a> according to the PFSRD.</p>A human wizard can get Spell Focus and Bloodmage Initate at level 1, however, he cannot cast 3rd level spells. An aasimar or tiefling (for example) can get 3rd level spells through SLAs, but can't get both feats at level 1. So, no, you cannot take Bloodmage at level 2. At minimum, you can get into it at level 3.
Retraining a class (any class) you lose all the benefits of that class (including the HD and skill ranks) and gain all the benefits of the new class (including HD and skill ranks).
...Mauril2014-06-27T16:56:31ZRe: Forums: Advice: Shield slam synergiesMaurilhttps://paizo.com/threads/rzs2r7at?Shield-slam-synergies#312014-06-27T14:26:07Z2014-06-27T14:26:07Z<div class="messageboard-quotee">The Morphling wrote:</div><blockquote><br />
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<div class="messageboard-quotee">Mauril wrote:</div><blockquote>1) No, by RAW. Outlined above. Good and perfectly reasonable houserule that I use myself at my table.</blockquote>Incorrect. As I demonstrated one post earlier, there is a RAW and clear precedent for a bonus applying to a Shield Slam bull rush attempt. If it is possible for bonuses to be applied to this check, then any bonuses which apply to Bull Rush checks apply.</blockquote><p>No. You demonstrated that a magic weapon ability allows adding its bonus on top of normal checks, not that it improved bull rush adds to shield slam. Another way to read the impact ability's statement is "the impact bonus applies on top of whatever the total check would normally be, even if you aren't using a weapon to make the attempt; now here are some bull rush things that use weapons". Bull Rush Strike also doesn't gain the benefits of bull rush specific bonuses, as you use the crit confirmation roll as your CMB check.The Morphling wrote:Mauril wrote:1) No, by RAW. Outlined above. Good and perfectly reasonable houserule that I use myself at my table.
Incorrect. As I demonstrated one post earlier, there is a RAW and clear precedent for a bonus applying to a Shield Slam bull rush attempt. If it is possible for bonuses to be applied to this check, then any bonuses which apply to Bull Rush checks apply.No. You demonstrated that a magic weapon ability allows adding its bonus on top of normal checks, not that...Mauril2014-06-27T14:26:07ZRe: Forums: Advice: Shield slam synergiesMaurilhttps://paizo.com/threads/rzs2r7at?Shield-slam-synergies#292014-06-27T00:48:44Z2014-06-27T00:48:44Z<div class="messageboard-quotee">N N 959 wrote:</div><blockquote>When you have a "substitute" teacher, you still have a teacher. When you substitute in a player in a football game, the player is treated as having been the original player for that position. You don't create a completely new position. Ergo, you haven't gotten rid of the CMB check, you just use the number from the attack roll in its place. The check is still considered to have been made.</blockquote><p>Your analogy falls flat. When you have a substitute teacher, you do still have a teacher, but he or she is out today, so all things rely on the substitute. When you substitute a player on the field, the new guy doesn't get to use the stats of the fielder he replaced - he uses his own stats.
<p>The clearly defined game terms of "attack roll" and "[game mechanic] check", and a very simple understanding of "substitute" meaning "to replace, even if temporarily", means that whatever your total value (dice plus bonuses) on your attack against AC is now also your attack against CMD for this bull rush. Any other bull rush attempt by standard means get all your Bull Rush bonuses (or penalties) but not this specific substitute attack. The regular teacher will be back tomorrow, but today you have to abide by the rules of the substitute.</p>
<p>This is why I think RAW is clear about what value you use for your check vs CMD. Do I think it ought to logically be that way? No. It's kind of silly, for many of the reasons outlined above. But RAW is not always sensible. It is strongly encouraged for GMs to tweak the rules to fit their games, and this is an area where I suggest tweaking the rules. Since this doesn't seem to be a PFS question, the GM ought to allow whichever result is best for the table.</p>
<p>But, since we can't know what will or won't be best at that specific table, we have to look at exactly what the rules say.</p>
<div class="messageboard-quotee">Tomos wrote:</div><blockquote><p>I am focusing on the specific physical 'roll' of the dice, which, from my perspective is modified by two different bonuses, producing two different results as part of the same action.
</p>
You are suggesting that the attack roll is precisely that: an attack roll with all of its appropriate bonuses and is not a Combat Maneuver at the same time.</blockquote><p>This is why I quoted the rules text in my first response to you. "Attack roll" is a clearly defined game mechanic. The "attack roll" (the die result plus relevant bonuses for a shield bash attack) substitutes the "combat maneuver check" (whatever your result would be on a normal bull rush attempt).
<div class="messageboard-quotee">Joex The Pale wrote:</div><blockquote><p>So, to clarify and re-focus the question at hand, here it is in two points;</p>
<p>1) Can the bonuses to a bull rush apply to the free bull rush (maneuver only, not initial attack) given by a successful Shield Slam attack?</p>
<p>2) If not, if the characters wishes to, can they forgo the substitution and make a CMB roll as normal, with all the bull rush modifiers in place?</blockquote><p>1) No, by RAW. Outlined above. Good and perfectly reasonable houserule that I use myself at my table.
</p>
2) No. However, as KainPen points out, you can forgo the bull rush attempt altogether, as you may choose to not utilize the feat if you'd like. Alternately, your player might want to look into <a href="http://paizo.com/pathfinderRPG/prd/ultimateCombat/ultimateCombatFeats.html#_quick-bull-rush" target="_blank" rel="nofollow">Quick Bull Rush</a>.</p>N N 959 wrote:When you have a "substitute" teacher, you still have a teacher. When you substitute in a player in a football game, the player is treated as having been the original player for that position. You don't create a completely new position. Ergo, you haven't gotten rid of the CMB check, you just use the number from the attack roll in its place. The check is still considered to have been made.
Your analogy falls flat. When you have a substitute teacher, you do still have a teacher,...Mauril2014-06-27T00:48:44ZRe: Forums: Advice: 7 PCsMaurilhttps://paizo.com/threads/rzs2r7ha?7-PCs#52014-06-27T00:29:33Z2014-06-26T23:12:28Z<p>One thing I recommend, after having played a three year campaign with 7 PCs, is that you should treat the party as two groups for encounters. To get a CR that's right for a large party, you need more monsters and not more powerful monsters. I found that tossing in a fist full of APL -2 or -3 "minion" type creatures into each encounter let me keep the party busy, threatened and not overpowered. </p>
<p>In many cases, especially when the encounter is set up as a single baddie (which APs do pretty frequently), you are pretty safe just adding a second one of whatever is already there. The action economy advantage of 7v2 will likely still be more than enough. If you are worried, weaken them both slightly.</p>One thing I recommend, after having played a three year campaign with 7 PCs, is that you should treat the party as two groups for encounters. To get a CR that's right for a large party, you need more monsters and not more powerful monsters. I found that tossing in a fist full of APL -2 or -3 "minion" type creatures into each encounter let me keep the party busy, threatened and not overpowered.
In many cases, especially when the encounter is set up as a single baddie (which APs do pretty...Mauril2014-06-26T23:12:28ZRe: Forums: Advice: Shield slam synergiesMaurilhttps://paizo.com/threads/rzs2r7at?Shield-slam-synergies#72014-06-25T21:37:20Z2014-06-25T21:37:20Z<div class="messageboard-quotee">Tomos wrote:</div><blockquote> <div class="messageboard-quotee">Mauril wrote:</div><blockquote> By RAW, no. Neither does Improved or Greater Bull Rush. However, I've let players add bull rush bonuses to shield slam attacks to overcome CMD, but only if the attack itself hits. Essentially, the modifiers to bull rush attempts (but not other modifiers to CMB) are added to the shield's attack roll. But that's a houserule. By RAW, you just use the attack roll. </blockquote><p>I do not follow your reasoning, and I firmly disagree.
</p>
You add all relevant bonuses to the free Bull Rush from Shield Slam which includes feats, class features, items, and buffs (and anything else that applies).
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The attack roll is substituted for your Combat Maneuver roll, not your Combat Maneuver Bonus.
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</blockquote>The rules say "substituting your attack roll for the combat maneuver check". So the attack roll substitutes the entire check, not just your roll. <a href="http://paizo.com/pathfinderRPG/prd/combat.html#_attack-roll" target="_blank" rel="nofollow">"Attack roll"</a> means "die roll + relevant bonuses". <div class="messageboard-quotee">Quote:</div><blockquote>An attack roll represents your attempt to strike your opponent on your turn in a round. When you make an attack roll, you roll a d20 and add your attack bonus. (Other modifiers may also apply to this roll.)</blockquote><p>In other portions of the rules such as <a href="http://paizo.com/pathfinderRPG/prd/usingSkills.html#_skill-checks" target="_blank" rel="nofollow">"skill check"</a>, the usage of "check" means "die roll + relevant bonuses". Since the shield bash attack roll replaces the "combat maneuver check" that would include bonuses you would otherwise gain to that check.
<p>This was done for simplicity. Whatever you rolled to hit them (compared to AC) for damage is the same number you use (compared to CMD) for the bull rush. Again, if your group is up for the added complexity of different modifiers applying to the same die (which admittedly is not that complex), then go for it. Just know that doing so is now RAW, but a very reasonable houserule.</p>Tomos wrote:Mauril wrote: By RAW, no. Neither does Improved or Greater Bull Rush. However, I've let players add bull rush bonuses to shield slam attacks to overcome CMD, but only if the attack itself hits. Essentially, the modifiers to bull rush attempts (but not other modifiers to CMB) are added to the shield's attack roll. But that's a houserule. By RAW, you just use the attack roll.
I do not follow your reasoning, and I firmly disagree.
You add all relevant bonuses to the free Bull Rush...Mauril2014-06-25T21:37:20ZRe: Forums: Advice: Shield slam synergiesMaurilhttps://paizo.com/threads/rzs2r7at?Shield-slam-synergies#22014-06-25T16:30:59Z2014-06-25T16:30:59Z<p>By RAW, no. Neither does Improved or Greater Bull Rush. However, I've let players add bull rush bonuses to shield slam attacks to overcome CMD, but only if the attack itself hits. Essentially, the modifiers to bull rush attempts (but not other modifiers to CMB) are added to the shield's attack roll. But that's a houserule. By RAW, you just use the attack roll.</p>By RAW, no. Neither does Improved or Greater Bull Rush. However, I've let players add bull rush bonuses to shield slam attacks to overcome CMD, but only if the attack itself hits. Essentially, the modifiers to bull rush attempts (but not other modifiers to CMB) are added to the shield's attack roll. But that's a houserule. By RAW, you just use the attack roll.Mauril2014-06-25T16:30:59ZRe: Forums: Rules Questions: Shield Slam: don't get a choice? movement?Maurilhttps://paizo.com/threads/rzs2r6ot?Shield-Slam-dont-get-a-choice-movement#32014-06-20T19:42:02Z2014-06-20T19:42:02Z<p>In the same way that I could make an attack action without benefiting from Vital Strike (if I wanted), I can make a shield attack without benefiting from Shield Slam (if I wanted).</p>In the same way that I could make an attack action without benefiting from Vital Strike (if I wanted), I can make a shield attack without benefiting from Shield Slam (if I wanted).Mauril2014-06-20T19:42:02ZRe: Forums: Rules Questions: wolf bite with spring attackMaurilhttps://paizo.com/threads/rzs2r5ui?wolf-bite-with-spring-attack#32014-06-13T23:44:41Z2014-06-13T23:44:41Z<p>Just a simple correction on BNW. You do not need to deal damage to activate the trip feature, you just need to hit. If the damage is negated by DR or something, the trip still activates.</p>
<div class="messageboard-quotee">Quote:</div><blockquote>Trip (Ex) A creature with the trip special attack can attempt to trip its opponent as a free action without provoking an attack of opportunity if it hits with the specified attack. If the attempt fails, the creature is not tripped in return.</blockquote><p>Just a simple correction on BNW. You do not need to deal damage to activate the trip feature, you just need to hit. If the damage is negated by DR or something, the trip still activates.
Quote:Trip (Ex) A creature with the trip special attack can attempt to trip its opponent as a free action without provoking an attack of opportunity if it hits with the specified attack. If the attempt fails, the creature is not tripped in return.Mauril2014-06-13T23:44:41ZRe: Forums: Rules Questions: +1 Bashing Keen Klar?Maurilhttps://paizo.com/threads/rzs2r5bo?1-Bashing-Keen-Klar#42014-06-09T21:59:15Z2014-06-09T21:59:15Z<p>The problem I see is that the two don't exactly stack well. The klar is treated as a spiked light shield. Shield spikes make the shield deal damage one category larger than normal. Bashing makes it deal two categories larger than normal. These two do not stack, as both refer back to the original size of the shield. So, I can see no problem with applying both enhancements, but the problems come with using both of them. To further complicate this, a klar deals damage as a light shield <i>two</i> categories larger than normal, rather than just one (for being spiked).</p>
<p>I could have sworn there was an FAQ at one point on the interaction between enchanted shield spikes and a bashing shield, but I cannot seem to find it anywhere. To my recollection, which could very well be faulty, enhancements on the spikes are independent of enhancements on the shield, and therefore don't apply together. I remember this making sense from a balance perspective, but not a simulationist one. I believe this is hashed over in one of the many "dual-wielding shields" threads that dominated the forums for a time.</p>The problem I see is that the two don't exactly stack well. The klar is treated as a spiked light shield. Shield spikes make the shield deal damage one category larger than normal. Bashing makes it deal two categories larger than normal. These two do not stack, as both refer back to the original size of the shield. So, I can see no problem with applying both enhancements, but the problems come with using both of them. To further complicate this, a klar deals damage as a light shield two...Mauril2014-06-09T21:59:15ZRe: Forums: Rules Questions: Story Feat clarificationMaurilhttps://paizo.com/threads/rzs2r285?Story-Feat-clarification#32014-05-20T15:03:43Z2014-05-20T15:03:43Z<p>I think the inclusion of "any time you gain a new feat" is to preclude any arguments that they can only be taken at level 1. Somewhere in 3.x (I believe they might have just been 3.0) there were lots of feats that were available at level 1 only. Most of these feats were either race related or backstory feats, and were rather akin to traits in Pathfinder.</p>I think the inclusion of "any time you gain a new feat" is to preclude any arguments that they can only be taken at level 1. Somewhere in 3.x (I believe they might have just been 3.0) there were lots of feats that were available at level 1 only. Most of these feats were either race related or backstory feats, and were rather akin to traits in Pathfinder.Mauril2014-05-20T15:03:43ZRe: Forums: Advice: Valiant equivalent abilityMaurilhttps://paizo.com/threads/rzs2r1v8?Valiant-equivalent-ability#22014-05-17T22:40:04Z2014-05-17T22:40:04Z<p>Well, <a href="http://paizo.com/pathfinderRPG/prd/advanced/magicItems/weapons.html#_grayflame" target="_blank" rel="nofollow">Grayflame</a> is an option, but it's available to any who can channel energy. Paladins rather benefit well from it, though, but honestly I don't think Smite needs the boost.</p>Well, Grayflame is an option, but it's available to any who can channel energy. Paladins rather benefit well from it, though, but honestly I don't think Smite needs the boost.Mauril2014-05-17T22:40:04ZRe: Forums: Rules Questions: Potion rule I thought I've seenMaurilhttps://paizo.com/threads/rzs2qwnn?Potion-rule-I-thought-Ive-seen#72014-04-18T21:45:08Z2014-04-18T21:45:08Z<p>As others have said, it's a houserule. Our houserule is that all potions made by clerics of our goddess of healing heal for full, though. This is because those clerics always heal for max dice (but cannot deal any directly deal damage or directly harm an enemy, so you basically have to play a buffer/healbot). Potions made by other casters heal for the random value.</p>
<p>The way we fluff that is that, technically, the amount healed is set when the potion is made. Basically the cleric (or whatever) casts the spell as normal, with the target being the potion. Rather than keep track of all those varying static numbers before hand, we just roll the number when the potion is used.</p>As others have said, it's a houserule. Our houserule is that all potions made by clerics of our goddess of healing heal for full, though. This is because those clerics always heal for max dice (but cannot deal any directly deal damage or directly harm an enemy, so you basically have to play a buffer/healbot). Potions made by other casters heal for the random value.
The way we fluff that is that, technically, the amount healed is set when the potion is made. Basically the cleric (or whatever)...Mauril2014-04-18T21:45:08ZRe: Forums: Rules Questions: Thrown weapon and movingMaurilhttps://paizo.com/threads/rzs2qtxa?Thrown-weapon-and-moving#62014-03-26T18:39:39Z2014-03-26T18:39:39Z<div class="messageboard-quotee">LordCoSaX wrote:</div><blockquote> But Shot on the Run is not only for making a ranged attack in the middle of a move, you cant shoot a bow and move in the same turn without that feat. </blockquote><p>This is false.
<div class="messageboard-quotee">Shot on the Run wrote:</div><blockquote><p>Shot on the Run (Combat)</p>
<p>You can move, fire a ranged weapon, and move again before your foes can react.</p>
<p>Prerequisites: Dex 13, Dodge, Mobility, Point-Blank Shot, base attack bonus +4.</p>
<p>Benefit: As a full-round action, you can move up to your speed and make a single ranged attack at any point during your movement.</p>
<p>Normal: You cannot move before and after an attack with a ranged weapon.</blockquote><p>Normally you may make a move action and a standard action in a single turn. This can be done in either order. You may attack then move, or move then attack. You make a single attack, including a single ranged attack. Shot on the Run is basically Spring Attack for ranged weapons. note the "Normal" section of the feat, which states not being able to normally move before <b>and</b> after an attack with a ranged weapon. That's its exception.
<div class="messageboard-quotee">Purple Dragon Knight wrote:</div><blockquote>if the thrown weapon is a two-handed weapon you need a full round action to throw it which means you can only take a 5-foot step after</blockquote><p>Also false. This rule only applies to improvised thrown weapons, as the text for this is listed in the improvised weapon section and not in the ranged weapon section.LordCoSaX wrote:But Shot on the Run is not only for making a ranged attack in the middle of a move, you cant shoot a bow and move in the same turn without that feat.
This is false. Shot on the Run wrote:Shot on the Run (Combat)
You can move, fire a ranged weapon, and move again before your foes can react.
Prerequisites: Dex 13, Dodge, Mobility, Point-Blank Shot, base attack bonus +4.
Benefit: As a full-round action, you can move up to your speed and make a single ranged attack at any...Mauril2014-03-26T18:39:39ZRe: Forums: Advice: help fill out plot holeMaurilhttps://paizo.com/threads/rzs2qszl?help-fill-out-plot-hole#22014-03-18T21:30:42Z2014-03-18T21:30:42Z<p>This is usually the first thing I figure out. Knowing why a BBEG does something goes a long way to explaining his other actions.</p>
<p>Maybe your rakshasa had a grudge against the mayor (or the mayor's parents who were great adventurers). Maybe it's the first step in a larger scheme to gain regional power and he was just testing to make sure it would work in small scale. Maybe the village has access to a very useful resource that the rakshasa needs. Maybe he's just a jerk and wanted some human playthings for a while.</p>
<p>Better yet, why do your players think the mayor was murdered? When I have plot holes, I usually leave them open and let the players (unknowingly) make suggestions on how to fill them. Players often assume you have all the answers, so they assume that if there is a question, that you have an answer. So they talk about the possible answers with each other. Pick the one (or ones) you like, or let them inspire you to a solution.</p>This is usually the first thing I figure out. Knowing why a BBEG does something goes a long way to explaining his other actions.
Maybe your rakshasa had a grudge against the mayor (or the mayor's parents who were great adventurers). Maybe it's the first step in a larger scheme to gain regional power and he was just testing to make sure it would work in small scale. Maybe the village has access to a very useful resource that the rakshasa needs. Maybe he's just a jerk and wanted some human...Mauril2014-03-18T21:30:42Z