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Hm... casually excited about this.
A lot of my caring is going to depend on who they cast as Mat and how well that actor handles the role. Mat is one of my favorite fantasy characters ever. His and Tuon's relationship is brilliant, and I think Mat has the best way of defining what love is ever.
Paraphrased: "You saw me step out of hiding with a knife ready to throw in your direction... and you turned around to see who I was aiming at. If that isn't love, I don't know what is."
I should care more about Rand - being that I am myself polyamorous and his is one of the only positively-portrayed polyamorous relationships I've ever seen in fiction* - but as much as I like his girlfriends, I never found Rand himself that interesting. Well... Until his epic speech at the very end. And that was more about the people he was talking about than about him.
"You've missed something, though. The man whose kingdom you stole. The man you took everything from. That man still lives."
*Outside of anime, but even there... let's just say varying degrees of "positive". Anyone who wants another good written example, though, and has seen the anime The Melancholy of Haruhi Suzumiya, should check out the fan novel "Kyon: Big D*** Hero".
My experience with Kineticist is that in our Runelords campaign, our double-earth Kineticist can put out so much damage with metal blast + maximize blast + impale that entire rows of enemies just keel over in a hilarious manner.
It occasionally frustrates our GM, since she can take 60-75%hp off most bosses in a single shot.
It also makes me glad we don't have a blaster wizard because kineticist is pretty much better at dealing damage than any wizard could hope for...
And burn has legitimately saved her life more than once by knocking her unconscious and causing enemies to pick another target instead of rocket tagging her. She even intentionally knocked herself out once for that exact reason.
There could also be facets of their technology or culture that make the difference.
Just like humans invented the spyglass, the Astomoi could have invented a device that lets them "focus" their thought-vision to see further away.
Or perhaps their culture naturally lends itself to producing a high number of Summoners or Spiritualists whose intelligent bonded companions act as "eyes" for them.
Or perhaps they are a rare and reclusive race living in small numbers in a tiny valley somewhere and have literally never met other humanoids. ...That scenario probably doesn't end well for them, though. :p
Anyway, lots of ways I can imagine making a really cool culture out of these guys.
PC wise, yeah, no worse than a clouded vision oracle. Heck, I had a friend who decided to play a fully blind oracle (I gave him some very short blindsight to make up for it) and that worked out okay.
So I'm getting ready to run this in a couple months. I just finished reading all the books, and now I'm looking over the player's guide.
Something is confusing me: In several places the player's guide refers to the Silver Ravens as an active rebel group in Kintargo, one that the PCs know about and was targeted and dismantled during the Night of Ashes. There are references to its "leaders disappearing" and "rank and file members going dark".
This does not seem to jive at all with the picture of the Silver Ravens presented in the main books (and in the Historian of the Rebellion campaign trait) which indicate that the Silver Ravens are completely unknown nowadays and there haven't been any Silver Ravens since Jackdaw's group fell apart in the Chelish Civil War.
Which is correct?
I can definitely sympathize with OP. I've been playing and running Pathfinder for years, and feat selection is still definitely overwhelming for me.
In fact, it has gotten more overwhelming instead of less as time goes on and new books with new feats are released.
Not sure I can add anything to the already excellent advice given, just wanted to chime in and say that yeah, the huge number of feats out there without a whole lot of organization is definitely hard to slog through. :)
Slightly off topic, but it's interesting coming to this thread after having spent a lot of time running Exalted and dealing with the problems in that system and getting into debates on the Exalted forums.
See, I was just recently reading about the caster/martial disparity that exists in Exalted. Namely, how dedicated spellcasters are vastly weaker than martially-inclined characters.
This is because characters that focus exclusively on spells (which in Exalted are very expensive to buy, and do one specific thing very well) have a much narrower range of options than people who spend that XP on Charms ("normal" class features, which are cheaper to buy and have a wider range of applications).
At the very least I feel like this proves that this is a problem that can be "solved", for those who view it as a problem.
Whether it can be solved without radically changing Pathfinder to basically no longer be the same system (Exalted could not possibly be more different, mechanically, from Pathfinder) is up in the air.
My shot-in-the-dark at addressing it was to ban 9th circle casters and give all characters a lot more maneuverability in combat; this makes martials much more competitive in a fight, but doesn't really help their narrative power a whole lot.
Something that has been bugging me since reading book two, but especially in book three when Octavio wants the party to look into the missing Mayor: shouldn't he be able to use his locate creature ability to prove that she is still in the city? One would think he would have known all along that Barzillai was lying because of that...?
158. It rubs the lotion on its skin, or else it gets the hose again.
159. In order to play a half-orc your backstory must include two happily married, loving parents who are alive and well.
139. The number '139' is a powerful occult symbol signifying both the repetition of patterns and the violation of them.
Bob Bob Bob wrote:
presumably you can take a tree branch and fashion it into a club with a Craft check and 0 time (since it costs nothing to craft, it takes no time to craft).
One of my favorite ways of pointing out the crazy not-thought-out unplayable brokenness that is the Craft skill is that, by a strict reading of RAW, any character who can take 10 the Craft check can touch a tree and instantly turn it into a pile of clubs. :)
More on topic, there are lots of examples in the APs of giants using things like logs as clubs and not taking improvised penalties.
With the 0 cost, I would say that any reasonably stout piece of wood could function as a club without being improvised.
I've made some heavy-handed changes to casters as well, I just didn't bother mentioning them because they were irrelevant to the topic at hand.
It did occur to me that a response like your was probably the first one I was going to get, though...
I haven't particularly had problems with caster/martial disparity after my tweaks (the most sweeping being completely eliminating 9th-level casters).
Honestly, I've made so many major house rules (I also got rid of all of the "big 6" magic items in favor of level-based enhancement bonuses) that the game I play is barely Pathfinder any more. :)
When I finally got tired of how broken archery is at high levels, I was simultaneously dealing with a ninja vampire PC who could full attack in melee for 300+ damage most of the time.
I decided the easiest way to fix both things is to simply eliminate full attacks entirely, which is what I have done in every campaign since.
The basics of it are that everyone gets the appropriate Vital Strike feats for free in place of gaining iteratives, and that Two-Weapon Fighting and Rapid Shot each let you take two attacks as a standard action (with no Vital Strike).
Since nearly everyone is now getting their full damage output every round, archery is no longer about being able to do consistent damage. Instead, it is about being able to stay out of melee range in exchange for on average lower damage.
Also, crossbows are useful! :)
My Golarion started as the normal Golarion... and then my players got their hands on it... xD Not to mention we have a rule that the events of any campaign myself or my friend run are always canon for any future campaign we run.
I'm not even sure where to start.
At the end of Kingmaker, my PCs used their wealth to start an industrial revolution, making firearms and to a lesser extent airships commonplace.
At the end of Shattered Star, my PCs decided to ally with First King Xin and rebuild Thassilon as the utopia it always should have been.
Also, the source of mortal magic in Nethys' realm was destroyed by one of my PCs (to be fair, it was starting to show signs of sentience and evilness). As a result, magic was severely weakened and 9th circle casters no longer exist.
My PCs failed Serpent's Skull hardcore, resulting in a serpentfolk empire arising.
Said empire was then swiftly crushed by New Thassilon and has since become a protectorate of the Free Kingdoms (a loose alliance of kingdoms formed by Kingmaker PCs' kingdom).
Irrisen is now ruled by Queen Anastasia (who, by coincidence, is a former PC) and has shifted to a Chaotic Good kingdom; Sarkoris has been rebuilt and considers Nocticula (now a CN Goddess) their patron; Ustalav is shaking off its long darkness after Gallowspire was nearly destroyed and the Whispering Tyrant's hold on the place greatly loosened.
New Thassilon and the Free Kingdoms are both allying with as many different countries as possible, and are both now strong enough that everyone is picking sides and a Cold War is brewing. With PCs on both sides. Often multiple PCs of the same player on different sides. xD
Currently running Iron Gods and the outcome of that will determine where Numeria falls in this whole conflict... Cheliax is currently allied with New Thassilon by virtue of both being very lawful kingdoms, but the events of Hell's Rebels and Hell's Vengeance will likely shake that up.
It's a lot to keep track of, some days. :)
I tend to approach rules questions from a game balance perspective. I also have no qualms throwing out any rule that doesn't make sense to me. Lastly, I consider "realism" a dirty word when it comes to game design.
So while I can't say anything about strict RAW or what's "realistic", here is my take on the debate:
Can an adamantine pickaxe be used to tunnel through a stone wall with enough effort? Clearly yes.
Is there a huge mechanical difference between a pickaxe and a dagger? Well, a dagger is cheaper, but not by much (certainly not compared to the 3000 you spend on adamantine in the first place), and is a simple weapon instead of a martial weapon. However, for this purpose simple/martial doesn't matter - if you aren't proficient you just take a penalty on attack rolls, and attack rolls don't matter against walls. So someone who is only proficient with simple weapons is still going to be able to use an adamantine pickaxe to tunnel through a wall just as easily as someone proficient with the pickaxe.
Mechanically speaking, then, being able to use an adamantine dagger to tunnel through a wall is not meaningfully more powerful than being able to use an adamantine pickaxe to do the same. So if you allow the one, there's no reason not to allow the other - at least from a game balance perspective.
Is tunneling through walls in the first place "broken"? Well, it can certainly be difficult to balance encounters around. But then the same is true of dimension door, earth glide, passwall, etc. For that matter, any party that wants to make dungeons trivial can just grab a Lyre of Building, which is easily capable of collapsing the entirety of the average dungeon in a matter of hours.
So yeah, I'd allow it.
Creating a really obvious item that's been done dozens of times before... and then adding one boring completely unrelated ability to it... does not a superstar make.
Luckily, the other item is pretty cool, if hampered by have a really low save DC. But I guess magic items are supposed to have crappy DCs anyway, so WAD...
Haha! An ale mug item that does not reference Cayden Cailean, dwarves, OR frat parties! And in fact has very different imagery and mechanics that any ale mug item I've seen before. You get an automatic upvote just for that.
Of course, your opponent has no price, cost, aura, slot, weight, requirements, formatting, or paragraph breaks...
Item A, you could have been fully described in two sentences. Instead, your designer decided to spend three paragraphs describing in eye-gouging details the functioning of mechanics I already know. If your item causes the panicked condition (random example), you do not need to tell me that people affected by the item flee in terror and cower if cornered and drop everything they are carrying. That is what the panicked condition does.
Item B... You almost exactly duplicate an item that already exists... you are an extremely obvious item that does exactly the things anyone designing that item would make it do... and you are a SAK.
Meh, item B has better formatting.
Plot item! And... not even a subtle plot item... like... item has no use except in relation to plot, because it offers no mechanical benefits at all... >.>
And up against it... oh. Oh wow. I wish this item were matched up against a better item, so that I felt like the upvote were more meaningful. Congratulations, Mystery Designer, my next skald is going to be a swordsman...
Unless that is being too narrow in the definition of "descriptor". Paizo uses the same words to mean different things a lot of times.
Lots of monsters have abilities that contain the phrase "This is a mind-affecting fear effect" but are not spells. It seems to me that is an effect with a fear descriptor and would shut down psychics.
Which probably means that Intimidate works too...?
Haha, eating your way through a door. That is a really clever use of the spell.
Yeah, it works on anything that isn't magical (or has "exceptional qualities", which is GM fiat territory, but probably no eating adamantine, at least).
If you are worried about balance, it would be entirely reasonable to put a limit on how many pounds of food someone can eat without incapacitating themselves. :)
I ran a game via MapTool once, and the PC with low-light vision saved the party's bacon several times, since with a sunrod he could spot monsters 120' feet out. Meanwhile, the PC with darkvision kept missing concealment rolls due to dim light.
Other than that, I've never really seen low-light vision come into play much.