Zon-Kuthon

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My first read through Pathfinder was complicated by my experience with 3.x. I focused attention to what was different, and my knowledge of 3.x filled out the rest. I've recently gone back through the book, trying to give incredible focus to every detail. And I'd have to say after an extremely close read, the organization of the CRB is atrocious.

The rules are great once you piecemeal them together from the various sections, charts, and appendices; and in a few places use your imagination to fill in the blanks. For instance, the shield bash rules are in the equipment section, but not in the combat section. Two-weapon fighting is split into at least three sections scattered around the book: two-weapon fighting, off-hand penalties, and the action chart rather than in one place. I read about something earlier in the book only to find expanded rules a few pages later. It makes it hard to read in a linear fashion and even harder to reference. The GM guide is fantastically superior to the D&D products, but makes at least one reference to a chart that doesn't exist in the Paizo books, but does in the DM guide.

So am I for a second edition? You bet. I love these rules and I don't want them to change much, but they need to devote the same level of attention to revising the current rules as they would if they were designing a new product.

And I think they should consider splitting the player's material and the GM material. It seemed like a great value when I first started, but now I'm screaming for a smaller, more focused set of books. My binding is tearing out while having to gopher around this book.


Hey everyone,

Trying to figure out what other resources (books, modules) I could use to make a trap making rogue useful in an adventure setting.


Evil Finnish Chaos Beast is banned because I am rubber and you are glue.


DJ-Bogie is banned for looking at me funny.


Ajaxis wrote:

Paizo has my business because:

...
10. No must have gimmicks. In other words, no setting changing and/or mechanic changing "super-events."

I just got out of an abusive relationship with a certain miniature war game company that changes the core of the game every six months to keep people buying their products. I have to say I am excited to become a Paizo customer.

Your PDF sales are brilliant. I'll pay for the hardcovers, but other players are perfectly happy paying for a $10 PDF. It's a great price point. I hope it helps you reach new customers so you never have to turn to gouging your existing ones.

Thanks!


I thought I would hijack this thread for a moment...

I'm about to bring my 3.x game to Pathfinder since I like a lot of the feat/archetype rules and I think my players will appreciate the customization without collecting 172 splat books, of which 6 pages will be useful. CM rules just close the sale. But I am concerned about a few rules making things way easier than 3.x.

Namely: # of channeling, unlimited orisons (to a lesser extent), misc. feats and class specific issues.

To be honest, I haven't gotten my Bestiary yet, so I've only poked around the SRD so far. Seems like everything is slightly higher HP and damage with lower attack. Does this balance things out? Is the risk of death still there?

Seriously, our Cleric can do 5 x channels a day plus cure spells. I like that there's a lot less resting involved, but in a single battle that's an insane amount of healing. I don't try to kill my players, but we actually enjoy the risk of death in our game.

Any thoughts on how the two systems compare in this manner?


I started with Star Wars RPG very, very young (4-5 years old, if you can believe it). A few years later I found my dad's AD&D books and "pretended" to play the game with various friends. In high school I tried to get serious about it. 3.0 had just been released, but games always fell apart.
About 6 months ago, I realized I had enough RPG players in the family to start a real group. We started with 3.0 since we all had the books, briefly moved to 3.5, and in two weeks, we're starting PF. There's some great stuff in the rules I'm looking forward to, and a few things I'm nervous about. We'll see how it goes.

Race

| spells 2 ☐flaming sphere, ☐invisibility, ☑scorching ray; spells 1 ☐color spray, ☑mage armor, ☐magic missile | drain bonded item [1][2]

Classes/Levels

| advanced alchemy: lesser blight bomb ☑☐☐☐☐☐, minor elixir of life ☑☑ | Active Conditions: mage armor

Gender

male kobold (spellscale) wizard (universalist, alchemist) 4 | HP 34 | AC 20* | F+6 R+9 W+9 | Perc +7, darkvision | Stealth +9 | 25’

Occupation

☐☑

About Elo Zozakzod

Male kobold wizard 4 (Advanced Player's Guide 12, Lost Omens Gods & Magic, Secrets of Magic)
Uncommon, CG, Small, Humanoid, Kobold
Heritage spellscale kobold
Background tinker
Perception +7; darkvision
Languages Aklo, Common, Draconic, Dwarven, Gnomish, Undercommon
Skills Arcana +12 (Take only 10 minutes per spell level to learn a spell. In addition, use downtime to learn and inscribe new spells.), Crafting +11 (+12 when crafting Alchemy items.), Diplomacy +7, Engineering Lore +10, Medicine +7, Nature +7, Occultism +10, Society +10, Stealth +9, Survival +7, Thievery +9
Str 10 (+0), Dex 16 (+3), Con 10 (+0), Int 18 (+4), Wis 12 (+1), Cha 12 (+1)
Items alchemical crossbow, lesser acid flask (2), lesser alchemist's fire (2), lesser blight bomb[APG] (6), lesser bottled lightning (2), moderate thunderstone, staff, 20gp worth of alchemical supplies, backpack, basic crafter's book, batches of infused reagent, bedroll, chalk (10), compass, crafter’s eyepiece, flint and steel, formula book, healer's tools, lesser healing potion (2), material component pouch, minor elixir of life (2), rations (1 week) (2), rope (foot) (50), scroll of air bubble, scroll of alarm, scroll of animate dead, scroll of burning hands, scroll of color spray, scroll of fear, scroll of floating disk, scroll of sleep, soap, thieves' tools, torch (5), waterskin, Wizard's Spellbook, writing set, alchemical reagents (52gp), purse (68 gp)
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AC 19; Fort +6; Ref +9; Will +9
HP 34
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Speed 25 feet
Melee [1] staff +6 (two-hand (1d8)), Damage 1d4 B
Ranged [1] lesser acid flask +9 (thrown 20 ft., acid, alchemical, bomb, consumable, splash), Damage 1 A +1d6 pers A +1 A splash
Ranged [1] alchemical crossbow +9 (alchemical, range increment 30 feet, reload 1), Damage 1d8 P
Ranged [1] lesser alchemist's fire +9 (thrown 20 ft., alchemical, bomb, consumable, fire, splash), Damage 1d8 F +1 pers F +1 F splash
Ranged [1] lesser blight bomb +9 (thrown 20 ft., alchemical, bomb, consumable, infused, poison, splash), Damage 1d6 Pois +1d4 pers Pois +1 Pois splash
Ranged [1] lesser bottled lightning +9 (thrown 20 ft., alchemical, bomb, consumable, electricity, splash), Damage 1d6 E +flat -footed +1 E splash
Ranged [1] moderate thunderstone +10 (thrown 20 ft., alchemical, bomb, consumable, sonic, splash), Damage 2d4 So +deafened DC 20 +2 So splash
Arcane Wizard Spells DC 20, attack +10; 2nd flaming sphere, invisibility, scorching ray[SoM] 1st color spray, mage armor, magic missile Cantrips (2nd) electric arc, ghost sound, light, tanglefoot, telekinetic projectile
Arcane Spellscale Kobold Cantrip DC 17, attack +7; Cantrips (2nd) read aura
Ancestry Feats Snare Setter[APG]
Class Feats Alchemist Dedication, Quick Alchemy, Spellbook Prodigy[APG]
General Feats Toughness
Skill Feats Alchemical Crafting, Arcane Sense, Magical Shorthand, Snare Crafting, Specialty Crafting
Other Abilities advanced alchemy, arcane bond, arcane schools, arcane spellcasting, arcane thesis, draconic exemplar, infused reagents, quick alchemy, spell substitution, spellbook, universalist
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Spellbook
Formula Book
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Elo, the cigar-wielding kobold. He tries to not get it on his spellbook, although others constantly think he's about to burn it up with them. When they gingerly point it out, Elo often barks a brusque response through his cigar as he tries to continue working.

And brusque he is, generally, treating his spells as utilitarian tools. He's not one to require special appreciation of the arcane, but he does tend to get embarrassed by other kobolds who cannot grasp these tools. He tends to look down on more forceful forms of problem solving in general.
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Snare Formulae
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Alarm snare
Bomb snare
Hampering snare
Marking snare