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It might be better to wait until people have had books in hand for a few months to start something like this. The PHB doesn't even come out until August or something I believe.
Hopefully Wizards will be smart enough to leverage their Hasbro owners for some My Little Pony IP and get some Friendship is Magic inspired stuff in that from the ground up.
I'll start an aside to help the thread out constructively. Why is being like a war game a bad thing? The whole genre came out war games after all. Well not the movie WarGames, but rather things like the old Chainmail game and so forth.
Ability Score Bonuses in Glossary wrote:
Permanent Bonuses: Ability bonuses with a duration greater than 1 day actually increase the relevant ability score after 24 hours. Modify all skills and statistics related to that ability. This might cause you to gain skill points, hit points, and other bonuses. These bonuses should be noted separately in case they are removed.
You lose the permanent bonus you need to remove those bonus skill points specifically. You need to keep track.
It is important to note that items like the Headband of Vast Intellect grant ranks in specific skills with those bonus skill points, you don't get to pick them other then when crafting the item yourself. Not all items do this so read their descriptions to know which is which.
As for retroactive skill points you can look Here:
James Jacobs wrote:
All bonuses are retroactive when an ability score increases, be they bonuses to damage, to skill ranks, to hit points, to saves, to skill checks... all of them.
Well you're +3 to hit normally. +5 to hit with a flank or smite, +6 with smite/flank and a bless or bard song.
Flanking, smiting and under a buff you're at +8. Not horrible for level 1. Team work is the best buff you can get.
I'd suggest going more archer but without precise shot you might be better off putting down the bow unless dealing with something flying that you can't engage any other way and boosting your strength.
Sprinkling in a few levels of fighter or ranger would help you out quite a bit. What paladin class abilities are you looking to get the most use out of?
Summoners can be quite fun to play soooo that's probably the big check mark the designers had?
You can build them a lot of different ways too, focusing on a number of things. They have a good spell list and don't have to be completely self serving. Throw away the eidoleon and just be a caster, throw away the spells and fight side by side with your monster or summons.
Some archetypes can get a bit messy if you need the game to go super fast but that's just part of the whole not every table needs or wants the same thing.
I'm stating my opinion on the subject of Full BAB tier classes hand. I consider the arbitrary ranking of particular classes is a meaningless and wasteful excise. It's a system for GM's who exist in a narrow sliver of people who care enough about the game to try to design encounters properly, but who don't take it a centimeter further into building for the other people they are playing with. It has a use somewhere certainly but I was agreeing with Cheapy that that it is out dated.
Anzyr: "Wizard" and "Fighter" can't do any of those things actually. They are exist only series of abilities on several sheets of paper. A character could do those things, based upon the arbitration of their GM and the situation that they and the entirety of the party are in. A combination of a lot of factors. To say one has an easier or harder time doing something based upon only part of those factors doesn't mean anything.
Athaleon: No sarcasm at all. Perhaps some disappointment in the apparent deterioration in quality of discussion on these boards in the past year or so but no sarcasm.
N. Jolly: While a valid argument I am more inclined to believe that a GM put some amount of thought into building encounters is going to look a lot more closely at what the specific characters themselves are inclined to do.
Rynjin: You even quoted me saying "in a game" and still went somewhere really uncalled for. I would honestly like an apology from you.
Indeed, quite outdated Cheapy.
The only reason one class is better then another in a game are because people decide to order them after all. Then to complain that one is on top and the other on the bottom. Obviously somethings are going to be on the bottom if you decide to place them in an order.
It's a relatively meaningless activity but far be it from me to stop others from having their fun. It has been getting a bit out of hand lately though. People play a character after all, not just a class.
Here are some of my suggestions before rolling into the world of house rules:
1. Use the the recommended 15 point buy instead of the high power 20 point buy. It is roughly what the game is intended to run at and it makes tanking stats sting a lot more.
2. Take a moment at some point during your campaign to look over character sheets again for math errors, inconsistency and the like. This refreshes your understanding of what they can do for encounter building and makes sure that people aren't forgetting new powers or bonuses.
C. Have one player who is utterly destroying every encounter on their own? TALK TO THEM ABOUT IT. The whole point of this game is to give you and your friends an opportunity to have fun together and that includes you as the GM. If your friend is doing something to make it nearly impossible to create fun encounters you need to talk to them about it. They will most likely be will reign things in on their own. A simple, "Hey Beth, ummm, your Monk is like crazy powerful and I can't really do challenge it without destroying everyone else..." can solve a lot of problems.
2. Anything-you-want magic item markets and infinite gold piece 24/7 money changers don't shouldn't in a properly balanced game. A vast amount of power differences come from either an imbalance or over-abundance of treasure. Far more damage is done here then with simple stat arrays.
The PC's with some amount of religious training or background should could know what Aroden taught about his homelands as well, though scholars are in agreement that his words on the subject are likely not completely representative. So anyone with access to a copy of "History and Future of Humanity" would at least have his take on life in Azlant. Clergy of Iomedae especially.
Alright so having checked the GM screen it also doesn't mention anything about not being able to run or charge. So if a player asks at the table I'm at and I look at my conditions table it lacks that
Soooo...is that left over 3.5 OGL stuff? The text before it is obviously different given a lack of acrobatics skill back in that game but that text afterwards is totally word for word the same.
I believe the "Blinded creatures can’t run or charge" line really needs to either be removed from the darkness section or added to the blinded condition. I don't mind it going one way or the other, I'd just like consistency.
What's the method of requesting something like that. Is this a proper time for an FAQ finally? Suppose I'll try that.
While reducing the creature's hit points certainly make it faster to slay (if your party can hurt it) the way the game works that doesn't actually make it any less effective at what it does.
It would really be dependent on your group.
Reduced hit points for a monster without a very high armor class versus a low level party that say, has a barbarian with a greatsword is could be a fair 1 CR reduction. Or against a higher level party that has a wizard that loves to use the Power Word spells, making the creature easier to affect could make it easy enough too.
Umbriere is really right though. Without a lot more information of the kind of monster/your party/etc just flat out reduction of hit points doesn't really warrant it.
The quick young template is a good method. Just tossing -2 to the dice roles and reducing 2 hit points a hit die certainly would be a fair -1 CR.
Well why in the heck is that particular rule about being blinded in the Darkness section and not listed in the Blinded condition? That is extremely important information.
I don't know about the rest of you but I'm certainly not going to be hunting around the environment section under Darkness when my character or my monsters get blinded.
Now I want to check other sources to see if they don't list that either.
Anyone have the condition card for Blinded to check if it lists the can't run or charge? I'll check my GM screen tonight and see if it lists or omits that as well.
Pathfinder Rules Archive wrote:
Blinded: The creature cannot see. It takes a –2 penalty to Armor Class, loses its Dexterity bonus to AC (if any), and takes a –4 penalty on most Strength- and Dexterity-based skill checks and on opposed Perception skill checks. All checks and activities that rely on vision (such as reading and Perception checks based on sight) automatically fail. All opponents are considered to have total concealment (50% miss chance) against the blinded character. Blind creatures must make a DC 10 Acrobatics skill check to move faster than half speed. Creatures that fail this check fall prone. Characters who remain blinded for a long time grow accustomed to these drawbacks and can overcome some of them.
Doesn't mention anything about can't run or charge there and that should be roughly in the 400's for page number in a book?
Did that get errata'd out?
They actually are a real weapon. The alchemist is even proficient with their use and there for they can take feats like weapon focus and so forth that have proficiency as a requirement.
There is no exception given to them in that regards only a simple clarification of what them being classified as weapon means.
Also what Bomb Discovery are you talking about? Where is it from? I'm not finding it in anything I've got access to here.
Steve: They are weapons in all regards, however as they use the Thrown Splash Weapon special attack rules they are unable to deal precision-based damage as that is part of the rules in that section. What exactly are you trying to do anyway?
Zwordsman: The rule is actually in the combat chapter of the main rulebook in the Splash Weapons section. "Splash weapons cannot deal precision-based damage (such as sneak attack)."
Archaeik: The text in Deadly Aim is what makes it so it can't be used to deal bonus damage using touch attacks as it specifically says it can't. It's a small but important difference. A high enough level multi-class fighter/alchemist is perfectly fine taking Weapon Specialization with bombs for bonus damage as an example of what that matters.
If the Bull Rush combat maneuver needs to explicitly state: "An enemy being moved by a bull rush does not provoke an attack of opportunity because of the movement unless you possess the Greater Bull Rush feat" that implies that there is no special clause that prevents attacks of opportunity from movement that is inflicted upon a combatant.
Effects that ignore general rules explicitly state that as part of their text. There is no exception in the rules in the Combat Chapter of the book that states anything close to "forced movement does not cause a creature to provoke attacks of opportunity."
So the movement caused from Force Punch follows all normal rules. A creature leaving a threatened square provokes. Swing away.
There is some room for discussion if the spell should have that kind of text amended to it to prevent that kind of situation. Though for a 3rd level spell that allows a fort save to negate the movement it isn't an extremely powerful effect.
I've been nailed by GM's for a while for being awesome blow'ed away and hit again on the trip out for long enough to know that.
I have yet to reveal them to my players; I was hoping the collective wisdom of the forums could show me the breaking points on these before I unleash them on my group.
I would expect that you see that as a very common approach on these forums but this unfortunately practice is really doing things backwards. Discussing the plans with people (no matter how well meaning) who really have no investment in your game and who might not even share your group's style of play before talking to the people who are actually going to use said rules isn't usually the best course of action.
I try to chime in like this every now and then to nudge people back into their circles before they try to alter everything and pull the rug out of their players creativity because the random noise on the forums decided that X didn't work or so forth. Everyone is happy to help of course but for the most part your going to get a lot of noise compared to what your going to get out of your group consensus.
Just got the book today at my FLGS and am pretty happy with it over-all.
The author of the trait Devoted Healer however might be shocked to know that:
Treating deadly wounds takes 1 hour of work.
Just something I noticed. Now we have a trait that requires you to throw someone into 20 hours of surgery to get use out of.
For a wizard to cast a cleric spell she needs to use limited wish at a minimum.
So for a wizard to cast Spiritual Weapon, it costs her 1500gp and a 7th level slot.
Mage's Sword reduces that cost by quite a bit by making it a 250gp foci and then improves it by using the stats most arcane spell casters tend to favour.
Why waste any time mechanically if your just going to allow the character to have free or cheap access to things to get around being blind? That is utterly pointless to do.
That's not playing a blind swordsman.
Your better off just saying your character is a blind swordsman and then ignoring it like it will eventually be ignored if your going to do something like that.
If they want to be a blind swordsman then thy should have to properly play a blind character and it is up to them to figure out how to salvage that foolish concept.
Okay, your going to want to grab Divine Spell Power, Divine Metamagic for Persistent Spell and as many Nightsticks as you can get a hold of. You'll want to craft your Karma Beads and Pearls of Power when you can to make sure that all your buff spells are up all day at 4-8 CL higher then you are and you've got lots of magic available.
You'll probably want your 16 in your wisdom and a big more charisma for more turning attempts. Don't forget your skill synergy bonuses (you'll want the 5 ranks in Knowledge Religion one especially).
There are a few spells you'll want as you go up. there's one that lets people reroll failed saving throws, an instant healing one, delay death, etc. Comet Fall but that's like level 6-7 so a ways off.
Also make spell lists for situations so your more prepared if your say, On a Boat, In a City, Underground, etc. Don't rely on one static list. You've got thousands of spells available, try them out. Change things up all the time to find the spells you like.
The idea is slanted a lot more /against/ the PC's then for them just so you know.
The added protection you get form having at least some return damage boosting your CMD is important when you can get it. Monsters with half-decent strengths would be stealing every holy symbol, spell component pouch and spare weapon without any regards to almost anything else.
It would become very silly quite quickly.