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Instant Enemy should be fine given the minute/level duration. A lot of Ranger spells should be good to cast at the start of a fight or out of combat entirely and so forth. Assuming the ranger isn't roaming about with two weapons constantly drawn of course...
By the rules she'd really need to have an open hand to cast and spells with somatic components for the gesturing really. It is one of the reasons Still Spell exists.
No you're just getting exposed to the vocal part of this message board's community. It exists for pretty much all games in history and will exist for all games in the future, you can even look at old issues of say Dragon magazine and see articles on the same or similar topics. Occasionally they will raise a valid issue but even that is lost in the noise some times.
It's a sliver of players who want to play the game with which the system doesn't exactly emulate some thing in their head and instead of doing what most people do in changing/fixing/ignoring/etc themselves, they demand developers solve their issues and start threads on various message boards about "fixing" monks/rogues/fighters/whatever. The internet is the place where people get a voice after all.
Best advice is to ignore them for the most part and hope that the developers of the games you like don't listen to them just for being loud.
I'd be just fine with seeing an Advanced Pathfinder game of some sort.
At least historically role-playing games tend to have another take on their idea that goes less or more well. Though there was some book coming out that had a different take on the system that didn't take into account older game's compatibility.
170k in gold used on a 9th level spell is not a good example for why they are too powerful just so you guys are aware. The game has already radically changed in scope at that point.
They're around mostly to make sure that the meta-magic feats get some use. There are a lot of them, some of them are very situational. They help to give spell casters some kind of treasure that they might enjoy which for years in D&D was actually very rough to do.
The rods themselves are a hefty investment for what is required for at level spell casting which is also assuming some are even available to be purchased a particular community or found as treasure. Somehow I suspect the crafting feat to make them from scratch is very rarely taken. Even a lesser quicken meta-magic rod retail is twice the GP limit for a Metropolis after all.
It would depend on the particulars. My question to the original poster is incredibly valid about additional book keeping in their playgroup.
I am being sarcastic in areas but I do find it silly to restrict "rolled" hit points to only values above average when it is easier to just do average/true average/max/whatever and call it done. Turning a D10 hit die into d4+6 could easily just be called 8 and be done with.
There are advantages to using per-determined hit points as well when it comes to checking over math, you know how many hit points an X con fighter would have at level 8 and can notice if a player's total is too little or too much.
Jeez it's like listening to folks who don't do 3d6 straight down the line for generating a characters ability scores when not using point buy. Coddling your players, tisk tisk. You aren't really adhering to the spirit of rolling for hit points if you're just giving them average+1d4 every level. Seriously some of you may as well speed up play by giving characters max hit points for some of these systems as it sounds like they aren't that far off anyway. Also aren't you lessening the importance of a good constitution score by having every level be such a huge pile of free points?
Alright, as for the proposed house rule: do the people you game with actually do a good job of keeping track of information in your games?
Story elements, coins, NPC names, encumbrance, character sheets, notes, game start times, and that sort of thing? If not then perhaps giving them one more thing to keep track of might not be the best idea. That would be my initial worry with something like what you're proposing. At least beyond just not actually having the risk/reward of properly rolling for hit points.
If you want to be an effective sorcerer you just need to grab a meta-magic feat or two and make sure to take some of the nicer utility spells. Elemental Spell into probably Acid and Empower Spell will get you a lot of mileage out of things.
You don't need huge amounts of different types of damage spells after all as a sorcerer with the on the fly meta-magic abilities. 1 or 2 every level should be plenty. You'll get a lot of use out of Scorching Ray and Magic Missile. Grab yourself some of the better area affecting spells when you can and that should be all you need to do.
Honestly it's very easy to be a 'blaster' as a sorcerer without a very large investment.
Indeed it happens a lot Sunshadow that newer books come out and it isn't thought to add a little (admittedly easily forgotten) "Druids/Monks/Halflings/Whatever are also proficient in the use of this weapon" line.
Think I've only seen the Temple Sword added to a class' proficiency really.
Of course that's very easy to get around in a home game or through game mechanics too.
Yep, that rule looks like it does apply to Chill Touch.
Apparently it operates as some kind of low level pseudo-AOE which isn't bad for a 1st level spell. So it generates multiple touch attacks from one spell, which isn't unheard of. Scorching Ray for example allows three attacks with one spell cast at higher levels. Doesn't seem too unusual or overly powerful.
The answer in rules as written terms the answer is: No a druid is not proficient with a boar spear.
Nothing in the description for a boar spear states it uses the same proficiency as a regular Spear, counts as a spear or so forth. Druids are only proficient with the Spear and Shortspear of spear-type weapons, not long spears or other variants there of.
A boar spear is also different from a regular spear in game mechanic terms. More expensive, heavier, not balanced for throwing and that little added ability to bracing.
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.