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The cases when a nerfbat turns a "omgwtf crazy" ability into a "lol this sucks" ability are, for obvious reasons, more notorious and more commented in the forum.
But there have to be cases when the devs just found the perfect middle ground and turn a problematic ability into a balanced, fun and perfectly usable one.
I don't remember anyone at the moment they have to exist, Let list them.
The last thread like this was closed so lets focus on the positive.
Basically as the title says. Lately i'm more interested in DM stuff than in player options (like classes or magic items)
By DM stuffs I'm talking about things like wilderness dressing by raging swan (I´m in love with Raging swan products and I plan to (eventually) buy all their compilatory books) or the excellent 101 Hazards and Disasters by rite publishing and I would like to know more products like those. I could also be interested in campaign settings books (if they are not too expensive, like the midgard books unfortunately are) and short adventures.
PS: It is important that the can be purchased in rpg now or the like
The last build thread is filled with dozens of ready to use PCs made by fellow forum members.
To balance the universe, I will start to post monster with class levels. Everyone can post their own monster of course.
2- Give some general guidelines as to how to use the monster, his tactics and general behavior.
I'll start with a couple of ogres
The Lungcrusher brothers (Ogre Martial Artists 4):
Kog and Tbok
CE Large humanoid (giant)
The lungcrusher brothers prefer to stalk their prey in the night. They tag team to capture their victims alive , only killing if their preys proves to be too strong. They do that in order to torture them for as long as posible.
Fighters didn't get a direct revamp in PFU, the idea was that with a revision of skills and feat the fighter will get improved indirectly. So, for the ones that have the book the question is what is the status of fighters after the PFU?
Because I need to flesh out a settlement populated with goblins that try to emulate humans but without losing their goblin "culture" and I need some weird/cool ideas.
1. A rat farm, because they like ratburgers.
Turbulent waters and forbidding, trackless forests separate the Lonely Coast from the gaudy lights of civilisation. Pirates and slavers ply the storm‐tossed waters while goblins and other foul things creep through the gloom of the Tangled Wood that chokes the forgotten holds and sacred places of the Old People.
A grey and cold Dawn greets you today. You are in the the small village of swallowfeld, the closest settlement to your ultimate destination, the priory of Cimer.
Few people go there, especially this time of year. But you all have heard about other travellers that want to go there too, and travelling alone is never a wise choice in a mostly untamed land like the Lonely coast.
So here you are, five people gathered by chance around a fire in the living hall of a small inn.
In the frozen depths of winter, murderous winds mercilessly batter the crum bling Priory of Cymer. Within, trapped by their duty and the
I'm planning to run retribution, a short adventure by Raging swan press. Retribution is a traditionally gothic (as in the "Castle of Ontranto" "Name of the Rose"-style) mystery where the Pcs discover themselves in the middle of some unsettling and ultimately dangerous events.
I'm looking for 4 players. Party composition and party balance is of no importance, you are not required to fill any role and the class you choose will have no impact in the recruitment. However, the adventure seem to have some difficult fights alongside heavy roleplaying, so whatever your class be sure to be able to participate in both (in some form of another)
Most of the adventure is sandbox in nature. Its feature some heavy roleplaying alongside some difficult and perhaps deadly battles. The full adventure is placed in a mini-setting designed by raging swan.
The Lonely Coast:
Turbulent waters and forbidding, trackless forests separate the
Lonely Coast from the gaudy lights of civilisation. Pirates and
slavers ply the storm‐tossed waters while goblins and other foul
things creep through the gloom of the Tangled Wood that chokes the forgotten holds and sacred places of the Old People.
Deep within the forest, a narrow, rock‐choked defile piled deep
with shadow cuts through a nameless range of rugged, tree‐
shrouded hills birthing dark, fearsome legends of terrifying
monsters and glittering, doom‐laden treasures.
The adventure also feature a new god whose church will play a key role
LG god of Law, Order, Justice and the Sun
Epithets: The Justicar, the Shining Light, the Noble One
Symbol: The rising sun
Domains: Good, Law, Protection, Sun
Favoured Weapon: Longsword
Raiment: Voluminous, white cowled habits. Unless expecting
battle, clerics do not wear armour.
Teachings: The strong must protect the weak, for this is the
natural order. Those with great abilities or aptitudes must use
their gifts for the betterment of their fellows. The faithful must
be ever vigilant for evil’s rise, but must show mercy in dealing
with its tools.
Holy Texts: Darlen’s teachings are set down in the Scripture
of Law – a vast tome containing teaching, stories and lessons by
some of his prominent early followers. Divine Order and On
Darkness’ Rise are important early commentaries penned by
legendary high priests.
In retributions your character will be traveling along a tree-fringed track on the way to the priory of Cymer, a holy site dedicated to Darlen. Your character will need a reason to go there, you can use the ones below or make one of your own.
You could use the following to explain why your character is interested in visiting the priory Cymer. Different Pcs can have different reasons.
1. Injured: One (or more) of the PCs could be infected with a disease (or perhaps a virulent poison courses through their veins). Lacking the resources to deal with the problem themselves, they travel to the priory to seek aid.
2. Pilgrim: One of the PC is a devout follower of Darlen. He has come to the priory either to pray before the high altar or to gain Ruan’s spiritual guidance on some important matter. Because fell things sometimes creep out of the deep woods to prey on travellers, the rest of the PCs have accompanied their friend.
3. PC Specific Hooks: One or more of the PCs could have been
Starting level: 1
If you are interested, please create a character alias and include your character information in a stat block like this one. Also, include the following standard information in your profile:
The background is optional because I'm more interested in who your character is now and not in his past, so it is up to you.
What I want from the players
I would like you to be active and not just to hang along with the others waiting for me to present you the next encounter. An important part of the adventure is sanboxy in nature, the character will have the opportunity to choose where they want investigate, and if you choose to do nothing and ignore everything then the campaign will not be fun. I also would like you to (in character) interact a lot with your fellows Pcs.
I recommend you to read the following guides (if not for this one, they will help you for whatever other pbp campaign you are interested in)
A words on social Skills
I don't rely that much in the social skills to handle the social interaction. I will not say you have badwrongfun if you prefer the contrary approach, but if you are accustomed to solve social encounters just by rolling dices then this is probably a campaign you will not enjoy.
I'm trying to buy some pdfs with a credit card and it say the type of payment is not valid. I try using other person card and was able to do the purchase. My bank say everything is in order with my card, what could be the problem?
I recently read the Monster codex and I was shocked by how cool the book is. New monster, new feats, incredibly art and overall good to OK builds. I find myself liking this book much more than the NPC one and I would like to talk about some things about those books.
a) Letting aside the new mechanics and focusing only on the builds/examples, what would you consider is the more useful book? , I would say is the monster codex since we are (I assume) more familiar with the rules to create Pcs/Npcs than with the rules of adding levels to the monsters, so a monster codex book would save more time.
b) I find several for the builds in the NPC codex questionable at best. Like the CR 16 arbalester whose only trick is to shoot a crossbow for +27 (3d10+19 17-20/x2). Now, the monster codex also have weak builds, like the CR 15 Troll monarch with a pitiful low +6 to will, but I feel the NPC book suffer more from this. Enemies are supposed to be defeated by the PCs, but a lot of NPCs seems to be there for an easy loot (CR 15 mage slayer rogue seriously?).
c) Unfortunately, both books are filled with belt of str +x, headband of cha +y, cloak of resistance +z. It is incredibly repetitive and boring, but I understand the authors of the books, at some point the system just require them.
But in this case, I think the monster codex have the advantage. Make a gearless Troll slayer 5 vs a gearless human slayer 10 and the troll have the advantage.
"A monster with class levels always possesses treasure equal to an NPC of a level equal to the monster's final CR (as calculated in Step 3, below). To determine the value of this gear, use the value listed for a heroic NPC of that level, as listed in Table NPC Gear. Once a total GP value is determined, follow the rules for outfitting an NPC as outlined in that section. Gear should help a monster with class levels remain challenging and retain statistics close to those presented on Table: Monster Statistics by CR."
What if the monster have no extra wealth, what would be the guideline for the CR?
I've been very lucky with the Mikazemas in the past, due to the generosity of fellow forum members I own some high quality products like Cerulean seas campaign setting, Varisia birthplace of legend and Obsidian Apocalypse among others.
So, to restore the balance I will give one of the following to the first three people that ask for them, (the catch if that is someone else have already asked for one of them the next person have to choose from the remaining.)
And the the first ten people that post can participate in the raffle for one of the following
I also would like that the happy winner compromise to write a review about their product.
Disclaimer : Between you choosing a product and me buying it it may pass some weeks, or not, not sure at the moment.
1) 101 ways to hook up with Desna.
That does it, I'm taking on a self-imposed challenge to write a female monk vs. succubus fight scene tonight while staying on the high ground and have the succubus entirely in character and make it classy.
For random stuff that you have favorite in the past for making you smile, laugh or you just agree with.
Lincon hills on stuff we see everyday on the forum:
Lincoln Hills wrote:
MIkaze giving an example I agree with:
Thornborn with a nice poem:
ROberta Yang -WHY THE ROGUE IS NOT UNDERPOWERED:
"Rogues are uniquely good at UMD because everyone else is so good at having actual class features that they don't even need to bother putting ranks in UMD" - an actual argument people are making in Rogues' favor
Doobledug - The ukraine thingy:
'You just don't in the 21st Century behave in 19th Century fashion by invading another country on completely trumped-up pretext,' Mr Kerry told the CBS program Face the Nation."
[Laughs until he passes out]
you are bored of seeing superstition/beast totem over and over?
Several rage powers seems so lackluster like Spirit totem or hurling. Others that seems interesting have superstitous as prerequisite or can not be taken in the levels I would play the barbarian (4 to 8). The ones that give natural attacks seems strong enough, but does not really go witht he fluff of the PC.
The only one I'm finding interesting is lesser celestial totem, but I Hve no idea If tehre will be a healer int he party
So, what happend when you use a reach weapon to grapple a foe using hamatula strike?
Does the target get stuck at 10 ft away from you or does it get moved to an adjacent square?
If they become adjacent, can you make further grapple checks with the weapon taking into account you are making the combat maneuvers with a weapon that can not attack at 5ft?
Hungry for adventures you travel to the frontiers of the kingdom to a place called Ambervale. In centuries past the vale was the site of a great battle, A immense monstruos horde was stoped by Human and dwarf army, or so the minstrels sing.
Since then the vale have offer resistance to colonization. Only recently have permanet settlements been founded. The biggest is called New Aldwall.
You enter New Aldwall in the afternoon of a summer day. You and others haveanswered to a call for adventurers.
It seems that you made a good choise, if you are looking for jobs that let you make a name this is the place. Cartels offering bounties abound, 200 gp for the anihilation of the Thundertusk clan in the north mountains, 5 gp for every zombie or squeleton destroyed in the whispering forest, and so on.
But the sunset aproach, what do you do?.
You have made good profit recently with the hunting of monster, The city of New Aldwall pays well. As the sunset aproach You find yourself finishing your watch when a sharp cry breaks the stillness of the forest. Not far from you, you see a female goblin is running as if her life depend on it.
All hardcovers, 25 PB, 2 traits, character wills tart at level 2.
So, I'm thinking about an evil assassin that use bluff and disguise to make everyone believe he is a good guy and not a treat but that is efficient by killing others in melee (by surprise if posible). As you can see is not a very narrow concept since it does not need any particular class mechanics to do it.
So, what class would you recommend and why? (I'm open to multicalss too).
I start with
- TWF requires two "hands" but not necessarily two hands (as you can loanword/unarmed strike)
- THF requires two hands and two "hands".
- A shield requires a hand but not a "hand" (as you can twf longsword/unarmed strike and still benefit from the AC bonus to AC)
- Vestigial arm give you a hand but not a "hand"
- When you are grappled you have one hand unavailable. Not clear if it is a hand, a "hand" or both.
- Lay on hands requires a hand but not a "hand".
- Spellcombat requires a free hand but not a "hand"
- Unclear if precise strike requires a free "hand" or not.
Aka, a 19th level pathfinder wizard with at least full WBL, how would you use PF rules to...
(a) Achieve inmortatlity?
Disclaimer: This post was made with total Ignorance of relevant information in AP, single adnvetures or PF tales.
This armor allows a spellcaster to store a single touch spell of up to 3rd level in it. Anytime a creature hits the wearer with a melee attack or melee touch attack, the armor can cast the spell on that creature as a swift immediate action if the wearer desires. Once the spell has been cast from the armor, a spellcaster can cast any other targeted touch spell of up to 3rd level into it. The armor magically imparts to the wielder the name of the spell currently stored within it.
This came up in pbp campaing. I'm on hte opinion no touch attack roll is needed to deliver the spell, my players disagree.
have been there any definitely ruling on this?
I understand that for backward compatibility reasons combat expertise is the prerequisites of several core feats, (whirlwind strike and improved trip as the most important examples) even if those feats have nothing to do with fighting defensively. Effectively CE is a feat tax that you are forced to take even if you do not plan to use it never ever.
That is bad enough. But why in the name of Calistria's honeyed thighs is that feat still used as prerequisites for combat feats that have nothing to do with fighting defensively?. Combat patrol, swift aid, snoutgrip, Disengaging Flourish, moonlight stalker, gang up, merciless beating, Merciless Beating, kobold style, Butterfly's Sting ...all Those feats have nothing to do with having a penalty to attack in order to have a bonus to AC, and the only feat in the game that make good synergy with it, stalwart, do not have CE as a prerequisite, it is crazy!.
But the feat that made me make this thread is slayer feint, a brand new feat in the ACG. How the heck is combat expertise related with being acrobatic?.
Combat expertise is a fun sponge, seriously, It sucks, it is an horrible feat tax, is the most awful and annoying feat tax in the game. "uh, is so fun to take this feat tax so 2 levels later I can start triping people!" - say no one, ever.
Please paizo, do not use combat expertise never ever again as a prerequisite for any feat.
Mounted Combat (Combat)
Prerequisite: Ride 1 rank.
Benefit: Once per round when your mount is hit in combat, you may attempt a Ride check (as an immediate action) to negate the hit. The hit is negated if your Ride check result is greater than the opponent's attack roll.
I'm inclined to say that you can not use the mounted combat feat if your mount is paralized (stunned or dazed) due to the descriptive text, not sure though.
- Sun xiao and Auron traveled to Riatavin a city of Thetyr for the funeral of Tandall. You meet there Danissa Ironsould and her husband *cough* Castien telendil *cough*
- You learned that Fivination failed to reveal what killed Tandall. Fughter, the clerics were unable to find Tandall's soulds and could not raise him from death.
- There is nothing really remarkable in Tandall´s body. There is no magical aura that indicates magic that kills without causing physical harm like Phantasmal killer. The cause of death is most likely the single sword injury he have in the chest.
There are, however, several lingering magical auras (mostly necromancy, the others are blurry) but you can not tell is the aura is because Tandall cast a spell, somebody else cast a spell upon him or the attempts to communicate with his soul and/or revivify him.
- Miranna the Watcher. came and told you that Tandall's soul was not in Helm (his deity) realm. Then she left with the promise of keep looking for answers.
- You foudn that Tandall was involved in a fighter with basically a nobody named Guld
A quick interrogation tould you this
Q: " How did you knew him" ; A: We drink togheter from time to time, the old man was poor but always have some money to spare in alcohol
(This is completely weird, He never drank too much, one of the most sacred tenets of the cruch of Helm is to be ever watchful)
Q: "why did you fight" ; A: That day he did not want to drink, he was like meditative, I get angry I insult him then I insult his daughter, big mistake for me, the man was crazy
Q: "Why do you say he was crazy" ; Well, because he was, he had nigtmares constantly, and when drunk he always talked of the "reality behind" and the "nightmares of the dead gods" or something, I do not know.
"I just take avantage when he was spending money in alcohol, He drank with wichever was avaliable at the moment, I swear I d not know who kill him, he was like a bull I know of noone that coudl have kill him"
- The interrogation was interrupted when the group noticed that a small cacodaemon was Spying you. Sun K.O it, but you were worried because cacodaemos eat souls. However, you could not tell for sure that the daemon ate Tandall's soul.
After the Paragon surge and known spell nerfs, I wonder if those FAQs were isolated changes of if they are part of a bigger plan to tone down some of the broken things caster have, like blood money or the dazing metamagic.
Anyone know something?
My DM will allow my 6th level NE sorceress to chance her arcane bond (Item) to arcane bond (familiar), And I want to take Improved familiar at level 7th.
I know about the wand user Familiar and all that, what I am looking is one that could serve as a bodyguard. You know, taking damage, protective and restorative abilities, and a bonus point if the familiar have an ability to hel her avoid/scape grapples.
There have been more than one FAQ answer that is actually an errata, like Spell-like abilities as prerequisites for Prestige classes and the new one about paragon surge.
I think it is somewhat confusing that they are called FAQs, then they are clearly explicit changes to the rules.
However, It seems that the Dev team have no place to put those changes but in the FAQ section and waiting to a next print could take too much.
So, any chance to have a new place for this kind of changes to the rules that distinguish them from actual FAQs?