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A GM that lets you have an unlimited CLW item is playing a different game than standard Pathfinder.
The assumption in the standard game is that resources are limited, though some of them are renewable. Allowing a truly unlimited healing capability would eliminate this, and assure that all PCs were fully healed before every encounter without any expenditure of resources.
Scott Betts wrote:
I think you're going a bit far with the insinuation that every white person, every male, or every Christian who is made uncomfortable by being told that they are personally and offensively racist is harboring subconscious fears of losing privileges they are not even conscious of enjoying.
Saying someone has white privilege is NOT the same as saying they are personally and offensively racist. We've gone around and around this on this thread and somehow people are still coming up with this strawman, that people who are saying "check your privilege" are actually saying "you're a racist m@#!%!#*@&%%". A statement that a person has racial privilege is NOT a statement that they are racist.
I think there are plenty of people who are consciously afraid of those things. And there may be some who are subconsciously afraid of those things. But that every single white person, male, or Christian who objects to being accused of being part of the problem is subconsciously trying to avoid losing out is going a few steps too far.
Well, if a person is benefitting from the oppression of minorities, and isn't doing a thing to mitigate that, how is that not being part of the problem?
I'm going to be blunt: You need white people on your side. You need men on your side. You need Christians on your side. No matter what major social shift you are trying to make happen, you need these people to be on your side. By all means, assign blame where it's due. But restrain yourself from becoming so zealous in your rhetoric that you end up causing those who are already on your side (to say nothing of those who aren't, but who could be) to question whether they want to be associated with that kind of fervor.
I'm actually white, as well, and of course I wasn't saying that everyone is harboring unconscious fears of those things. If I had meant that I would have said that. But I suppose someone had to come in with #Notallmen.
What a person is fearing when they are told they have privilege may not be the loss of a job, or of having their kids become atheists, but they're afraid of SOMETHING, even if it's just fear of being called racist, and this fear is what causes defensiveness.
I don't think I'm making the kind of sense I'm meaning to. I blame the cold meds. *Achoo!*
Well what should we do, make up a whole new word? No word we choose that isn't made up from whole cloth will lack existing connotations. We're doomed to explain it every time we bring it up with someone who hasn't heard the usage before, regardless, until such time as the usage becomes common parlance.
If we stop using the word 'privilege' and use a different word, then pretty soon THAT word will become the emotionally charged one that Caineach and those coming from the same position will be advising us not to use because it turns people off.
To hell with that. The reason people become uncomfortable with being told they bear a share of responsibility for a state of racial, gender, or similar inequality in society, insofar as they benefit from it in ways that minorities cannot, is because they are scared, subconsciously, that their privileges are going to be taken away. White people are scared of having more trouble getting jobs because they don't have a built in advantage over everyone else when being hired. Men are scared of having a harder time getting laid because they have to acquire enthusiastic consent before having sex with a woman. Christians are scared of having their children being taught that other religions, and nonreligiousness are the legal and logical equals of Christianity, because it may make it harder to keep their children in the faith when they know that there are other options.
These are not conscious fears, but they are one of the reasons why people get defensive and upset when you discuss their privileges.
The monk level equivalency enables the use of the monk's robe. However, when it gives the user the unarmed strike damage of a monk 5 levels higher, and the AC bonus of a monk 5 levels higher, it does exactly that -- it doesn't give the unarmed strike damage and AC bonus of a brawler 5 levels higher.
This matters because monk AC bonus increases faster than a brawler's, but also relies on wearing no armor. If the brawler with a monk's robe wears light armor, he only gets his brawler bonus, not the bonus of a monk 5 levels higher.
There would need to be a specific rule that says you stop counting damage below 0 hp. There isn't, so you apply normal math. Incidentally, if you stop counting damage below 0 HP, that would mean that no living creature would ever die from HP damage, because living things die at a negative amount of HP equal to their Constitution score, not at 0.
I believe the reason they are being removed is that campaign leadership feels they are imbalanced with the other races.
They never said anything about that. You can try to read between the lines and see it as that, but others may read between the lines differently.
The stated reason is just to shake things up and make changes, keep things from getting stale.
Doomed Hero wrote:
Does he step over the backs of chairs when he sits down, too?
That is a perfectly reasonable house rule, Trekkie, but that's not how it goes in the actual rules. Nowhere in the book will you find a statement to the effect of "Typically player rolls trump NPC rolls".
The Nat 20 always hitting rule doesn't change what the actual result of the attack roll is. It doesn't make it infinite. If the numerical result of the Nat 20 is, say, a 31, and you roll a 32 in your parry attempt, even if that's not a natural 20, it blocks it, at least as far as I can tell from the rules.
There's nothing like a cold woman on a warm night.
Eh, it depends on whether the attraction is because of their resemblance to a corpse, or despite it. Using some of the spells and items available in the game, such as gentle repose and unguent of revivification, intelligent undead who want to appear alive could maintain their bodies in a state of preservation almost identical to life.
@Mahtobedis: Tusked is a trait of the "get two of them at character creation" sense, in the Orc race category, not the "things that would make more sense if we called them racial features but we called them racial traits instead" sense. So, technically, you can take it with the adopted trait.
@Ciaran Barnes: it has been clarified that unarmed strikes are your entire body, not just your fists, regardless of whether one is a monk or not. For instance, this FAQ.
Scourge as a Slayer:
Master Scourge CR 3
Human Slayer 4
NE Medium humanoid (human)
Init +3; Senses Perception +5
AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
hp 35 (4d10+8)
Fort +6, Ref +7, Will +4
Speed 30 ft.
Melee masterwork axe, boarding +8 (1d6+2/×3) and
. . masterwork whip +9 (1d3+2 nonlethal) and
. . punching dagger +7 (1d4+2/×3)
Ranged shortbow +7 (1d6/×3)
Special Attacks favored target, sneak attack +1d6
Str 14, Dex 16, Con 15, Int 10, Wis 12, Cha 8
Base Atk +4; CMB +6; CMD 19
Feats Exotic Weapon Proficiency (whip), Iron Will, Weapon Finesse, Weapon Focus (whip)
Skills Acrobatics +7, Bluff +6, Climb +8, Intimidate +6, Perception +5, Profession (sailor) +8, Sense Motive +6, Sleight of Hand +6, Stealth +9, Survival +5, Swim +6
SQ slayer talents (finesse rogue, poison use), track +2
Combat Gear black adder venom (8), dark reaver powder, oil of taggit (8); Other Gear masterwork chain shirt, arrows (20), masterwork axe, boarding, masterwork whip, punching dagger, shortbow, ring of sustenance
Favored Target (+1, 1 at a time, Move) (Ex) Study foe as a Move action, gain +1 to att/dam & some skills vs. them.
Poison Use (Ex) You cannot accidently poison your self when applying poison to a weapon
Ring of sustenance Immune to hunger and thirst, and only sleep two hours a night.
Sneak Attack +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Track +2 Add the listed bonus to survival checks made to track.
Improvements: attack bonus is better, especially when he has time to study an opponent first. Poison use is better than bleeding attack (really not a useful power) since it fits with his preferred tactics. having more skills lets him be a bit more of a challenge to sneak by or fool.
My players stop reading here! Spoilers below!
Has anyone tried rebuilding Plugg, Scourge, or any of the other characters of this AP using the ACG? Swashbuckler sounds like a perfect fit for Plugg, and Scourge just seems like a Slayer to me.
Among the allies, Cog might also work as a Slayer. Owlbear might conceivably be done as a brawler, if you wanted to make the fight with him much more difficult, or to balance it against the type of character who would be highly effective against him, e.g. a monk, another brawler, or a fighter with IUS. Conchobar could conceivably be an investigator, but I prefer him as a bard. Rosie could be a Skald, possibly, but I don't feel like changing her that much.
Plugg as a Swashbuckler:
Mister Plugg CR 4
Human Swashbuckler 5
NE Medium humanoid (human)
Init +5; Senses Perception +5
AC 18, touch 16, flat-footed 12 (+1 armor, +3 Dex, +1 natural, +3 dodge)
hp 47 (5d10+15)
Fort +3, Ref +7, Will +2
Defensive Abilities charmed life
Speed 30 ft., deed: kip-up
Melee masterwork cat-o'-nine-tails +4 (1d4 nonlethal) and
. . tidewater cutlass +9 (1d6+2/15-20+5 Precision)
Special Attacks deed: menacing swordplay, deed: opportune parry and riposte, deed: precise strike, panache
Spell-Like Abilities (CL 5th; concentration +7)
. . 1/day—hydraulic push
Str 11, Dex 16, Con 14, Int 13, Wis 8, Cha 14
Base Atk +5; CMB +3 (+5 disarm); CMD 21 (23 vs. disarm, 21 vs. steal, 21 vs. sunder)
Feats Combat Expertise, Improved Disarm, Iron Will, Slashing Strike, Weapon Focus (cutlass)
Skills Acrobatics +7, Bluff +6, Climb +7, Intimidate +10, Knowledge (geography) +2, Knowledge (local) +5, Perception +5, Profession (sailor) +7, Sense Motive +7, Swim +7; Racial Modifiers deed: derring-do
Languages Common, Polyglot
SQ deed: dodging panache, deed: swashbuckler initiative, swashbuckler finesse
Other Gear tidewater cutlass, masterwork cat-o'-nine-tails, amulet of natural armor +1, bracers of armor +1
Charmed Life +2 (3/day) (Ex) Choose to add Charisma bonus to save before roll is made.
Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.
Deed: Derring-Do (Ex) Spend 1 panache to add 1d6 when making Escape Artist, Fly, Ride, or Swim check.
Deed: Dodging Panache +2 (Ex) When attacked, spend 1 panache to step 5 ft. and gain +2 to AC vs. attack.
Deed: Kip-Up (Ex) While have 1 panache, stant up from prone as move action w/o AoO, or as swift for 1 panache.
Deed: Menacing Swordplay (Ex) While have 1 panache, demoralize struck opponent as swift action.
Deed: Opportune Parry and Riposte (Ex) 1 panache and 1 AoO to attempt to parry a melee attack, then counterattack.
Deed: Precise Strike +5 (Ex) While have 1 panache, bonus to ak/dmg w/ light/one-hand piercing weaps.
Deed: Swashbuckler Initiative (Ex) While have Panache, can use a free hand to draw a light or one-handed piercing weapon as part of the initiative check.
Improved Disarm You don't provoke attacks of opportunity when disarming.
Panache (Ex) Gain a pool of points that are spent to fuel deeds, regained on light/piercing crit/killing blow.
Slashing Strike (Cutlass) Treat chosen weapon as one-handed piercing weapon for abilities that require it.
Swashbuckler Finesse At 1st level, a swashbuckler gains the benefits of the Weapon Finesse feat with light or one-handed piercing melee weapons, and she can use her Charisma score in place of Intelligence as a prerequisite for Combat Expertise. This ability counts as hav
Improvements: His reflex save, AC, and skills are better. He gets Panache and deeds which lets you use things like intimidate and parry/riposte and so forth which makes the fight more interesting. His crit range doubles, but only 1d6+2 will be doubled on a crit, so it's less deadly. Charmed Life will help against failed saves.
Offsets: Fort save lower, even with use of charmed life. Melee attack bonus slightly lower (could be offset by replacing a feat with WF: cutlass), attack bonus with cat significantly lower.