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Pathfinder Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber
I’m not sure I understand what Elemental Weapon is supposed to do.
As you can already make melee strikes with Elemental Blast, this seems a feat that struggles for a purpose. What have I missed?
Pathfinder Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber
So, with the Summoner now being out, there are some gaps in the available Eidolons. So, what should be an Eidolon type that currently isn't , and what sort of abilities should they have? Currently Existing Eidolons:
Eidolons from First Edition Unchained:
Phantoms in First Edition (All Occult)
Well, that's a lot of Divine and Occult options. Which probably explains why Paizo limited them at the start to just 10 with a max 3 of each to avoid the Phantoms or Outer Planar creatues overwhelming the options list. So, what's still misisng? What eidolons do people want to see first? And what sort of abilities should they have?
Pathfinder Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber
Had an idea for some feats relating to adding to your background (and one for heritage). Are there any obviously abusive combinations I should be aware of? Are these leveled at the right power curve? Any thoughts from the community? Mixed Heritage
Diverse Background
Dedicated Background
Pathfinder Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber
How does the Summoner/Eidolon pairing act in Exploration mode? Do they perform their actions individually to allow two different exploration activities? Both do the same but roll twice? Just treat them as one character? If "treat as one character" is the baseline, should thre be a feat to enable one of the other options? It feels like it should be easier to do multiple actions while exploring with two semi-independant characters than for a single one, but I'm not sure how it should manifest.
Pathfinder Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber
I may be reading this wrong but it seems to me that Defensive Coordination has some issues with it's prerequisites. It requires the Warrior Muse and the Inspire Defence composition spell. However, Inspire Defence is only available to those with the Maestro Muse. It seems odd that only the Warrior muse has to take multifarious muse to take one of their muse exclusive feats. Am I misreading things? Is this intended? Or, as I'll probably be houseruling if it ever gets into play, is Inspire Defence supposed to be opened up to the Warrior muse as well? Or is it just a glitch in the Matrix that escaped editing and some other interpretation is necessary?
Pathfinder Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber
Which version of Zevgavizeb is correct? The domains and spells granted are different in the Lands of Long Shadows backmatter article than in Gods and Magic, although the domains are included within the alternate domains. However, the bonus spells are completely different.
Pathfinder Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber
While looking over the Skill feats granted by backgrounds, I noticed that some skills only ever seem to get a specific bonus skill feat, which is a little limiting. Those Skills and Feats are Religion (Student of the Canon), Medicine (Battle Medicine) and Thievery (Pickpocket). Thievery has another option (Subtle Theft) and I'm sure will appear in a background at some point and Assurance is always an option, but it feels like these particular skills need a second distinct feat to enable some more variance in builds. I have no idea what Religion would make available to compare to Arcana's Arcane Sense, Occultism's Identify Oddity or Nature's Natural Medicine. Possibly an Undead Sense? A vague sense when undead are nearby? However for Medicine there is currently no boost to long-term care and that would seem to be a low enough effect to be a 1st level feat. Alternatively, a first aid feat that provides a reduction in the Dying flat check DC might be useful. Just thinking that there needs to be two feats for every skill at first level to prevent any medical or religious focused character being pigeonholed.
Pathfinder Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber
Hi,
Pathfinder Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber
It seems odd that, given all the bonuses to Intimidate this class gets, epecially when making sudden appearances, that only the Avenger actally gets Intimidate as a class skill.
Pathfinder Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber
In the spirit of giving Mikaze always inspires this time of year, here's my contribution to melting the cold, dead heart of Adam Daigle (or any other Paizonian who effects a cynical air to prevent from getting hurt by a cruel, cruel world):
Pathfinder Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber
Found this on another website and thought I should bring this to the atttention of the Paizo community as it's an important issue and could do with increased attention. Please read the link and, if you wish to, sign the petition. Also, can we keep the party politics out of this thread. I'd hope both parties would agree rape in the military is a serious concern, no matter how common or rare it is.
Pathfinder Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber
Reading the ARG, I'm a bit confused by the Undine Adept, specifically the Wild Shape ability. Spoiler:
Wild Shape (Su): At 6th level, an undine adept gains the ability to use wild shape. When an undine takes the form of a creature with the aquatic or water subtype, this ability functions at her class level +1. For all other forms, her effective druid level for this ability is equal to her actual undine adept level. This abiltiy otherwise functions and replaces wild shape. Does this mean that a 6th level adept can change twice, as a sixth level druid, but until then, can't change at all?
Pathfinder Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber
Shorter article: Female US soldiers are more likely to be raped by one of their 'colleagues' than they are to be killed in action. Response: What?! I don't have a meaningful response to this. Nothing I write would get anywhere near the profanity filiter without causing it to explode. I defy anyone who's still a functioning human to read the article and not be disgusted. This is not an attack on America, or the US military, most of whom will be just as outraged as I am, but, seriously, what the f~&+ is wrong with this picture?
Pathfinder Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber
Introduction. The party of three who will be undertaking the exploration and taming of the greenbelt and Stolen Lands are: Krager, the Scourge of Bandits, a dwarvern ranger who specialises in a waraxe in each hand; Terjion Lebeda of Abadar, a priest with somewhat heretical views on the Lord of Coins rates, believing in a much more `noblesse oblige' approach than is traditional; Visari Surtova, a noble who prefers light armour, mobility and subtlety to a direct blow. Fireday, 30th Rova, 4711. The party left Rostland on the main road, Krager checking that neither of his companions were wanted bandits. Terjion was quick with his denial but Visari decided to be cryptic, prompting a lot of muttering from Krager and an ongoing suspicion. They approached Oleg's on foot, finding the gates open. Svetlana greeted them warmly, insisting they have some good stew, while Oleg remained stubbornly mending the roof, grunting what might have been a greeting between hammer blows. Svetlana asked if the party were here to help with the bandits. Krager lit up at mention of the words `bandit', while Terjion described banditry as a scourge on civilisation, "and the only scourge around here is me." Krager agreed. On pressing them for details, Svetlana insisted they should talk to her husband, shouting several times for Oleg to come down. Only when she shouted, "OLEG!!! The FOOD is getting COLD!!" did her husband clamber down, muttering that he asked for soldiers and got this. Krager, after the food, pressed Oleg for details of the bandits. "Bastards have been coming here for three months. First time they were led by this scary b@#+@ with the hatchets. She threatened to chop my hand off, almost did, too, and then took my Svetlana's ring as `compensation' fer not doing it. B!%!$." When asked about numbers, he said they started out with a dozen, but each month they come to take their `taxes' "as if I don't pay enough to the Lords" there were less, first half a dozen and last time only four. They always turned up on the first of the month, within an hour of sunrise. Asked about the scary b*+@! with hatchets, he said she hadn't been back since, just some moron in a hood. While Svetlana was in the kitchen, he explained that Svetlana "says she isn't bothered about the ring. And you know what a woman means when she says she ain't bothered." "They ain't bothered?" Krager suggested, as dwarvern women tend to be far more straightforward. "Human women, then. Look, it's not much, but it's my Sveti's ring and if you can get it back, make her happy, well, I might be able to grant you some credit." More questions followed and the group made their plans. Oleg would leave all the goods out as normal. When the bandits were inside the gates, Terjion and Krager would close the doors and the party would get the bandits to surrender. Or not. Starday, 1st Lamashan, 4711 The bandits emerged on time, the hooded leader and his 4 subordinates. As they sauntered into the trading post, calling out to Oleg about where his pretty wife was so they could show her what a real man was like. As soon as all were within, Krager and Terjion pushed the doors shut behind them as Oleg ran back into the house. Visari was in his position on the walkways above. While the bandits milled around, startled by the resistance, Krager dropped the bar into place and roared out: "Surrender or die!" the bandits, seeing only two opponents moved to attack them. Sadly, two of them failed to control their horses, so only one trotted up to each of Terjion and Krager. Visari took a shot at the leader (Happs Bydon) but missed. Terjion unlimbered his greatsword and sliced open the bandit attacking him. Krager had slightly more trouble with his, missing on the first swing while his heavily armoured coat deflected the strike back. Happ slipped off his mount, drawing his longbow to strike back at Visari, but the walkway took the arrow instead. Two bandits slid off their horses, and as they moved to circle the party, Terjion cut another down, just after that bandit had stabed him in the thigh and another sliced off his own ear while showing off drawing his sword. Happ and Visari continued to exchange missed shots, while Krager finally managed to pull the bandit from his horse and slicing into his chest with his axe. Visari finally got fed up with Happ hiding behind his horse and aimed at the horse, driving it off. Terjion strode up to Krager, just as the final bandit managed to find a gap in the dwarf's thick armour and scored a nasty wound through the shoulder. Terjion shouted "In the name of Abadar, be healed!" and Krager quickly dispatched him. Noticing that he was now alone, and as an arrow buried itself in his side, Happ yelled out "I surrender!" Terjion and Krager stabilised the bandits, and then turned to interrogate the bandit chief, finding out about Kressle (scary b$@*+ with the axes), the approximate location of the bandit camp, the passphrase, existence of the Stag Lord and pretty much whatever else they wanted to know. Despite Visari's suggestion of killing the bandits, Krager and Terjion had them empty one of the middens and used it as a makeshift jail. Krager triumphantly claimed Happ's longbow once he found it was tensioned perfectly for him. Oleg passed out a small reward to the players and happily bought the bandits' gear off them, issuing credit with promises of turning it into cash once he could offload the supplies. After another delicious stew, Svetlana approached Terjion, asking him if, in the explorations he could gather some moonradishes for Oleg. Starday, 2 Lamashan, 4711. The party took off on their newly acquired horses, beginning their explorations with the area around Oleg's. On spotting more people travelling towards the trading post they rode up and introduced themselves to Sergeant Kestren Garess. Sergeant Garess was quite happy to conduct the swift trial, and execution, of the bandits, approaching Krager afterwards to enlist his help in hunting down Falgrim Sneed. Moonday, 3 Lamashan, 4711. The party headed south, finding Svetlana's radish patch occupied by four groaning black-scaled kobolds. Krager and Terjion approached them, with weapons sheather, but were confronted by spears as the kobolds yapped about this being "Ourses!" Slowly and carefully, they managed to calm them down and began to negotiate for the radishes. With much waving of spears and declarations of "Ourses!", they slowly agreed to agree for Terjion to cure their painful bellies with his restorative touch in exchange for one and a half baskets of radishes. When Krager tried to ask questions about the recent strife with the humans, he was told "We'z neogitaing, stupids dwarf. We'z talking afters." After the negotiations, Krager tried again, asking why they were more aggressive and it was explained as "We'z not at war with humies, silly dwarf, we'z at war with the mitesies!" After some wracking of brains to translate this into "mites", Krager tried to find out why they were at war, but didn't get satisfactory answers, just that "Tartuk said they's bad and they steals from us and they's badsies." His suggestion that the radishes work best with curried mountain goat, brought laughter as "there's no mountains here!" When prompted about the possibility of more formal trade deals concerning the radishes, the kobolds looked nervous and said they'd have to talk to chief about that. So Terjion got them to promise to tell the chief they were coming, didn't mean any harm and they left having mapped the hex out and gotten vague directions "thats way" to the kobold home. The party decided to press on to the bandit camp, but we had to stop there for the night.
Pathfinder Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber
Hi, all,
Anyone interested?
Pathfinder Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber
This might belong in Homebrew, but as it concerns the work of three third party publishers, I figured I'd post here. As a fan of both the Archetype system used by the fine people at Super Genius Games, as well as the classes put out by Rite Publishing and Dreemscarred Press, here are my wholly unofficial attempts to create arcehtype packages for the Psionics Unleashed classes (from Dreamscarred), the Divine Channeller, the Taskshaper and the Luckbringer (all from Rite Publishing). SGG archetypes are packages that are removed from one class, so they can take the package from a different class, or an external archetype package in the various Suoer Genius Guide to Archetypes. Anyway, here are the packages, each one spoilered to prevent casting wall of text. Divine Channeller: Spoiler:
The Divine Channeller has one Archetype package: Channelling.
Channelling: The Channelling archetype package gives the Divine Channeller the Channel energy gained at levels 2, 6, 10, 12, 16 and 20, and all Critical Channel abilities. Luckbringer: Spoiler:
The Luckbringer has one Archetype package: Lucky.
Lucky: The Lucky archetype package gives the Luckbringer half the uses of their Moment of Chance ability, all their Improbable talents and Highly Improbable. Taskshaper: Spoiler:
The Taskshaper has one Archetype package: Shifter.
Shifter: The Shifter archetype package gives the Taskshaper half the uses of their Moment of Change ability, their Shaped Capacity talents and the ability to take Advanced Shapes. Psion: Spoiler:
The Psion has one Archetype package: Discipline.
Discipline: The Discipline archetype package gives the Psion their Discipline, including bonus class skills, Discipline Talents and Discipline Abilities. Psychic Warrior: Spoiler:
The Psychic Warrior has two Archetype packages: Path Master and Psionic Power.
Path Master: The Path Master archetype package gives the Psychic Warrior thier Warrior's Path ability and all derived abilities, including Path Skill, Expanded Path, Secondary Path, Pathweaving, Martial Power and Twiasting Paths. Psionic Power: The Psionic Power archetype package gives the Psychic Warrior their Power Point and Powers Known. Soulknife: Spoiler:
The Soulknife has one Archetype package: Mind Blade.
Mind Blade: The Mind Blade archetype package gives the Soulknife the Blade Skill gained at levels 2, 6, 10, 14, 18 and 20. They are able to only manifest a light mind blade Wilder: Spoiler:
The Wilder has one Archetype package: Surge.
Surge: The Surge archetype package gives the Wilder the improvement to their Wild Surge at levels 3, 11 and 19, Surging Euphoria and the Improved Surge Bond at levels 5 and 13. Anyone else have any thoughts on whether these are balanced?
Pathfinder Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber
As I've been very bored lately, I've worked out which APG Archetyypes will mesh with each other on the classes. The details are spoilered as some of the classes have a LOT of synergistic archetypes Barbarian: 10 combinations
Spoiler:
Brutal Pugilist + Drunken Brute Drunken Brute + Elemental Kin Drunken Brute + Invulnerable Rager Drunken Brute + Savage Barbarian Drunken Brute + Superstitious Brutal Pugilist + Hurler Hurler + Elemental Kin Hurler + Invulnerable Rager Hurler + Savage Barbarian Hurler + Superstitious Bard: None. All archetypes use the same features. Cleric: None. No new Archetypes. Druid: None. All archetypes replace the same features. Fighter: None. All archetypes replace the same features. Monk: 18 combinations.
Spoiler:
Drunken Master + Monk of the 4 Winds Drunken Master + Monk of the Lotus Drunken Master + Monk of the Sacred Mountain Drunken Master + Weapon Adept Drunken Master + Monk of the Four Winds + Monk of the Sacred Mountain Hungry Ghost Monk + Monk of the Sacred Mountain Ki Master + Monk of the 4 Winds Ki Master + Monk of the Lotus Ki Master + Monk of the Sacred Mountain Ki Master + Weapon Adept Ki Master + Monk of the 4 Winds + Monk of the Sacred Mountain Monk of the Empty Hand + Monk of the 4 Winds Monk of the Empty Hand + Monk of the Lotus Monk of the Empty Hand + Monk of the Sacred Mountain Monk of the Empty Hand + Weapon Adept Monk of the Empty Hand + Monk of the 4 Winds + Monk of the Sacred Mountain Monk of the 4 Winds + Monk of the Sacred Mountain Monk of the Healing Hand + Monk of the Sacred Mountain Paladin: 16 combinations
They also assume that the Sacred Servant and Hospitaler's changes to Smite Evil are as identical as they appear, and that these cahgnes also stack with the changes for the Undead Scourge's Smite Evil.
Spoiler:
Divine Defender + Hospitaler Divine Defener + Sacred Servant Divine Defender + Shining Knight Divine Defender + Undead Scourge Divine Defender + Warrior of the Holy Light Sacred Servant + Hospitaler Hospitaler + Warrior of the Holy Light Hospitaler + Sacred Servant + Warrior of the Holy Light Hospitaler + Sacred Servant + Divine Defender Hospitaler + Sacred Servant + Divine Defender + Warrior of the Holy Light Sacred Servant + Warrior of the Holy Light Sacred Servanrt + Divine Defender + Warrior of the Holy Light Shining Knight + Warrior of the Holy Light Shining Knight + Divine Defender + Warrior of the Holy Light Undead Scourge + Warrior of the Holy Light Undead Scourge + Divine Defender + Warrior of the Holy Light Ranger: 13 combinations
Spoiler:
Beast Master + Infiltrator Beast Master + Skirmisher Beast Master + Infiltrator + Skirmisher Guide + Skirmisher Horselord + Infiltrator Horselord + Skirmisher Horselord + Infiltrator + Skirmisher Infiltrator + Skirmisher Shapeshifter + Skirmish Spirit Ranger + Infiltrator Spirit Ranger + Skirmisher Spirit Guide + Infiltrator + Skirmisher Urban Ranger + Skirmisher (Assumes Camouflage and Woodland Stride are replaced by Push Through and Blend in) Rogue: 27 (!) combinations
Spoiler:
Acrobat + Burglar Acrobat + Scout Acrobat + Trapsmith Cutpurse + Burglar Cutpurse + Scout Cutpurse + Trapsmith Investigator + Burglar Investigator + Scout Investigator + Trapsmith Poisoner + Burglar Poisoner + Scout Poisoner + Trapsmith Rake + Burglar Rake + Scout Rake + Trapsmith Sniper + Burglar Sniper + Scout Sniper + Trapsmith Spy + Burglar Spy + Scout Spy + Trapsmith Swashbuckler + Burglar Swashbuckler + Scout Swashbuckler + Trapsmith Thug + Burglar Thug + Scout Thug + Trapsmith Sorcerer: None. No new Archetypes. Wizard: None. No new Archetypes. If I've missed any or any aren't valid, let me know.
Pathfinder Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber
Announcement: Pharangesse and Tsaren’s players could not make it and were played by committee. Moonday, 5th Pharast, 4710 The party concealed the entrance from the sewers and Janiven led them through into the decrepit temple of Aroden. The first thing she did was indicate a bathroom to one side and strongly suggest that they wash off the dirt, especially Tsaren after his repeated dives into the sewage. Once this was done, they entered the main chapel, Thorien's sensitive elven ears picking up the argument before they entered. Inside, they interrupted the argument between those who wanted the Knights of Westcrown and those who favoured the Children of Westcrown. The party declined to take sides, pointing out that with Arael captured, they had far more important issues to deal with. This succeeded in quelling the argument. After some heated exchange, Janiven explained that if the Hellknights succeeded in getting his custody, they'd have to break him out before they reached the Citadel. As night fell, the party argued and debated what they should do, with many extravagant plans being discarded. Eventually, having agreed to a variant of Janiven's split ambush plan, they decided to sleep. Toilday, 06 Pharast 4710 The party borrowed horses from Giorvio and his uncle and set up their ambush. Cassandra and Thorien took up positions in trees on the far side of the river, while Tsaren and Dor'Rand hid directly under the bridge, with Corva and Pharangesse off to either side. All were disguised with heavy cloaks and had spent part of the night practicing their bandit impressions. As the prison carriage crossed the bridge, Janiven staged her ambush and drew off the mounted hellnights. Thorien waited until they were out of sight and the carriage was starting to try to turn and let fly, his arrow catching the driver in the chest. Cassandra followed with a crossbow bolt that dropped the driver down to zero hit points. Meanwhile, Dor’Rand emerged from one side of the bridge and Tsaren from the other while Corva charged up and Pharangesse began to make her way over. Acting faster than the surprised Hellknights, Thorien let fly with another arrow while Corva used his heavy flail (“it’s a blunt instrument, it’s less lethal”) to knock one down, while Dor’Rand clawed at the others on that side of the carriage. Tsaren missed with his strike and found himself in trouble as Pharangesse continued her progress in. One of the Hellknights left to deal with Pharangesse, as Corva was sent around the van to help Tsaren while Dor’Rand sliced at the Hellknights forcing one to flee with his savage wounds. Shanwen stood up from the driver’s seat, healing himself, only for Thorien to unleash another perfectly aimed arrow that dropped him from his perch. Thorien proceeded to run up to the bridge to stabilise the Hellknights while Corva and Dor’Rand routed the others, but not before Tsaren had been struck several times by his attackers. In the end only Shanwen and a lone Hellknight needed healing as the others limped off for reinforcements. Thorien and Tsaren set about the locks, but that problem was solved when Cassandra found the keys, along with on Shanwen, unlocking the door and the strongbox before Arael was rescued. When Arael asked who they were, “the rescue committee” was the reply, further explanation saved for the ride back. Dor’Rand managed to calm down the horses and unhitched them, allowing Arael to ride with them, at high speed, back to the city. Once in the city, Dor’Rand, Pharangesse and Corva returned the borrowed horses to Giorvio’s uncle, interrupting the berating from Thesing Umbero Ulvauno. Dor’Rand interrupted explaining he’d just come back from taking the horses on their warm-up journey of the day, but this did not impress the arrogant opera star who proceeded to harangue him. With a superb display of diplomacy, Dor’Rand managed to raise his attitude to Indifferent at which point he was promptly ignored as Thesing had finally noticed Pharangesse and turned his attentions to the “dear lady”. Finally satisfied about the horses, especially as he managed to secure a date after the performance with Pharangesse, Thesing departed. Jacovo, the uncle in question, refused all offers to transport the horses to the theatre, insisting he handle it himself. Dor’Rand staked out the theatre to watch the performance (and Thesing). Some time later, a shadowy figure (who looked exactly like Thorien under his hood) brought in two brand new horses to Giorvio, who was able to swiftly purchase them at a very serviceable price. Sadly for Thesing, the performance did not go well as he was knocked down by a horse and suffered a glancing blow from its hooves, leaving a delightful bump on his forehead. He cancelled the dinner, and was heard to mutter about the fools who would over-excite his horses so. Wealday, 09 Pharast, 4170
Oathday, 11 Pharast, 4170
Pathfinder Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber
cyrusduane wrote:
It's an April Fool's joke. The Geek Chic Emissary table is the biggest giveaway. Those things are huuuuge.
Pathfinder Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber
Ok. I'm preparing to run a new campaign in the nearish future and would like some comments on the houserules and home-brewed feats I'm proposing. For info it will be Core Pathfinder, probably Council of Thieves, with some spells and feats from other 3.5 products (mostly the Spell Compendium) let in on an individual basis. That said, here's the rules:
Spoiler:
The Critical Hit and Critical Fumble deck are both in play. Critical Hit Deck is used only by PCs and named NPCs. Critical Fumble Deck is used by everyone. Dying: Spoiler:
If the character dying can be raised above the dying threshold within one round of sustaining damage, they are considered to have not died. No pressure on the healers there, whatsoever. If you hit twice your damage limit, you're dead, dead, dead. Charge: Spoiler:
Charge is a standard action that allows you to move up to your movement in a straight line and make an attack. You must move at least 10 feet. This replaces the official version which is a full round action for double movement and attack. If you charge, you cannot move after the charge. Keen and Improved Critical: Spoiler:
The Keen enhancement (and the Keen Edge spell) and Improved Critical stack. However, the threat range is doubled +1 rather than tripled, e.g. a Keen Longsword wielded by someone with Improved Critical will have a threat range of 16-20 (rather than 17-20 as it is now or 15-20 if they all stacked normally). Combat Reflexes: Spoiler:
You may make a number of Attacks of Opportunity equal to your number of iterative attacks or your Dexterity modifier, whichever is greater. Fighters: Spoiler:
Weapon Training: A Fighter may apply a weapon specific feat to any weapon within the same group, providing he has Weapon Training with that group. Paladins: Spoiler:
Smite Evil: A weapon used to Smite Evil is treated as having its magic bonus (if any) increased by the Paladin’s Charisma modifier for the purposes of overcoming Damage Reduction, rather than automatically overcoming Damage Reduction. A Paladin gains double damage against Outsiders with the Evil subtype and two other creature types, as per the Feat Expanded Smite. Lay on Hands: A Paladin is treated as 3 levels lower (minimum 1d6) when using his Lay on Hands as a swift action. Channel Energy: A Paladin is treated as a Cleric 3 levels lower when Channelling Energy. Monks: Spoiler:
Manoeuvre Training: A Monk adds his Wisdom bonus to his CMB and CMD. Monk Weapons: Monks may substitute their unarmed damage for the damage of any special Monk Weapon. Other properties remain from the weapon. Alignment: Monks may be Neutral as well as Lawful but may not be Chaoticly aligned. Initiative: Spoiler:
Initiative is rolled each round. Actions impose a penalty to initiative equal to the CMB modifier according to size. If attacking with a weapon (not a natural weapon or unarmed strike), instead the penalty is equal to the average weapon damage (rounded up). Light weapons reduce the penalty by 1 and two-handed weapons increase it by 1. Weapons with the finessible property are counted as one size smaller. Magic weapons reduce the penalty by one per +, to a minimum of 0. Weapons that can be used as either one or two-handed use whichever is appropriate. When using two-weapons, the slowest determines the penalty.
Actions are declared before initiative is rolled. If a character's actions change from what was originally stated, they suffer a -2 penalty to the roll. The Delay action imposes a penalty of -5 to initiative on the following round. Refocus still allows the character to leap to the top of the initiative order. Moment of Awesome: Spoiler:
If a player goes above and beyond in describing his actions or role-playing, he can be nominated by the other players for a Moment of Awesome. If the DM agrees, the player is given a Moment of Awesome token that he can trade in later. The bonus may be traded in for rolling twice and taking the best results (Must be used before the result it known), automatic stabilisation, one-shot use of a feat that the character meets the requirements for but does not have, to use a limited per day ability without taking up a use, or to cast a spell that they do not have memorised (the spell can be any spell on their spell list but takes up a slot two levels higher and takes at least a full round to cast, as if applying metamagic for a Spontaneous caster).
A player may only have one Moment of Awesome token at a time. Additional Feats:
Spoiler:
Prerequisite: Armour Training +2
Benefit: A fighter may apply one magical effect with an equivalent bonus of +1, chosen at the time this feat is taken, to his armour. This is a supernatural effect. While using this ability, his Armour Training is reduced by the bonus of the effect. This ability requires a move action to activate, and lasts for a number of rounds equal to their level in a class that grants Armour Training. Special: This ability does not stack with abilities provided by the armour itself. All abilities must be approved by the GM before being taken. Greater Armour Training (Combat):
Spoiler:
Prerequisite: Armour Training +3, Improved Armour Training
Benefit: A fighter may apply one magical effect with an equivalent bonus of up to +2, chosen at the time this feat is taken, to his armour. This is a supernatural effect. While using this ability, his Armour Training is reduced by the bonus of the effect. This ability requires a move action to activate, and lasts for a number of rounds equal to their level in a class that grants Armour Training. You may activate the properties granted by Greater Armour Training and Improved Armour Training with one move action. Special: This ability does not stack with abilities provided by the armour itself. All abilities must be approved by the GM before being taken. This ability stacks with the bonus provided by Improved Armour Training. Superior Armour Training (Combat):
Spoiler:
Prerequisite: Armour Training +4, Improved Armour Training, Greater Armour Training
Benefit: A fighter may apply one magical effect with an equivalent bonus of up to +3, chosen at the time this feat is taken, to his armour. This is a supernatural effect. While using this ability, his Armour Training is reduced by the bonus of the effect. This ability requires a move action to activate, and lasts for a number of rounds equal to their level in a class that grants Armour Training. You may activate the properties granted by Superior Armour Training, Greater Armour Training and Improved Armour Training with one move action. Special: This ability does not stack with abilities provided by the armour itself. All abilities must be approved by the GM before being taken. This ability stacks with the bonus provided by Improved Armour Training and Greater Armour Training. Improved Weapon Training (Combat):
Spoiler:
Prerequisite: Weapon Training +2
Benefit: A fighter may apply one magical effect with an equivalent bonus of +1, chosen at the time this feat is taken, to his Weapon. This is a supernatural effect. While using this ability, his Weapon Training is reduced by the bonus of the effect. This ability requires a standard action to activate, and lasts for a number of rounds equal to their level in a class that grants Weapon Training. Special: This ability does not stack with abilities provided by the Weapon itself. All abilities must be approved by the GM before being taken. Greater Weapon Training (Combat):
Spoiler:
Prerequisite: Weapon Training +3, Improved Weapon Training
Benefit: A fighter may apply one magical effect with an equivalent bonus of up to +2, chosen at the time this feat is taken, to his Weapon. This is a supernatural effect. While using this ability, his Weapon Training is reduced by the bonus of the effect. This ability requires a standard action to activate, and lasts for a number of rounds equal to their level in a class that grants Weapon Training. You may activate the properties granted by Greater Weapon Training and Improved Weapon Training with one standard action. Special: This ability does not stack with abilities provided by the Weapon itself. All abilities must be approved by the GM before being taken. This ability stacks with the bonus provided by Improved Weapon Training. Superior Weapon Training (Combat):
Spoiler:
Prerequisite: Weapon Training +4, Improved Weapon Training, Greater Weapon Training
Benefit: A fighter may apply one magical effect with an equivalent bonus of up to +3, chosen at the time this feat is taken, to his Weapon. This is a supernatural effect. While using this ability, his Weapon Training is reduced by the bonus of the effect. This ability requires a standard action to activate, and lasts for a number of rounds equal to their level in a class that grants Weapon Training. You may activate the properties granted by Superior Weapon Training, Greater Weapon Training and Improved Weapon Training with one standard action. Special: This ability does not stack with abilities provided by the Weapon itself. All abilities must be approved by the GM before being taken. This ability stacks with the bonus provided by Improved Weapon Training and Greater Weapon Training. Bane Weapon:
Spoiler:
Prerequisite: Favoured Enemy Bonus +4
Benefit: Weapons you use against the Favoured Enemy gain the Bane ability. This is a supernatural effect. It is treated as +2 bonuses higher than it is normally for purposes of overcoming damage reduction, but does not gain any additional bonuses to hit or damage. It does gain the +2d6 damage from the Bane property. This ability requires a standard action to activate, and lasts for a number of rounds equal to the level in a class that grants Favoured Enemy. Special: This ability does not stack with abilities provided by the Weapon itself. This feat can be taken multiple times. Its effects do not stack. Each time it must be taken against a new favoured enemy who meets the requirement bonus. This ability can be selected as one of a Ranger's bonus feats. Minor Magic:
Spoiler:
Prerequisite:
Benefit: You may cast one cantrip or orison, chosen when you select this feat, once per day as a spell-like ability. Caster level is half your character level. The DC is Charisma based. Improved Magic:
Spoiler:
Prerequisite: Minor Magic or Minor Magic Rogue Talent, 3rd level
Benefit: You may cast one 1st level spell, chosen when you select this feat, once per day as a spell-like ability. Caster level is half your character level. The DC is Charisma based. Alternatively, you may select a cantrip/orison to be cast twice per day. Greater Magic:
Spoiler:
Prerequisite: Minor Magic or Minor Magic Rogue Talent, Improved Magic or Major Magic Rogue Talent, 5th level
Benefit: You may cast one 2nd level spell, chosen when you select this feat, once per day as a spell-like ability. Caster level is half your character level. The DC is Charisma based. Alternatively, you may select a cantrip/orison to be cast three times per day or a 1st level spell to be cast twice per day. Monk Weapon Training:
Spoiler:
Prerequisites: BAB +1
Benefit: One weapon you are proficient in is treated as a Monk Weapon. Note: This feat mat be taken multiple times. It applies to a different weapon each time. Rapid Attack (Combat):
Spoiler:
Prerequisites: BAB +1, Weapon Focus (Chosen Weapon)
Benefit: With the weapon you have weapon focus, you reduce the penalty to initiative by 2. Note: You may take this feat multiple times. It's effects do not stack. Each time it applies to a different weapon. Rapid Casting:
Spoiler:
Prerequisites: Spell Focus, Caster Level 3rd
Benefit: When casting spells of your focused school, you reduce the penalty to initiative by 2. Note: You may take this feat multiple times. It's effects do not stack. Each time it applies to a different school of magic. Combat Step (Combat):
Spoiler:
Prerequisites: BAB +6
Benefit: You may move up to half your speed and still make a full-round action. This movement provokes attacks of opportunity. All attacks are at -2. Normal: You may make a five foot step and still make a full round action. Improved Combat Step (Combat):
Spoiler:
Prerequisites: BAB +11, Combat Step
Benefit: You may move up to your speed and still make a full-round action. This movement provokes attacks of opportunity. All attacks are at -2. Normal: You may make a five foot step and still make a full round action. Greater Combat Step (Combat):
Spoiler:
Prerequisites: BAB +16, Combat Step, Improved Combat Step
Benefit: You may move up to your speed and still make a full-round action. This movement provokes attacks of opportunity. Normal: You may make a five foot step and still make a full round action. Teamwork:
Spoiler:
Benefit: After ten minutes instruction, you can allow your allies to use one skill you possess at your skill ranks. This only applies to base skill ranks. All other modifiers are determined by the character using the ability.
Alternatively, you may allow them to use one feat you possess as if they had the feat. A person may only benefit from one Teamwork effect at a time. You may affect a number of individuals equal to 1+your charisma modifier. This ability lasts for one hour. Extra Teamwork:
Spoiler:
Prerequisites: Teamwork
Benefit: Your teamwork ability can affect 2 more allies. Note: This feat can be taken multiple times. It's effects stack. Expanded Smite:
Spoiler: Prerequisites: Smite Evil
Benefit: You may select a group of opponents against whom your smite does double damage. You may select : Outsiders, Elementals, Undead, Aberrations, Dragons, Fey or Followers of any one Evil deity. The target must still be Evil to be the subject of your smite. Note: You may take this feat multiple times. The effects do not stack. Each time, it applies to a new foe.
Pathfinder Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber
Ok. Derail question time again. My party has decided not to ally with the Kuthenites (blasted clerics of Iomedae). It says in the adventure that they'll turn up separately, but I can't figure out where they're supposed to come back. I'm planning on the Ally being the cavalry (in the exceedingly unlikely event my players need help) or when they try and get past the Repulsion ward. I figure actually helping them might persuade the cleric to STFU. The Traitor, I'm thinking of following them in and accusing the Ally when they meet the Nightcrawler. That will give the cleric something to blow up, too. Any thoughts?
Pathfinder Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber
This question popped into my head as I'm preparing for my players to assault Scarwall. How should the turning immunity of things like Skeleton Warriors and Chained spirits interact with the Channel Energy rules? I can see three options:
I'm leaning towards option 3 at the moment, as 1 seems too weak and 2 is very powerful. Does anyone have any suggestions?
Pathfinder Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber
I'm just in the middle of Seven Days at the moment, but I can see a problem coming up. Namely, how does the paladin (forbidden from associating with known evil people) work with Lauri and the Shadowcount. Even if he doesn't detect them as evil, the calling on the deity of darkness, pain and sadism is likely to be a bit obvious (and for the Shadowcount, the chain DEVIL is likely to be a bit of a stumbling block). Any suggestions gratefully received.
Pathfinder Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber
Pretty much as it says. In replacing a fallen character, we've encountered a significant disparity between the WBL of the new character from t he tables, and the WBL of the others per the adventure. My current cludge is to allow the existing characters to spend up to WBL at the end of the module (just finished Edge of Anarchy) and justifying it as outfitting by the Guard. But does anyone have a a more elegant solution? Preferably one that doesn't mean I'm rewriting the treasure throughout the adventures?
Pathfinder Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber
Characters:
Ok. Most of the evening was taken up with character and background, but we did get started. The group was very eager to go after Lamm, even without Zellarra's urging, but I guess that's what happens when you have a couple of tortured victims, a widow and an orphan pissed at you. On approaching the fisheries, they decided to go with the barbarian lock pick (Kanaris' Earthbreaker) and shattered their way through the doors into the front room. Naturally, Bloo didn't like people intruding on his space and charged resulting in a minor bite to the barbarian before he was dispatched. Cortonne stabilised the poor dog but an angry Kanaris wasn't having any of this and went for the coup de grace (with the earthbreaker). Resulting in a smear of guard dog. Kaanaris then proceeded to wreck Bloo's den. The party proceeded to the upper workfloor where Torgul managed to notice Hookshanks’ kukri despite his disguise skill. Torgul promptly threatened Hookshanks with his two-handed sword, but rolled really badly on his intimidate check and Hookshanks was unimpressed. The others, having no idea why Torgul was threatening the orphan (as Hookshanks appeared) assumed he knew what he was talking about, especially when Hookshanks tried, and failed to gut the Ulfen. Cortonne rolled double 20's with his light hammer and proceeded to roll maximum damage, taking Hookshanks to significant negatives with one hit that I ruled sent the little gnome flying. Cortonne immediately cast stabilise and tried to cure him but the gnome had taken so much damage he remained insensible. Torgul did suggest killing the gnome, but the outrage this caused in most of the rest of the party has dissuaded him for now. Which is where we left things.
Pathfinder Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber
One of my players has expressed an interest in playing a Master of Many Forms in our Pathfinder game and has even worked out a progression of the abilities. I've made a couple of modifications, and am provisionally accepting it, but would like thoughts on where it's likely to break down. We're still only first level, so plenty of time to make changes before it comes into play. So requirements are now:
Still no new proficiencies. Skills (as MoMF): Acrobatics, Climb, Craft, Diplomacy, Disguise, Fly,
HD (as MoMF): d8 Progression:
Shifter's Speech, Fast Wild Shape and Evershifting Form are exactly the same as the 3.5 MoMF. Thousand Faces is as the Druid ability. Master of Forms is a new ability to replicate some of the 'lost' shapes. The Master of Many Forms can use Beast Shape to assume the form of either an animal or vermin. This does not change the list of abilities. He may also use the ability to shift into magical beasts to shift into Monstrous Humanoids, again keeping the same restrictions on abilities. Evershifting Form. MoMF levels stack with Druid levels for purposes of Wild Shape (This would give the MoMF extra uses of Wild Shape. This is mostly so that the highly appropriate Wild Shape at Will is gained at 20th level, without acquiring it up to 5 levels earlier as a capstone power of the MoMF. Any thoughts?
Pathfinder Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber
Not sure if anyone else has posted about this, but... Green Ronin have announced on its website how it will be rebranding its existing 3.5 books, including a Print-On Demand option for things out of print. Green Ronin wrote:
Pathfinder Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber
As today is Remembrance Sunday here in the UK, I'd just like to ask everyone to pause for a minute at some point during the day to remember all the young men and women who've given their lives in defence of their countries. And A Pittance of Time video to set the scene for you. Peace out.
Pathfinder Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber
... and they're British.
Pathfinder Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber
Title says it all. The Iconics have done a great job of creating visual images for the races and classes of Pahtfinder but there is one missing. There are no half-orc Iconics. Where's the love for the tuskies? Can we have a thirteenth Iconic to give us some half-orcy goodness (preferably not a barbarian as the others have tended to steer clear of the stereotypical classes).
Pathfinder Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber
Hi all.
The game will be running at the Black Horse pub Rathbone place (Pretty close to Tottenham Court Road tube station) on Monday evenings. Any one interested? |