I recommend that you take a look at the Unfettered from Monte Cook's Arcana Unearthed. It sounds to me that it is very close to what is being asked for. If it was updated for Pathfinder I think it would be a perfect fit.
I loved Arcana Unearthed by Monte Cook. It's an OGL product that was meant to act as an alternative to the players handbook. It's really easy to mix up the title with the 3.5 splat book Unearthed Arcana. They are entirely different.
Ninja is an Archetype of rogue. That means that when you take levels of ninja you may choose 1/6th of a rogue talent as your favored class bonus. And since the rogue talent Ninja Trick exists there is no reason to have a different option for ninjas in this situation. So after the sixth time taking this favored class option you are able to choose the rogue talent Ninja Trick or any other rogue talent.
If you take the fight defensively action on your turn, then drop the weapon you were fighting with as a free action do you still gain the AC bonus from fighting defensively or do you need to continue to wield the weapon to gain the AC bonus?
I'm just pointing out that verisimilitude is not part of the mechanics. If it was then fireball would 1) not exist 2) exert force from the explosion and 3) make a sonic boom from a sudden change in air pressure.
I think it's odd that you ask about making an opponent flat footed to use a feet that requires you to have a feat which makes your opponent flat footed as long as they are shaken, frightened, or panicked, and you've hit them since the start of your last turn.
Disarm + Catch Off Guard = flat-footed.
Driver 325 yards wrote:
Look at this fast archery video You can see that her support of the bow in the off hand never changes. However, the shooting hand is only needed to fire and grabbed the arrow. There is no re-gripping or changing of grips
Try looking at this video instead. Notice how he is actually capable of firing the number of arrows in 6 seconds that your character is able to fire and your "quick archer" isn't? If you want to bring verisimilitude into this argument then we should be basing it off of his archery style since that's the style that can actually match the speed of combat in Pathfinder. His hands are never free, they are full of arrows.
The Crane Style feat requires you to fight defensively with one hand free to even benefit from the Crane Wing feat when it is not your turn. So, during your turn you are either firing a bow (two-handed) or fighting defensively with one hand free (not firing a bow) in order to qualify to use crane wing against incoming attacks.
If the bolded part is true then what do clerics, druids, paladins, and rangers need to have with them to prepare their spells?
No. Nothing in the adopted trait says that it allows you to break the Trait rule regarding how many traits you can have from each category. Of course there is always the talk to your GM option if it's not PFS.
I also would like to chime in and say that I love the concept of these traits! I think you guys did a great job at tying the player into their campaign specific background without having any fore-knowledge of what each player wants to play.
You appear to be mixing terms here. Weapon Focus only applies to a single type of weapon (Longbow, Longsword, Greatsword, Sap, etc.) A weapon group is clusters of weapons as detailed in the Fighter Weapon Training.
Does that clear things up for you?
I know you don't want an answer to be a specific rage power but Body Bludgeon is my favorite class option. The idea of using an enemy like a baseball bat or a sack of potatoes is just too good to pass up.
Next in line is the Assassin/Master Spy death attack. I keep wanting to play a character that is Ranger 5/Assassin 5/Master Spy 10 that goes around the world trying to replace major world leaders for short periods of time.
As we all know Profession: Burglar or Profession: Thief are the best professions for Master Craftsman. What can't you craft? Only things that can't be stolen.
I would say reflavor and resize a Giant Frog. Give it the Wolf-in-sheep's-clothing reanimation ability and some kind of ability to perfectly recreate any sound it's heard before. It will already have the sticky tongue and swallow whole that way and it's always easier to increase CR than it is to lower it.
What about just using a straight Seeker Oracle (from PFS: Field Guide)? They get trapfinding and as a primary divine caster they will be capable of keeping up with your healing needs. It's pretty easy to build one stealthy as well.
Also, it allows for you to focus more. As a battle oracle you would be more combat oriented, as a life oracle you could still have channel energy, etc.
At my game last night we are exploring the darklands on behalf of a huge dwarven metropolis. We had trouble remembering the name of the Dwarf town and half the time we just call it Dwarfopolis. So the idea popped into my head to call it Dwarfstantinople. Any way, that led to the song by They Might Be Giants. I reworked the lyrics and felt I should post them on here in the hopes that someone more musically inclined than I am could put together a nice Youtube parody video.
Elfstanbul was Dwarfstantinople
Now it's Elfstanbul, not Dwarfstantinople
Been a long time gone, Dwarfstantinople
Now it's Elvish delight on a moonlit night
Every gal in Dwarfstantinople
Even old New Orc was once New Halfling-Land
So take me back to Dwarfstantinople
Even old New Orc was once New Halfling-Land
Elfstanbul was Dwarfstantinople
So take me back to Dwarfstantinople
Yeah, I saw that. However, it doesn't doesn't completely help, since you still can't craft rods or rings. Not to mention you have to have a billion and one craft skills to get an versatility out of the feat. I was hoping I had found a method of bypassing a crummy feat tax, but I guess it's back to the drawing board.
You don't need a Billion and one craft skills to get versatility. Just base it off of Profession (Thief) or Profession (Burglar). Then you can craft anything that can be stolen. It's funny and flavorful.
Rogue: "Hey fighter, check out this awesome sword"
Fighter: "This is really nice. Did you craft it yourself?"
Rogue: "Craft? Um... Yeah... Yeah, I crafted it myself. But on an unrelated note, I don't think you should ever try to sell that sword in this town."
From the PRD:
Incorporeal: Creatures with the incorporeal condition do not have a physical body. Incorporeal creatures are immune to all nonmagical attack forms. Incorporeal creatures take half damage (50%) from magic weapons, spells, spell-like effects, and supernatural effects. Incorporeal creatures take full damage from other incorporeal creatures and effects, as well as all force effects.
It is found in the glossary
I have an archer right now that has used poisons his entire career and always tastes his poisons to be sure they're still potent. Since he acquired his ring of sustenance all he has eaten is his poison. One day he finally snapped, woke up and chugged a vial of his poison.
It turned out that after years and years of consuming the poison he had turned himself from a fighter into an alchemist. All of his extracts and mutagens are made from diluted poison. Let's just say that he's more than a little insane.
Thank you Jiggy. I was unaware.
Since it's a specific item you cannot enchant it later in pathfinder society. It will always be mundane and you can never change that.
I didn't mean to offend. Someone asked for a summary and I gave one.
On topic however, I do agree with LazarX's suggestion to look into something like E6.
But, since it seems you are just sharing what works for you and asking for advice about significant rules problems that may come about due to your houserule set and not asking for a similar system in which your game world could run, I'd say that what you have created would have no great impact on the way the game functions other than the mechanics you have pointed out.
Well, aside from the obvious changes to the (in)balance of the system (such as the cleric receiving less in the way of class features due to having the whole spell list at his disposal.) But, I'm pretty sure those changes were intentional.
It's actually a +20 initiative. +5 Dex +1 Diviner +4 Wildfire Heart +4 Improved Initiative +4 Familiar +2 Reactionary Trait.
The idea was that my paladin worships Nethys but gains his powers through his devotion and force of will and not directly from Nethys. It sucks that I have to change though.
The previous edition of the PFS:GtOP didn't list paladins as needing to worship a deity since a PRPG paladin doesn't get his powers directly from a god (until the most recent PFS:GtOP.) So officially my paladin followed the teachings and practices of Nethys and never received his powers from him.
Relevant new text:
Religion: Characters can elect to worship any deity listed in a table of gods in the Core Rulebook, The Inner Sea World Guide, Pathfinder Campaign Setting: Gods and Magic, or any other source listed as an official Additional Resource. Characters may elect to worship an evil god, but must always be within one alignment step of their chosen deity. For clerics, this is an especially important choice, since the deity’s alignment determines whether the cleric channels positive or negative energy, a decision with significant tactical implications for the cleric and her allies. Clerics, inquisitors, paladins, cavaliers of the order of the star, and samurai of the order of the star must choose a deity as all classes in Golarion that receive spells and abilities from a specific divine source receive their powers from a deity. Druids, oracles, and rangers are the exception to this rule. The list is not exhaustive, and divine spellcasters of any future classes whose sources are added as additional resources to the Pathfinder Society Organized Play campaign will be required to choose a deity unless otherwise specified. Otherwise, characters who do not receive powers from a divine source may choose to be atheists or to have no deity at all.
With this new set of restrictions does that mean my paladin can no longer worship Nethys? More specifically does the alignment to deity restriction only apply for evil deities as the text implies?
Barry Armstrong wrote:
I concur with this reading of the RAW. Also, Barry that sniper action you described is either the "ready" action or it's the "delay" non-action. Either way, it already exists.
With the weapon cord one you would only be wielding 1 weapon at a time but you would be TWF if you got the GM to say you can ignore the descending attack order. If you are going to go so far as to pull in 3.5 material, why not just ask for a house ruled repeating hand crossbow, then get a permanent abundant ammunition on the cartridge?
Edit: or use the Endless Ammunition Weapon Property from UE. But I'm unsure if that enchantment removes the reload time. It implies it, but doesn't state it.
Weapon Cord: Weapon cords are 2-foot-long leather straps that attach your weapon to your wrist. If you drop your weapon or are disarmed, you can recover it as a swift action, and it never moves any further away from you than an adjacent square. However, you cannot switch to a different weapon without first untying the cord (a full-round action) or cutting it (a move action or an attack, hardness 0, 0 hp). Unlike a locked gauntlet, you can still use a hand with a weapon cord, though a dangling weapon may interfere with finer actions.
They are in the APG. Quick draw only supports the drawing part of that quote, not the sheathing part. I really like the idea and concept of this build and think it would be awesome to see functioning. It just stinks that it requires house ruling (even if the house ruling seems reasonable).
Barry Armstrong wrote:
Quick draw doesn't let you change the action of retrieving a weapon on a weapon cord or picking up a dropped weapon, so that attack pattern you detailed doesn't work that way. Sheathing a weapon or picking one up is a move action either way. There might be a feat or something that lets you pick up or sheathe weapons faster, but without that, you are restricted to having only 1 weapon in hand at a time.
Edit: also, that attack pattern is ignoring the restriction that you must make your attacks from highest to lowest. So if your attack pattern is +20/+15/+10 (MH) and +20/+15 (OH) then you must attack +20/+20/+15/+15/+10. You can choose to make those attacks MH/OH/MH/OH/MH, OH/MH/MH/OH/MH, MH/OH/OH/MH/MH, or OH/MH/OH/MH/MH, but you cannot make a pattern like OH/OH/MH/MH/MH or MH/MH/MH/OH/OH by RAW.
My previous post was under the assumption that you were talking about a game where you could negotiate with the GM, not PFS.
I'm not sure of what sort of actions you can take during a full attack action, but assuming you can take swift actions during a full attack action (and I don't see anything that says you can't, but am willing to be shown otherwise), You could have it set up so that both crossbows are on weapon cords.
You start the turn with your off hand dangling and you main hand equipped, you begin the full attack and make all the attacks with the main hand, you then drop the main hand as a free action, use your swift to grab the off hand, then finish your full attack. Next turn you start with the off hand, and end on the main hand.
The full attack action says you may begin your attack pattern with either weapon, but because you must make all attacks in descending order, I'm pretty sure this doesn't work by RAW. But it is as close as I can get to figuring this out. And I feel that this isn't going to be game breaking, it would just require a little more bookkeeping on your part due to the irregular attack pattern and being aware of which weapon is equipped at any given time. This is especially important if you are making AOO's with these weapons.
The RAW is found in the game mastering section of the CRB.
A creature that possesses class levels, but does not have any racial Hit Dice, is factored in as a creature with a CR equal to its class levels –1.
Sorry that it's not favorable to you. :(
My question is, when does DD check to see if the place you are teleporting is a valid location?
1) If it checks before the spell is cast then you are able to teleport anywhere that is not your current location.
2) If it checks after you cast then you would blink to where you wanted to be and if that location is incorrect then you are suddenly put back where you cast the spell from.
3) If it checks while the spell is cast, then you are in more than one location at a time when casting a teleportation spell.
I believe #1 is the correct answer. Otherwise I could summon a sword inside my enemies small intestines; in this example following #2 the sword would appear, shred their intestines (assuming medium or small size creature) and then go back where it was and following #3 the sword would stay where it is currently at and appear inside the small intestines of my opponent before deciding that it can't be inside my opponent.
So, again, when does a spell check if the target is a legal target?
They already have a link to this amazing Google Doc somewhere on their website. I've downloaded it and use it all the time myself. It allows you to sort monsters by anything you want basically.