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Reckless's page
Pathfinder Chronicles Charter Superscriber; Pathfinder Roleplaying Game Subscriber. 513 posts (533 including aliases). 1 review. No lists. No wishlists. Aliases: More Careful Dude, Thr3adcr4p, VomitLapPingDog.
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Profile
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Recent Posts
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Recent Reviews
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Wishlists
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1) Let it be known from the outset that the group has, in effect, chosen your character for this role, by choosing to play the supporting role.
2) Be sure to know the roles the others have chosen and encourage them to develop those roles in support of your kingdom.
3) Be the leader by choosing your character's morals; live or die by those standards; be the example.
If you haven't watched A Knight's Tale, do yourself the favor of watching it. There's a great scene near the end where the hero is at his lowest and his comrades come forward to defend him. The speech by the Prince in response to this scene captures the feeling I want for my "King" player when I run this. "This, too, is Knightly." This is going to require some buy-in from the other players, though, since it is essential that they see your character as the leader, the hero, and understand that their roles as supporters are as essential to the story as your role as leader is.
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anthrorob wrote:
Guy Humual wrote:
Have we gotten feedback on the items on the second page yet?
I am on page two too, for anyone who would like to review it...Blood-stained War Cassock
It is included below under the spoiler button (so as to avoid spamming my item)...
** spoiler omitted **
Thanks,
anthrorob
Since you were kind enough to critique my item, I'll be glad to return the favor.
Descriptiveness: could have used more, especially with an inspiring name like "Blood-stained War Cassok". I do like the addition of the wearer's holy symbol after he prays. However, this raises the question of whether or not this symbology is removed when removing the Cassok, or remains until the conditions are met by a worshiper of another deity (I could see a worshiper of Iomedae having a real problem donning a cassok formerly worn by a worshipper of Zon-Kuthon, for example.)
Sacred bonus: does anything else give a sacred bonus to AC? I couldn't find anything. This means this AC bonus stacks with everything else. This could be a big problem. Probably would have been more acceptable as a deflection bonus.
Channel energy: At 6000 gp, this is probably too good. I think you may have wanted to scale this, for example 1 use per day at +1/+2, 2 at +3/+4, and 3 at +5 (or maybe 1 at +1, 2 at +2/+3 and 3 at +4/+5.) I just looked at the Metamagic, Quicken Rod for a comparison and a lesser is 35,000gp. Granted, this is much less versatile since it can be used for only one ability, but, even so, my gut tells me this feature may be what killed it even more than the sacred bonus.
Overall, I like the idea behind the Cassok, getting Clerics and Paladins into the middle of battle. But without changing it, I would want every evil cleric I run in my campaigns to have one, and I'm sure every PC Cleric/Paladin and a good amount of the fighty types would want one too. The 6000gp version at the very least.
Thanks
Stratton
Edit: on the creation requirements: the first two are aligned towards good; why would an evil creator not use desecrate and inflict light wounds, mass? Also, I'm not sure these requirements really line up with what the item does.
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Thanks for the critique Anthrorob, I really appreciate it.
anthrorob wrote:
Reckless wrote:
I may have edited this one more time before submitting it (changing or deleting the Craft requirement,) but here is the item I submitted. Please critique it.
-Reckless
[b]Cricket Whistle
I like this however:
(1)Maybe mention the "secret messages" Bluff skill use specifically in the description,
(*As a move action, the possessor may make a Bluff check to send a secret message of up to ten words to one target with a +5 competence bonus on the check using the whistle.*) I'm not sure what you mean here, since that is pretty specifically what it says.
anthrorob wrote:
(2)I assume how loud you blow the whistle determines the distance it can be heard, otherwise why would you ever blow it loudly?
Yes, that's pretty much the reason to blow it loudly. For instance, if your ally were outside the room you were in, or on the other side of a wall, etc. Basically, to overcome the distance and other modifiers under the Perception skill. I argued back and forth with myself on whether/how much I should reference these modifiers. In the end, I decided both GMs and the judges either knew those rules or could look them up.
anthrorob wrote:
(3) How is this an improvement over just using message? Is it a line of sight issue?
Message can be perceived by a Perception check (DC25), this has to be understood with a Sense Motive check, which far fewer creatures will be able to do. Better than just Bluff because of the +5 bonus to the check. Also, the +5 bonus to the target's Perception check.
anthrorob wrote:
(4)(shouldn't the craft be something like woodworking, carving or carpentry? ...and
I think I changed it in the submission, because, yes, it should be. I was trying to find the closest to "woodcarving" as an official subskill allowed. In the end, I think I either skipped it altogether or changed it to woodcarving or carpentry.
anthrorob wrote:
(5) I really don't like the disruption of spellcasters effect. It could be abused I think.
Well, since it's only once a day, and forces the caster to make a Concentration check as if fighting defensively (DC=15+2x spell level), it's not really all that powerful. But I can see where someone might worry about it.
anthrorob wrote:
Perhaps another angle would have been to allow the whistle user to disrupt sonic abilities like a bard's countersong? But that would have fallen into the "giving class powers away" category.
The bardic countersong was the inspiration, specifically the fact that countersong isn't useable against spells with a verbal component. I wanted to make it yet another reason a Bard would want it, as well as other classes, without stealing the Bard's thunder. Don't know if I succeeded.
anthrorob wrote:
Another angle would have been to add a sound burst like attack or something to do with crickets like maybe a jump bonus. Either way it is sort of a "spell in a can". Mind you, I think all the talking down of canned spell items is overblown. Some of the most useful items in the game are canned spells.
I could definitely see using something like this in my campaign with a few tweaks.
There...my two cents worth.
anthrorob
Yeah, I considered these items to make it more Cricket themed. I decided the jump was too cliche. The sound burst idea seemed like it would turn the whistle into too much of a spell can collection.
Thank you very much for the critique, I hope my explanations lend some more satisfaction to the Cricket Whistle.
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Pierce Coady wrote:
Clark Peterson wrote:
Pierce Coady wrote:
Carved Finger Bones of Obligation
We felt this was very Ray Harryhausen/Jason and the Argonauts and not that original.
Well poo. Thanks for the honest feeback Clark. Between Harryhausen and Moorcock's Corum books you hit directly on the inspiration for the item. Unfortunately I obviously crossed the line from homage to uninspired copycat.
Anyone else see anything additional that I can learn from on the mechanics side? Price? Crafting components? Was the mechanical description tight enough to avoid a lot of argument at the table?
Just a few comments:
At 47K+ gold, this item is pretty much available to 11th level pcs and 18th level npcs. The ability to summon 5 skeletons every three days is not at all impressive.
I don't think Channel Negative Energy should be a requirement if you already have animate dead and control undead in there.
Do the skeleton(s) have to solo kill a creature, or just land the killing blow? Does that 11th level character then have the ability to go find the biggest fingered creature he can find and knock it unconscious and have the skeletons finish it off so he can have potentially useful creatures to defend himself? If so, why aren't the skeletons in the bag already this larger type, since any 11th lvl PC or 18th lvl PC worth their salt is going to do this upon finding the bag full of weak creatures, and the effect is permanent.
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I may have edited this one more time before submitting it (changing or deleting the Craft requirement,) but here is the item I submitted. Please critique it.
-Reckless
Cricket Whistle
Aura moderate abjuration ; CL 7th
Slot none; Price 5000 gp; Weight –
DESCRIPTION
This intricately carved darkwood whistle resembles a cricket. When the whistle is blown, the wings of the cricket flutter and the whistle emits a high-pitched chirping sound. It is considered a masterwork wind instrument for the purposes of Perform checks and bardic performance.
As a move action, the possessor may make a Bluff check to send a secret message of up to ten words to one target with a +5 competence bonus on the check using the whistle. The possessor may choose to blow the whistle loudly (base Perception DC -10 to hear), regularly (base Perception DC 0 to hear), or softly (base Perception DC 10 to hear.) The target must succeed on a Perception check with a +5 competence bonus to hear the message, but does not need to be within line of sight or line of effect. Creatures other than the target who hear the whistle may make an opposed Sense Motive check against the Bluff result to understand the message. The possessor chooses a language he knows, and any creature (including the target) must know the language in order to understand the message.
Additionally, once per day, the whistle can be used to disrupt a spell being cast with a verbal component. As an immediate action, the possessor blows the whistle at a target caster within 30’. The target must make a concentration check as if casting defensively or lose the spell.
CONSTRUCTION
Requirements Craft Wondrous Item, message, dispel magic, creator must have 2 ranks in the Craft (sculptures) skill; Cost 2500 gp
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JoelF847 wrote:
Reckless wrote:
I love the beginning flavor text, and the touch of the adding of relevant symbols is a cool effect.
Mechanically, however, this item is terrible. This item is completely overcosted. A minor ring of energy resistance only costs 12000gp and functions continuously at 10 points of resistance (which is equivelent to a 19th level cleric with this item), and the benefit for negative channelers is basically non-existant (1 point of damage ooo ahhh, that's worth 21000gp. Even if it was written correctly 1 point of extra damage per die is still pretty weak at this cost.) As already pointed out, duration based on the wearer's stat is a flaw as well.
The name is weak, and unrelated to the item's function.
This item is more like a resist energy, mass however, so it should provide a lower amount of resistance than a single person item (or be way more expensive than the single person item)
You know, I saw that in my first reading yesterday, and somehow completely missed it today as I'm trying to critique these items. Thanks for the reminder. That makes this item somewhat better (but still overcosted in my opinion.)
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Thematically, I like this item. Crystal Chalices are a dime a dozen, but you managed to put some uniqueness into this one and give it a solid Pathfinder theme.
You had plenty of words left, and I, for one, would have appreciated a mechanical explanation of the fragility (0 hardness, 1-2 hp, something, other than "very fragile." Same thing regarding the dew freezing as it forms. What would cause that? Cold environmental hazards? Area effect cold spells? Those are the kind of details I would look for to improve this item.
Also, I think this item gives the GM too much power to screw with its effects. Between the four hours,the fragility, and the freezing, it's an easy way for nasty GMs to wipe out a 5200 gp item.
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Bill Bisco wrote:
They'll sleep for a day then :)
and as dm, it will be the day of 1000 random/roaming encounters.
Player: this sucks, it's a perfectly valid tactic. These are just grudge monsters.
GM: the troll eating your spleen agrees, and asks you to pass the salt. You shouldn't have camped down at such a busy spot, I guess.
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jocundthejolly wrote:
I think you should rename it. Perhaps you are thinking that 'guard' is a word for a single person. However, 'vanguard' is a noun which refers collectively to the groups of soldiers at the head of any army, not to an individual. It is like referring to a single soldier as a phalanx or cohort.
Couple other things (don't want to be hypercritical, but I know you are looking for feedback, and as a writer myself I know that other people always see stuff you don't see).:
The details of a couple of the features seem a bit vague:
What is the nature of the supernatural bond in 'Under My Protection?' What does declaring the bond entail?
Must the declaration be spoken aloud? How long does declaring take? What is its range? How long does the bond last, if not disrupted by distance? Can it be disrupted by an enemy?
Supernatural Abilities (Su): Supernatural abilities are magical but not spell-like. Supernatural abilities are not subject to spell resistance and do not function in areas where magic is suppressed or negated (such as an antimagic field). A supernatural ability's effect cannot be dispelled and is not subject to counterspells. See Table: Special Ability Types for a summary of the types of special abilities.
Supernatural Abilities are activated purely mentally, and require no components (somatic, verbal, or material.)
jocundthejolly wrote:
Regarding 'Blood Brothers': What is the nature of the ritual? What is it, how do you learn it, and what specifically does it entail?
You should probably do away with the 1 point of nonlethal damage (especially since it is a 9th level feature--1 hp damage is insignificant to 9th level characters, and would only demand, annoying superfluous record-keeping). And why is it nonlethal? I'm picturing 2 guys chanting and punching each other in the face (but not too hard).
I envision the ritual as cutting small slits in one's wrists and holding the arms together in a grasp of common trust "allowing the blood to mix". Perhaps it should be lethal, but it is meant to be more symbolic than anything.
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VANGUARD
Masters of the front line, dedicated to protecting those who follow, the vanguard never shrink from a fight. These brave few don armor and shields to wade into battle, bringing the fight to the enemy. The vanguard protects his allies and himself through skillful use of his shield and armor.
Role: Vanguards are front line fighters who can support close allies in several different ways. When forced to move in a tight group, there is no better ally than a vanguard, who can protect those who stay close to him. Vanguards are also often signed to perform escort or bodyguard services for people of high standing or import.
Alignment: Any
Hit Die: d12
Class Skills
The vanguard’s class skills are Climb (Str), Craft (Int), Knowledge (Dungeoneering) (Int), Knowledge (Engineering) (Int), Perception (Wis), Profession (Wis), and Sense Motive (Wis).
Skill Ranks per Level: 2 + Int modifier
Level Base Attack...Fort...Ref...Will....Special
.............Bonus...... Save...Save...Save
1st..... +1................ +2......... +0..... +2... Shield expertise
2nd..... +2................ +3......... +0..... +3 Uncanny dodge
3rd..... +3................ +3......... +1..... +3 Shield allies
4th..... +4................ +4......... +1..... +4 Armor training 1, Blood brothers
5th..... +5................ +4......... +1..... +4 Vanguard protection
6th..... +6/+1............. +5......... +2..... +5 Shield expertise
7th..... +7/+2............. +5......... +2..... +5 Under my protection
8th..... +8/+3............. +6......... +2..... +6 Armor training 2
9th..... +9/+4............. +6......... +3..... +6 Improved uncanny dodge
10th..... +10/+5........... +7......... +3..... +7 Vanguard protection 2
11th..... +11/+6/+1........ +7......... +3..... +7 Shield expertise
12th..... +12/+7/+2........ +8......... +4..... +8 Armor training 3
13th..... +13/+8/+3........ +8......... +4..... +8
14th..... +14/+9/+4........ +9......... +4..... +9 Advanced armor training
15th..... +15/+10/+5....... +9......... +5..... +9 Vanguard protection 3
16th..... +16/+11/+6/+1.... +10........ +5..... +10 Armor training 4
17th..... +17/+12/+7/+2.... +10........ +5..... +10 Shield expertise
18th..... +18/+13/+8/+3.... +11........ +6..... +11 Improved shield allies
19th..... +19/+14/+9/+4.... +11........ +6..... +11 Armor mastery
20th..... +20/+15/+10/+5... +12........ +6..... +12 Vanguard protection 4
Class Features
All of the following are class features of the vanguard.
Weapon and Armor Proficiency: A vanguard is proficient with all simple and martial weapons and with all armor (heavy, light, and medium) and with shields (not including tower shields.)
Shield Expertise: Vanguards train heavily in the use of shields, both for defense and offense. At first level, a vanguard gains Improved Shield Bash and Shield Focus as bonus feats. At 6th level, she gains Shield Slam and may make a shield bash as an extra attack as if with the two-weapon fighting feat. At 11th level, she gains Shield Master, and may make two shield bash attempts as if with the improved two-weapon fighting feat. At 17th level, she may make three shield bashes as if with the greater two-weapon fighting feat. She does not need to meet the prerequisites for these feats.
Uncanny Dodge (Ex): At 2nd level, the vanguard gains the ability to react to danger before she would normally be able to. She cannot be caught flat-footed, even if the attacker is invisible. She still looses her Dex bonus if immobilized or if her opponent successfully uses the feint action against her.
If a vanguard already has uncanny dodge from another class, she automatically gains improved uncanny dodge (see below) instead.
Shield Allies (Ex): Beginning at 3rd level, when wearing a shield, the Vanguard can protect adjacent allies, giving them a shield bonus to their AC equal to half of the Vanguard's shield bonus. This ability does not function if the Vanguard is denied his Dex bonus.
Armor Training (Ex): Starting at 4th level, a vanguard begins to master maneuvering in armor. The vanguard reduces the armor check penalty of armor she is wearing by 1 (minimum 0) and increases the maximum Dex bonus allowed by the armor by 1. Every 4 levels, these benefits increase, to a maximum penalty reduction and Dex bonus increase of 4 at 16th level.
Blood Brothers (Sp): Beginning at 4th level, a vanguard can perform a ritual with a willing ally as a full round action that causes 1 point of nonlethal damage to both the vanguard and his ally. The ally is then protected as if by an extended shield other spell cast at the vanguard's level. A vanguard may perform this ritual once per day per 4 levels.
Vanguard Protection (Ex): The Vanguard can shield adjacent allies from an area affect spell or ability, taking the brunt of the damage herself. The Vanguard automatically fails her save when using this ability. At 5th level, one ally may be shielded. At 10th level and every 5 levels thereafter, a Vanguard may shield an additional adjacent ally. Allies protected take half damage on a failed save and no damage if they make their save. This ability is an immediate action, which must be declared before any saving throws are rolled.
Under My Protection (Su): Starting at 7th level, as a standard action, a Vanguard can declare a willing target within 30’ to be under her protection. This forms a supernatural bond between the Vanguard and the target. Anyone attempting to attack the target must succeed in a Will save (DC= 10+ ½ Vanguard Level + Con modifier) or attack the Vanguard instead. This is a mind-affecting supernatural effect. A Vanguard may have only one target under her protection at any given time. The effect is dispelled if the Vanguard and the target are more than 30' from each other.
Improved Uncanny Dodge (Ex): Beginning at 9th level, the vanguard cannot be flanked. This defense denies a rogue the ability to sneak attack by flanking unless the attacker has at least four more rogue levels than the target has levels in this class.
If a character already has uncanny dodge from another class, those class levels stack with this one to determine the minimum rogue levels needed to flank the character.
Advanced Armor Training(Ex): At 14th level, a vanguard’s armor training allows him to move freely in armor. The vanguard’s speed is not reduced by armor. A vanguard’s speed may still be reduced by encumbrance.
Improved Shield Allies (Ex): At 18th level and higher, when wearing a shield, the vanguard can protect adjacent allies, giving them a shield bonus to their AC equal to the vanguard's shield bonus. This ability does not function if the vanguard is denied his Dex bonus.
Armor Master (Ex): At 19th level, a vanguard gains DR 5/- whenever he is wearing armor or using a shield.
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VANGUARD
Masters of the front line, dedicated to protecting those who follow, the vanguard never shrink from a fight. These brave few don armor and shields to wade into battle, bringing the fight to the enemy. The vanguard protects his allies and himself through skillful use of his shield and armor.
Role: Vanguards are front line fighters who can support close allies in several different ways. When forced to move in a tight group, there is no better ally than a vanguard, who can protect those who stay close to him. Vanguards are also often signed to perform escort or bodyguard services for people of high standing or import.
Alignment: Any
Hit Die: d12
Class Skills
The vanguard’s class skills are Climb (Str), Craft (Int), Knowledge (Dungeoneering) (Int), Knowledge (Engineering) (Int), Perception (Wis), Profession (Wis), and Sense Motive (Wis).
Skill Ranks per Level: 2 + Int modifier
Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +1 +2 +0 +2 Bonus feat
2nd +2 +3 +0 +3 Uncanny dodge
3rd +3 +3 +1 +3 Bonus feat, Shield allies
4th +4 +4 +1 +4 Armor training 1
5th +5 +4 +1 +4 Bonus feat
6th +6/+1 +5 +2 +5 Vanguard protection
7th +7/+2 +5 +2 +5 Bonus feat, Under my protection
8th +8/+3 +6 +2 +6 Armor training 2
9th +9/+4 +6 +3 +6 Blood brothers, Bonus feat
10th +10/+5 +7 +3 +7 Vanguard protection 2
11th +11/+6/+1 +7 +3 +7 Bonus feat, Improved uncanny dodge
12th +12/+7/+2 +8 +4 +8 Armor training 3
13th +13/+8/+3 +8 +4 +8 Bonus feat
14th +14/+9/+4 +9 +4 +9 Vanguard protection 3
15th +15/+10/+5 +9 +5 +9 Bonus feat
16th +16/+11/+6/+1 +10 +5 +10 Armor training 4
17th +17/+12/+7/+2 +10 +5 +10 Bonus feat
18th +18/+13/+8/+3 +11 +6 +11 Improved shield allies, Vanguard protection 4
19th +19/+14/+9/+4 +11 +6 +11 Bonus feat
20th +20/+15/+10/+5 +12 +6 +12 Armor mastery
Class Features
All of the following are class features of the vanguard.
Weapon and Armor Proficiency: A vanguard is proficient with all simple and martial weapons and with all armor (heavy, light, and medium) and with shields (not including tower shields.)
Bonus Feats: At first level, and every odd level thereafter, a Vanguard gains a bonus feat in addition to those gained from normal advancement. The vanguard must meet all prerequisites when choosing a bonus feat. The feats the Vanguard may choose from are: Double Slice, Greater Overrun, Greater Two-Weapon Fighting, Greater Weapon Focus, Improved Overrun, Improved Shield Bash, Shield Focus, Shield Master, Shield Slam, Spellbreaker, Step Up, Strike Back, Toughness, Two-Weapon Fighting, Two-Weapon Rend, and Weapon Focus
Uncanny Dodge (Ex): At 2nd level, the vanguard gains the ability to react to danger before she would normally be able to. She cannot be caught flat-footed, even if the attacker is invisible. She still looses her Dex bonus if immobilized or if her opponent successfully uses the feint action against her.
If a vanguard already has uncanny dodge from another class, she automatically gains improved uncanny dodge (see below) instead.
Armor Training (Ex): Starting at 4th level, a vanguard begins to master maneuvering in armor. The vanguard reduces the armor check penalty of armor she is wearing by 1 (minimum 0) and increases the maximum Dex bonus allowed by the armor by 1. Every 4 levels, these benefits increase, to a maximum penalty reduction and Dex bonus increase of 4 at 16th level.
Shield Allies (Ex): Beginning at 3rd level, when wearing a shield, the Vanguard can protect adjacent allies, giving them a shield bonus to their AC equal to half of the Vanguard's shield bonus. This ability does not function if the Vanguard is denied his Dex bonus.
Vanguard Protection (Ex): The Vanguard can shield an adjacent allies from an area affect spell or ability, taking the brunt of the damage herself. The Vanguard automatically fails her save when using this ability. At 6th level, one ally may be shielded. At 10th level and every 4 levels thereafter, a Vanguard may shield an additional adjacent ally. Allies protected take half damage on a failed save and no damage if they make their save.
Under My Protection (Su): Starting at 7th level, as a standard action, a Vanguard can declare a willing target to be under her protection. This forms a supernatural bond between the Vanguard and the target. Anyone attempting to attack the target must succeed in a Will save or attack the Vanguard instead. This is a mind-affecting supernatural effect. A Vanguard may have only one target under her protection at any given time. The effect is dispelled if the Vanguard and the target are more than 30' from each other.
Blood Brothers (Sp): Beginning at 9th level, a vanguard can perform a ritual with a willing ally as a full round action that causes 1 point of nonlethal damage to both the vanguard and his ally. The ally is then protected as if by an extended shield other spell cast at the vanguard's level. A vanguard may perform this ritual once per day per 4 levels.
Improved Uncanny Dodge (Ex): Beginning at 11th level, the vanguard cannot be flanked. This defense denies a rogue the ability to sneak attack by flanking unless the attacker has at least four more rogue levels than the target has levels in this class.
If a character already has uncanny dodge from another class, those class levels stack with this one to determine the minimum rogue levels needed to flank the character.
Improved Shield Allies (Ex): At 18th level and higher, when wearing a shield, the vanguard can protect adjacent allies, giving them a shield bonus to their AC equal to the vanguard's shield bonus. This ability does not function if the vanguard is denied his Dex bonus.
Armor Master (Ex): At 20th level, a vanguard gains DR 5/- whenever he is wearing armor or using a shield.
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gigglestick wrote:
Reckless wrote:
I was also frustrated by the giant spiders being too big, and the double HD zombies (compared to their MM/SRD stats.) Had to adjust on the fly.
Another issue I don't see mentioned yet: Enga's tactics say she "fights with her back to the wall so she can minimize flanking." As a Barbarian with Improved Uncanny Dodge, she doesn't have to worry about being flanked. I doubt any of the party members are 17th level rogues.
Yes, but does SHE know that?
She knows she can't be flanked. Prove her wrong. I dare you to try. Go ahead.
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Seriously, though, this line should have been left out of the tactics.
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A Man In Black wrote:
The dog just wins if Scent isn't defeated. He gets take 10 +8 Perception +8 Scent -10 sleeping against a DC of 0 to "Notice a visible creature". Alternately, there is no DC to detect a creature with Scent, and "The creature can detect opponents within 30 feet by sense of smell" so Jack is just screwed.
CAN detect; it must make a perception check, with a +8 bonus to do so. Nothing in the rules says this is automatically successful.
The DC to notice a creature using Stealth is their stealth check plus applicable modifiers. +10 if you're asleep. +1/10' of distance, etc.
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RaGeR wrote:
OK,
I am getting married in November, my fiance and I play Pathfinder weekly and I am looking for a gift for the best man and the ushers... I have wandered around looking for something gaming related that would be cool, but so far no luck. I really wanted to get something cool and gaming related (We all have Pathfinder subs and all the current books). Any thoughts or suggestions?
Well, when my brother got married, he gave us metal flasks embossed with different phrases. Mine says "+10 Flask of Hallucinations".
Commissioned artwork of their (favorite) characters would be a pretty cool option, but you might have difficulty getting that done in time for the wedding.
If WAR or any of the other artists are selling any PF originals, that might be a cool idea too (but might be a bit on the expensive side for what you're thinking.)
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Cosmo wrote:
Reckless wrote:
• Pathfinder Chronicles: Seekers of Secrets—A Guide to the Pathfinder Society (PFRPG)
Paizo Publishing, LLC
Preorder - expected October 2009 (subscription copy) 1
Is apparently holding up the other two items. I really want them sooner rather than later, so if you would be so kind as to sidecart it and send the other two items like I've seen you do for others, I would greatly appreciate it. Thank you.
Stratton Liberty
I've put the Seekers book back into your sidecart and we will ge tht remainder shipped out as soon as possible.
Thanks,
cos
Thanks Cosmo!
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A string walks into a bar and asks for a scotch. The bartender looks at him in disgust and says "We don't serve your kind in here, string. Get out!"
The string leaves, but is really thirsty. So he bends over and loops around himself and then musses up his ends and goes back into the bar, declaring "Scotch, please." The bartender looks at him real closely and says, "Say, are you that string I just chased out of here?"
The string replies "I'm a frayed knot."
---------------
{caution: Dirty}
Blonde triplets are dating three boys, all named John. Being blonde and naturally confused, they are even more confused when they talk about their boyfriends. A brunette friend gives them an idea: come up with nicknames for your boyfriends so you can tell who you're talking about. The blondes think this is a great idea, and decide to pick nicknames with a theme. "Let's name our boyfriends after soda pops!" They take a week to come up with the names and then get back together.
Blonde one says "We're calling my John 7Up, because...
They all laugh bubbly, and the second one goes, "Ok, Ok, my John is going to be called Mountain Dew because...."
The giggle like a pack of hyenas. Finally the third one says "We're calling my John Jack Daniels."
The other two blondes look at their sister bewildered. Finally, one says "That's not a soda pop, honey, that's a hard liquor."
The third blonde smiles and says
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A couple of things:
1) I disagree with those saying that selling down the Int stat carries "no (other) penalties" besides less skill points for a Cleric. Knowledge and Spellcraft skills are penalized (as well as Appraise, Craft, and Linguistics) and I've always found Kn(Religion) and Spellcraft to be important for the Cleric's basic functionality.
2) Page 86 has a section on Aquiring Skills, and the second paragraph states:
The number of skill ranks you gain when taking a level
in one of the base classes is shown on Table 4–1. Humans
gain 1 additional skill rank per class level. Characters who
take a level in a favored class have the option of gaining 1
additional skill rank or an additional hit point (see page
31). If you select a level in a new class, all of its class skills
are automatically added to your list of class skills, and you
gain a +3 bonus on these skills if you have ranks in them.
Table 4–1: Skill Ranks
Class Skill Ranks per Level
Barbarian 4 + Int modifier
Bard 6 + Int modifier
Cleric 2 + Int modifier
Druid 4 + Int modifier
Fighter 2 + Int modifier
Monk 4 + Int modifier
Paladin 2 + Int modifier
Ranger 6 + Int modifier
Rogue 8 + Int modifier
Sorcerer 2 + Int modifier
Wizard 2 + Int modifier
My reading of this is that the order is apply the chart, minimum one per Intelligence entry, then apply the human and then the favored class choice. I agree, however, that the order is not explicitly listed.
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