Paizo Top Nav Branding
Welcome, guest! | Sign In | My Account | My Subscriptions | My Downloads | Shopping Cart   Shopping Cart | Help/FAQ
  About Paizo     Messageboards     News     Paizo Blog     Help/FAQ  




Pathfinder Society
SEARCH


BROWSE
Locksmith avatar

Rynthief's page

Pathfinder Adventure Path Subscriber. 86 posts. No reviews.

Profile | Recent Posts | Recent Reviews


Recent posts by Rynthief:

order #1247736
Qadira Rynthief (Pathfinder Adventure Path Subscriber),

Locksmith avatar

Dear Paizo,

I was wondering if it was too late to apply my in-store credit to the balance on this order.

Any and all help is appreciated.

Thanks!

Ryn, who could really use that extra cash

Tuesday Paizo chats: ?
Qadira Rynthief (Pathfinder Adventure Path Subscriber),

Locksmith avatar

Cpt_kirstov wrote:
they happen at the DM Tools at I believe 8 PM Pacific

Thanks!

Ryn, who now has to prioritize hockey vs Paizo...

Tuesday Paizo chats: ?
Qadira Rynthief (Pathfinder Adventure Path Subscriber),

Locksmith avatar

Hello everyone!

I work 2nd shift most Tuesdays and have the night off. I remember hearing about online chats with the designers and was wonndering if these chats were still taking place, and if so where.

More Paizo, more better.

Thanks!

Rynthief, who may have used too many exclamation marks...

Barbarian Trap Sense
Qadira Rynthief (Pathfinder Adventure Path Subscriber),

Locksmith avatar

Most games are much more cautious than this, but Tracy Hickman did a fantastic article on just what that little used ability is for: Kicking in doors!

He posits that sometimes games can get too methodical, that we start to think of our groups and characters as modern special opps... very conservative, careful, and tactical. The article claims that sometimes you have to kick in a door to jump-start the action.

The barbarian class is all about taking risks. Trap sense is there to add an incentive for this type of play. With the new rage mechanic it gets even better; rage for one round (increased str, hp and saves), kick down the door and absorb the trap. RAWR!

I wish I had a link to the original text. It received a lot of attention on the Dragon Magazine boards (both good and bad) and I think it is one of the best gaming "op-ed" pieces I've read.

Keep Trap Sense. It is a great ability for both the rogue and the barbarian, for VERY different reasons.

Ryn, who hasn't typed RAWR in too long...

If You Could Change One Thing
Qadira Rynthief (Pathfinder Adventure Path Subscriber),

Locksmith avatar

First off, a big thank you to everyone at Paizo and in this community for keeping D&D alive!

As for my one change, I would make monk special weapons deal monk unarmed damage. Too many martial arts films are about a quest for a sacred staff, kama, etc and that flavor is lost at mid-high levels with said weapon still only doing 1d6. Also, this change will help alleviate the disparity between monks and the other "martial" classes in terms of hit/damage ratio. A +5 kama is much more affordable than an amulet of mighty fists +5.

Ryn, who likes his monks.

“Takin’ It Easy” UnThread
Qadira Rynthief (Pathfinder Adventure Path Subscriber),

Locksmith avatar

"Kyra protects her assets"

Undead Longtooth - Fortress of the Stone Giants
Qadira Rynthief (Pathfinder Adventure Path Subscriber),

Locksmith avatar

hogarth wrote:
I don't have a problem with Animate Dead having consequences, but as a DM I prefer to let my players have fair warning beforehand (e.g. "Animating the dead is about as socially acceptable as necrophilia and cannibalism"). As a player, I'd be a little irked if casting a given spell caused grief to my fellow party members (e.g. waves of dragon attacks) without some kind of warning from the DM beforehand.

Have an important NPC point out that Animate Dead is an evil act (though so is Death Knell...) and that a large skeleton will be hard to hide from the town. Get the PC's discussing this in character. Think "12 Angry Men." If they all decide to animate the dragon, then no one can feel bad when the inevitable dragon flight comes for their baby.

Ryn, who likes consequences

Transformation - New name needed
Qadira Rynthief (Pathfinder Adventure Path Subscriber),

Locksmith avatar

Tactical Transformation

Seoni as Santa
Qadira Rynthief (Pathfinder Adventure Path Subscriber),

Locksmith avatar

F. Wesley Schneider wrote:
Samuel Leming wrote:
boobs.

"Type Oh." HA!

The farther you get in, the less boobs there are, until you hit here.

Nice art.

Ryn, who's all for it

[Channel Energy] Proposed fixes
Qadira Rynthief (Pathfinder Adventure Path Subscriber),

Locksmith avatar

Necklace of Fireballs, only with positive energy bombs instead...

Ryn, who thinks that's about the equivalent

AoOs Don't Include Combat Maneuvers?
Qadira Rynthief (Pathfinder Adventure Path Subscriber),

Locksmith avatar

Maneuvers as AoO's are a common occurrence in my games, stemming from the fact that AoO's do not provoke AoO's (I cannot remember where I read that, but it is in there somewhere I'm sure). If they do not provoke AoO's in return, this opens up the field for fighter-tupes who want to do something flashy and do not have the feats or actions to pull it off.

We started encouraging flashy play while playing Eberron, and it has sort of stuck.

Ryn, who's thinking of the six-fingered man "Kill the dark one and the giant, but leave the third for questioning." Inigo had something to say about that...

[Two Weapon Fighting] Making it for everyone
Qadira Rynthief (Pathfinder Adventure Path Subscriber),

Locksmith avatar

Captain Sir Hexen Ineptus wrote:
Tell me, how it is it viable compared to a two handed weapon style, the current version that is...

(A) Barbarian, 2-handed, Overhand Chop, greatsword 2d6+(2x str)

(B) Barbarian, 2-weapon, TWF and Double Slice, hand-axes (1d6+str, both hands)

(A) With the 2-hander you save a feat and do more damage per hit, but run a higher chance of doing no damage at all.

(B) With 2-weapon, you do less damage per hit, but your potential damage is the exact same as with the 2-hander (2d6+2x str).

Double Slice, as written, solves the TWF problem.

Ryn, who always liked paired axes

Elven special weapon: inappropriate?
Qadira Rynthief (Pathfinder Adventure Path Subscriber),

Locksmith avatar

I agree that the Curveblade may not be the best choice for the elven weapon. What about something like the Yuan-ti Serpent Bow from Secrets of Xen'drik? It is a curved longbow with a blade along the lower edge. You can freely interchange melee and ranged attacks in a single round. Ranged 1d8/x3/80 ft range and melee 2 hand 1d6/19-20/x2.

Very Lord of the Rings. As the orcs charge the elven lines the elves cut them down with arrows, then meet their charge by slashing at them as they approach.

Ryn, who always just liked this weapon

Using D2
Qadira Rynthief (Pathfinder Adventure Path Subscriber),

Locksmith avatar

yoda8myhead wrote:
If you want to run the mod as part of the path, unless the PCs are higher level than the adventure calls for or you pull punches at least one of them will probably not make it on to continue the rest of the path.

D2 was designed as a delve adventure. Delve adventures are designed to kill PC's. I'd seriously consider toning down D2, padding it with friendly NPC's (who can then do most of the dying) or waiting for a higher level.

Thematically, D2 is a great add-on. You could even add in a side-plot to include and foreshadow the champion of greed. But you must be careful in the adventure's execution.

Ryn, who swore he wouldn't kill a PC this time around.

Spires of Xin-Shalast (GM Reference)
Qadira Rynthief (Pathfinder Adventure Path Subscriber),

Locksmith avatar

One addition I am pondering for "Spires" is adding a safe zone within the lower city. This would give the PC's a relatively safe base of operations, allow for some culture clash roleplay, and when the zone untimately falls to a rune-giant assault give the PC's something to protect.

The explanation involves some spoilers for Hook Mountain, so tread carefully...

Spoiler:

For this "safe" culture I like the Maftet from PF #15. During Hook Mountain the PC's are going to encounter a group of Maftet as they hunt a Lamia Matriarch. The PC's will get to further interact with them later as they enter the creature's territory in order to open up the sluice gates under Skull's Crossing. This should set up the creatures as potential allies but not necessarily as friends.

I think that this could add to the general feel of "Spires." Native cultures that are not instantly hostile (or mind controlled, or undead, etc). What do you all think? Would this disturb the exploration feel of the lower city?

Ryn, who'd like to explore where monster cultures interact

[Lifestyle cost]
Qadira Rynthief (Pathfinder Adventure Path Subscriber),

Locksmith avatar

Set wrote:
Interesting notion. Of course, all the Bards will be trying to pull the 'gigolo' concept and claiming that they don't have to pay a lifestyle cost because of all their willing sugar mamma's. :)

Heh, make it a class feature...

Ryn, who doesn't pay these costs either ;)

[Lifestyle cost]
Qadira Rynthief (Pathfinder Adventure Path Subscriber),

Locksmith avatar

DarkWhite wrote:
The concept is that each character pays a nominal fee per game session to cover daily expenses, such as drinks, meals and accommodation. The amount you pay depends on what standard of lifestyle you wish to live.

Not a bad idea. Most games I've ever been a part of never take these costs into account, even going so far as to not track expenses in taverns, inns, gather information, etc. With an easy to track system like this, it would be easy to say "As we start this next leg of our adventure, your living expense cost is X"

Ryn, who's Dwarf spends 100gp per adventure on cigars and brandy

Animals and different level inconsistencies
Qadira Rynthief (Pathfinder Adventure Path Subscriber),

Locksmith avatar

theeaterofshades wrote:
I have listed the highlights for standard/dire/legendary versions for the apes vs the tigers below. There is not rule of thumb/consistancy between them.


Legendary animals are a 3.0 attempt to give high-level druids decent animal companions. Under 3.0 there were no rules for animal companion advancement, you just received more HD of companions as you advanced in level. So instead of having 8 dire apes, you got one legendary ape. The legendary animals were also smaller than their dire counterparts due to comments that a huge-sized dire tiger or bear took up too much room in a dungeon. As a direct result of the 3.5 animal companion rules, the legendary animals were never adapted to the updated rules.

As a fun aside (and shameless PFRPG plug) check out the new beta rules on animal companions under the Cleric/Druid/Paladin playtest forums under "[Design Focus] animal companions"

Ryn, who always wanted a legendary horse

[Pathfinder Beastiary] Fix Lycanthropy!
Qadira Rynthief (Pathfinder Adventure Path Subscriber),

Locksmith avatar

This may come across as a bit "rail-roady" but what about the old; "So, you have Lycanthropy. Your PC is now an NPC for three nights a month."

Lycanthropy is a curse, and a bad one. Curses should not = power boost. Take the frenzy idea (a good one I think) one step farther and with a failed will save you actually turn into a monster. Who eats people. People you know.

Ryn, who loves werewolves.

Are your melee PCs getting chewed up and spit out in RotRL?
Qadira Rynthief (Pathfinder Adventure Path Subscriber),

Locksmith avatar

Shisumo wrote:
With a TWF gnome ranger with favored enemy (giants +6), Weapon Swap and a giantbane sword, the only thing that sucked about his melee effectiveness was the rigamarole of rolling through the combats to the inevitable result.

We dropped the campaign before he went into gnome giantslayer and it just became ridiculous.


Yup, this sounds pretty neat!

In our campaign we have a dwarf ranger with Crossbow Mastery, FE giant +4 and the Big Game Hunter feat. He dishes out the damage from 80 feet away. No giant bane yet, though...

Ryn, who like oddly effective builds

RotRL Good Times!
Qadira Rynthief (Pathfinder Adventure Path Subscriber),

Locksmith avatar

toyrobots wrote:
If this be a "Cheers!" thread, then I must say:

Cheers!


A most emphatic ditto!

We just finished up the Graul farmstead, and I have never seen PC's cringe so much, or fret over what they might find in the next room...

Kudo's to Paizo and Master Logue for a most disturbing ride!

Ryn, who now shudders and every "playpen"

Welcome to the Prestige Classes Playtest
Qadira Rynthief (Pathfinder Adventure Path Subscriber),

Locksmith avatar

As for multi-classing saving throws (and BAB) my group fixed this problem by not looking to the class table for the numbers, but to the base table. Each class has either good, average, or poor BAB, and good or poor saves of the three types.

As an example: You are a Ranger 2/Rogue 2/Cleric 3
- You have +2 BAB from Ranger, and combine your levels in Rogue and Cleric (both have moderate BAB) for another +3, for +5 total.
- For Fort saves you combine your levels of Ranger and Cleric (both good saves) for +4 Fort and add the +0 from the levels in Rogue (poor saves) for a total of +4
- For Reflex you add your levels in Ranger and Rogue to get +4 and add your +1 from Cleric for +5 total
- For Will saves, you have +3 from your levels in Cleric and +1 from your combined Ranger and Rogue for +4 total

Perhaps this example isn't thought through thoroughly enough, but leaves you with +5 BAB and +4/+5/+4 for your saves, where using the old system you'd have +5 BAB and +6/+7/+3

This prevents the combinations where all you end up with is ridiculous saves and no BAB that are so common to Elan-esque multiclassing, and also negates multiclassing just to receive the +2 from first level over and over.

Ryn, who once saw a Cleric 2/Ranger 2/Wandering Mystic 2 with +4 BAB and +6/+6/+6 saves...

Is Cheliax the villain capital of Golarion?
Qadira Rynthief (Pathfinder Adventure Path Subscriber),

Locksmith avatar

James Jacobs wrote:
Although Cheliax is currently ruled by devil-associated folk... the bulk of Cheliax's people are not evil. The Council of Thieves Adventure Path (debuting in Pathfinder #25 next Gen Con) is set entirely in Cheliax, and should serve as a great window into how this nation works.

James, I have to say that I cannot wait for the Council of Thieves Adventure Path. AP #4 doesn't sound quite up my alley so I may cancel my subscription for that one, but I will definitely be back for Thieves.

Ryn, who has too many adventures to run, and has to find time to work so he can buy them

[All] Last Day Notes
Qadira Rynthief (Pathfinder Adventure Path Subscriber),

Locksmith avatar

Kaisoku wrote:
Cleave/Great Cleave would be fine if just changed to a Standard action, and add a note that you can charge with it.

What about a full round action (as printed) with an aside saying that it can be used as part of a charge?

Ryn, who just thought of that

What are the sacred cows for this game?
Qadira Rynthief (Pathfinder Adventure Path Subscriber),

Locksmith avatar

Marty1000 wrote:
I would also suggest that Alignment is another of the sacred cows.

Of all the changes from 3.x to 4e, this one left the worst taste in my mouth. D&D is a game of fantasy heroics, and nowhere else is that as clear than in the alignment rules. Goodness is a THING in D&D, and evil is a stain on the world.

Anything without the nine cardinal alignments is not D&D, and therefor they may be the one true sacred cow to the game.

Ryn, who has always been a fan of shining paladins and depraved demons

Q&A: Replacing 3.5 Improved Grab (Ex) with CMB
Qadira Rynthief (Pathfinder Adventure Path Subscriber),

Locksmith avatar

I hit this particular snag converting over a Behir to 3.p. Improved grab stays as is, and on the subsequent round, the baddie gets another option to add to the carriers on a successful grapple. In the case of the Behir, it gets two options...

Also, for converting over bigger and smaller monsters, the size bonus/penalties got nerfed. Make sure you make the proper adjustments.

Ryn, who just likes Behir

GameMastery Flip-Mat: Tavern
Qadira Rynthief (Pathfinder Adventure Path Subscriber),

Locksmith avatar

I am so glad to hear that you guys will be printing another tavern! The original has been the Rusty Dragon in our RotRL game for so long that I was worried about using it for CoCT. Now the PC's will have a second home. For me to invade with Grey Maidens and the like...

Ryn, who can never get enough maps.

The Hook Mountain Massacre (GM Reference)
Qadira Rynthief (Pathfinder Adventure Path Subscriber),

Locksmith avatar

FrBen wrote:
I am looking for a post from Mary Yamato (i think) about making Fort Rannick more dynamic less static, with adjustements for patrols

One thing I did was take a page from The Hills Have Eyes. I added two patrols of Ogre Degenerates (Classic Monsters Revisited)to Fort Rannick. Each patrol is made up of two Ogre Degenerates, each with five levels of rogue, Stealthy, Skill Focus: Stealth, and the Nightstalker feat from Classic Monsters Revisited. This ends up with a +15 Stealth check. I also added Brutal Throw and a couple throwing axes each. These patrols are so deranged that even the base Kreegs fear them, as they are sneaky, brutal, Utterly Psychotic, and have throwing axes!

Ryn, who looks forward to killing Vale with an axe from the dark...

Welcome to the Skills and Feats Playtest
Qadira Rynthief (Pathfinder Adventure Path Subscriber),

Locksmith avatar

Karui Kage wrote:
My only comment is on Perception. If you're going to merge Spot and Listen into one skill (which I support) then stop with the "applies to touch perception" or "smell perception only" or "sight perception only" junk.

The way we have fixed Perception in my playtest is to make it cover all the senses simultaneously. You make one roll to see if you hear/see/smell/taste/feel anything. Similarly, we have abolished the racial bonuses to perception. Elves/Halfelves still get their +2 (that now applies to all rolls) and the rest got changed. Dwarves lost Keen Senses, as they already have a host of skill based abilities; stonecunning stays as written. Gnomes get a +2 bonus on appraise checks. Halflings get a +2 bonus on sleight of hand.

This abolishes the question, "Is the perception check smell or taste based?"

Ryn, who is not smell or taste based

Crossbow feats-We need SOMEthing
Qadira Rynthief (Pathfinder Adventure Path Subscriber),

Locksmith avatar

KaeYoss wrote:
Sharpshooter - get your dex bonus to damage with x-bows, and use sneak attack at any range (only if you aim)

This feat exists: Crossbow Sniper (PHB2) - add half your dex modifier to damage with crossbows and deal precision based damage out to 60 feet.

I have played around with crossbows for several characters, mostly bards and artificers with heavy repeaters, and had little success. For our RotRL playtest I am playing Harsk, and crossbow mastery from the PFCS really opens up crossbows as a viable weapon. With a dip into fighter for weapon spec and a flat +hit/+damage build he is really kicking out some damage. He also doesn't need a high str score, as is the case with archery builds, and his focus on straight enhancement bonuses to his bow means that when he gets Deadly Aim he will still hit effectively.

Without Crossbow Mastery, none of this would be possible. Please add this feat to the PFRPG, as it has been the cornerstone of a great and memorable character. And what dwarf would be caught dead with a bow?

Ryn, who likes crossbows that fire like tommyguns...

Goodbye sword, axe and dagger. Hello scythe, pick and kukri.
Qadira Rynthief (Pathfinder Adventure Path Subscriber),

Locksmith avatar

I've never personally liked the scythe as a standard weapon in the game. It never felt right as a martial weapon, or one so effective (x4 crit) and always seemed tacked on so the necro-clerics had a fun toy.

But that is a discussion for a later playtest...

As for Devastating Blow and it's prereqs, our RotRL playtest barbarian picked up a greataxe instead of a falchion or greatsword and has had great fun with it. As far as I'm concerned, mission accomplished!

Also, Galenmir from FotSG is going to hurt, a lot...

Ryn, who has always favored high threat range over high multiplier.

Welcome to the Arcane Playtest
Qadira Rynthief (Pathfinder Adventure Path Subscriber),

Locksmith avatar

The Wraith wrote:
...oh, and 4 skill points per level to the Sorcerer would not hurt at all !

I have never understood the "underpowered" nature of the sorcerer. Being able to cast on the fly more than makes up for the slower spell progression, and players in my games have always favored the sorcerer over the wizard.

That said, I agree whole-heartedly with The Wraith. The Sorcerer has never lived up to it's "outcast, self-taught" background to me. 4 Skill points a level and an expanded skill list (Sleight of Hand, Stealth, Survival?) would shore that up nicely.

Ryn, who likes his outcasts

Golarion Calendar (Excel)
Qadira Rynthief (Pathfinder Adventure Path Subscriber),

Locksmith avatar

thanks for the calendar! I've been looking for something like this for a long time.

Ryn, who barely notices the passing of days...

Sneak Attack & 2 Weapon Fighting
Qadira Rynthief (Pathfinder Adventure Path Subscriber),

Locksmith avatar

Quandary wrote:
It just seems that if it IS the intent to make the effectiveness of Sneak Attack (& Smite) so much enhanced by one fighting style, that it should be a Rogue Talent option, just like Weapon Finesse is...

Agreed. Perhaps it could take the place of the Combat Trick talent (which may be too broad), or be added to the already stellar list. Doublestrike, maybe? Two-chiv?

Ryn, who thinks that maybe knife-fighters are not fighters at all...

Sneak Attack & 2 Weapon Fighting
Qadira Rynthief (Pathfinder Adventure Path Subscriber),

Locksmith avatar

Quandary wrote:
2WF should not DOUBLE the effectiveness of Sneak Attack, IMHO.

Why not? It doubles the effectiveness of the new Paladin Smite Evil as well...

A pally adds his cha bonus to attacks and his level to damage on the rounds that he uses his smite. Against evil outsiders and undead the damage is equal to that of sneak attack. With TWF that reads to me like no penalty to hit (what paladin does not have a 14 cha at least) and an extreme bonus to damage. All with good BAB and a host of other abilities.

My very first reaction to the new smite was "we'll see a lot more TWF pally's." Is this a bad thing? For the paladin, it certainly signals a change in image, though most will probably not go for a TWF build simply for the cost of a 15 dex. The build is sound, though. Almost munchkin in its design. Better, maybe, than TWF rogues simply for the perfect BAB, and easier to use (albeit much less per day) than sneak attack.

Ryn, who drafted way too many versions of this post

Bard - Needs more bardic performance
Qadira Rynthief (Pathfinder Adventure Path Subscriber),

Locksmith avatar

Simple post, really. The bard in my group can not get enough bardic performance! In keeping with the "get rid of the 15 min adventuring day" what about 1/level plus charisma mod? This also stays closer to the new rules for Monk Ki, Paladin Lay on Hands, etc.

Ryn, who likes the simple things

GameMastery Flip-Mat: Basic
Qadira Rynthief (Pathfinder Adventure Path Subscriber),

Locksmith avatar

sacerd wrote:
How does this mat compare with the cloth/vinyl type of mats?
Do any of you have both and which do you prefer?

Flip mat by far. The material of the vinyl is more durable, but the flipmats can take any type of marker (including permanent) in any color and wipe free, even after a week or two of setting in. I've thrown out more than my share of the vinyl mats over the years, and at those prices I always have to budget buying a replacement. The flipmats are very affordable, and I have picked up several for use in different environments.

Ryn, who can never have too many maps

Welcome to the Song, Fist, and Stealth Playtest
Qadira Rynthief (Pathfinder Adventure Path Subscriber),

Locksmith avatar

seekerofshadowlight wrote:
On monks I had a thought. what about allowing monks to do unarmed damage with the monk weapons?. I have done this in a home game was much fun, also what about a few different "weapon packages" not all monks are Asian themed

I'd like to second the first proposal. Allowing monks to get their unarmed damage when using special monk weapons means that they can stay closer to the other melee classes in attack bonuses without the prohibitively expensive Amulet of Mighty Fists. It will also allow a monk to bypass DR and give them something to quest for akin to Holy Swords or a Staff of Power.

Ryn, who loves the "new" monk

Paladin - I'm not stepping on your toes! I deserve a place to stand too!
Qadira Rynthief (Pathfinder Adventure Path Subscriber),

Locksmith avatar

Jason Nelson wrote:
Snorter wrote:
Malor wrote:
Not to be bashing the Paladin. But if I were fighting demons or devils, I would rather be a high level Ranger with Favoured Enemy than a Paladin. It's nothing personal, I just think the ranger would be better, and that's wrong, seeing as demons and devils should be what the Paladin should be best at fighting at higher levels.

I suggested giving Favoured Enemy to the Paladin. It's always 'on', and it sets him up for a bunch of other feats/PrC.

It's a tried & tested mechanic, and it won't take up more than a couple of lines ("see Ranger, page XX").

Maybe FE:Undead, at lower levels, so he can hack through skels and zombies, with FE: Evil Outsider kicking in later?


My similar suggestions were what amounts to "favored enemy (evil)" at half the value of a ranger's FavEn, or that a specific use of "smite evil" would give the bane quality to a weapon for a round (or CHA bonus # of rounds) or some such.

Perhaps FavEn (evil outsider) would work just fine, with the stipulation that it also applied to any fiendish or half-fiend creature. While you don't meet too many true outsiders at low levels, if you run up against evil Clr/Sor/Wiz you have a pretty good chance at them using summon monster to bring in a fiendish whatzit or three that you could use the ability against.

Like everyone else, I'll look forward to seeing the in medias res paladin revision.


Instead of favored enemy, why not have Smite Evil work in a similar fashion? Have Smite Evil be "always on" but only effective against a paladin's true enemies, Evil Outsiders and the Undead. This scales well with the increase in levels, fits the paladin's flavor, and relies on his primary stat, Charisma. The damage may need to be toned down, say "+1 for every two levels, minimum +1" that we see on so many of the domains? This way, when confronted with the Vrock or Devourer, the Paladin truely comes to the foreground, while the Barbarian/Fighter/Ranger shines against the orcish horde.

I love the paladin class, and have faith that Jason and crew will make her shine for all of us.

Ryn, who smites the darkness

Halfling charisma bonus
Qadira Rynthief (Pathfinder Adventure Path Subscriber),

Locksmith avatar

I don't post much, but I've been thinking on this topic since Alpha 2, so here we go...

First let me say that I love and play both gnomes and halflings. My two "iconic" pc's that show up time and again are a halfling wizard and a gnome bard. I see value in each race and the RP differences are night and day to me, similar to elves and dwarves.

What needs to be determined is where the halfling +2 mental stat fits and what to do about both races favored classes. I liked the +2 int for halflings in alpha 1. They are opportunists and jack-of-all-trades by heart picking up new ideas, and what plays to that strength better than +2 int? It is true that this brings them a little too close to elves in stat bonuses, but the str/con disparity and the size difference throw these two races into different roles already. I could also see the viability of rogue/wizard as the halfling's favored class. Again we see some crossover between the elf favored class and the halfing, sharing the wizard class, though the elven magic racial ability and the halfling's luck and fearless abilities combined with the str/con disparity should make for two very different wizards.

But what about Wisdom? For starters, two of the five "inhuman" races already have +2 wis to only one having +2 int. While the elves being the only race to have +2 int sets them apart from the other races, speaking to the antiquity of their culture, having yet another race with +2 wis just blends the other races together. This, I think, is the reason that halflings got lumped into the +2 cha in the first place. Still, halfings with a +2 wis could make for an interesting choice in favored class. Rogue / monk, anyone? And perhaps the dwarf could be moved to the +2 int club, for similar reasons to the elves: ancient lineage, tradition, and racial knowledge. Besides, Craft is an int based skill...

Charisma is where the halfling stands now. That both small races get the -2 to str is a given. That they both get +2 cha (while it makes sense) brings them too close together, an historic problem in the eyes of many gamers. The reason halflings get +2 charisma at all is because their +2 int bonus from alpha 1 (which is still my preference) brought them too close in stats to the elves, also with +2 dex / +2 int. The gnome is set, the +2 charisma playing into their fey nature and their favorite class, the bard. The only reason I can see the halflings keeping their +2 cha is to play to their paizo iconic as a fovored class, something which no other race does. Not one race / class combo (elf rogue, dwarf ranger, and gnome druid) falls into their respective game stats as a favored class. Further, while the elf and dwarf make odd if appropriate choices for class, the gnome druid is just a bad choice statistically (though my second favorite iconic, behind the dwarf). Even removing the +2 cha and replacing it with +2 int does not hurt the bard overmuch, simply changing it's focus from performer/spellcaster to the aforementioned jack-of-all-trades and highlights the bardic knowledge ability. More knowledge skills = more better (bad English, good cadence).

As for favored class, I have tried to address the halfling's choices as I went through my breakdown of the options available for their bonus to a mental stat. I also feel that the gnome's choices are rather weak. While I have always been a vocal proponent of the gnome bard (playing one before 3.5 when the official change was made) I dislike bard / sorcerer (and the halfling's current bard / rogue). The classes are too close together statistically for me. Saying "You play a gnome, so you spontaneously cast and the only stat you need is charisma" seems a little contrived. The other races have a class for their mental stat and one for their physical. The Golarion gnomes are fey creatures of nature that can speak with animals. They are known wanderers, always needing new experiences to keep from aging and to cement them in the material plane (for those of you who are asking "wha?" see the hardcover campaign setting). They are rugged survivors, with higher than average constitution. Why not make their favored classes bard / ranger? And besides, maybe we'll finally see someone use a gnome hooked hammer!

Ryn, who got a little long winded

I Have Found My Home At Last.
Qadira Rynthief (Pathfinder Adventure Path Subscriber),

Locksmith avatar

Welcome to Golarion, friend.

Ryn, who lurks

McCain vs D&D
Qadira Rynthief (Pathfinder Adventure Path Subscriber),

Locksmith avatar

Rynthief wrote:
What did McCain say about DnD? Linky if possible...

Ryn, who knows who he's voting for


nevermind, I read it myself. Now I really know who I'm voting for.

Ryn, who's right ticked off.

McCain vs D&D
Qadira Rynthief (Pathfinder Adventure Path Subscriber),

Locksmith avatar

What did McCain say about DnD? Linky if possible...

Ryn, who knows who he's voting for

The Best Shapeshifter
Qadira Rynthief (Pathfinder Adventure Path Subscriber),

Locksmith avatar

wizard / sorcerer can also make use of warrior transformation to get all the bab they need. They just have to be able to cast the spell after taking their new form.

Ryn, who is still betting on the druid

Pathfinder Society T-Shirt: Qadira Faction
Qadira Rynthief (Pathfinder Adventure Path Subscriber),

Locksmith avatar

for simply looking at our shirt, those of the other so called factions owe us 1gp each visit.

Ryn, who keeps the spice flowing

Poison Playtest Stumbling and Questions
Qadira Rynthief (Pathfinder Adventure Path Subscriber),

Locksmith avatar

As for multiple hits from the same poison, I have ruled in the past that each additional dose adds +2 to the DC to resist the poison. This ended up working really well with the Drow sleep poison in question, not sure how well it would work with damaging poisons.

As a playtest note, I really like the new affliction rules but as written they seem to be a little unclear. I recently converted over the Yethazmari from PF#5 (I think) and just had it do the normal damage. Maybe a conversion guide or a breakdown of the difference between the three types.

Ryn, who likes that poison and disease are now scary

High level play... first step
Qadira Rynthief (Pathfinder Adventure Path Subscriber),

Locksmith avatar

just to throw this out there... here's the spellthief that I am playing currently.

lvl 13 spellthief

Base Save +4/+4/+8

After feats (Luck of Heroes, Obtain Familiar), racial bump (halfling), and magic item (cloak +5) his saves are

Final Save +15/+17/+15

All this before adding in spellgrace which adds a +2 vs spells and spell-like abilities

My DM took one look at those and said, "Well someone won't be failing any saving throws..."

Please note that the saves above are without ANY buffs. Add a morale, sacred, insight, etc bonus to these saves and I have more than a 50% chance to save against the lvl 20 wizards being mentioned here.

Buff spells add a huge factor to any high level game. The three PC's in my AoW campaign were a druid, buff cleric, and transmuter. We stopped the campaign early because the characters just could not be challenged when their buff spells all lasted 3+ hours with rods of extend spell.

is a solo rogue going to be able to go against a high level wizard: no. Is a well prepared, teamwork minded party going to be able to take the same wizard: you betcha.

Ryn, who's Druid was disgusting even after a mutually agreed upon nerf.

Pathfinder Fan Art Thread
Qadira Rynthief (Pathfinder Adventure Path Subscriber),

Locksmith avatar

bump, 'cause it's worth a second look.

Ryn, who bumps things

Post your RotR group
Qadira Rynthief (Pathfinder Adventure Path Subscriber),

Locksmith avatar

Just finished Burnt Offerings, soon to be the Lions of the Lost Coast

Male Human Fighter 4
Female Elf Rogue 4
Male Human Bard 4
Male Gnome Wizard 3 / Master Illusionist 1
Male Dwarf Ranger 3 / Fighter 1
Female Human Cleric 4 (Healing / Repose)

We are playtesting 3.p for this campaign.

Ryn, who likes stacking the deck



©2002–2009 Paizo Publishing, LLC®. Need help? Email customer.service@paizo.com or call 425-250-0800 Monday–Friday, 10 AM–5 PM Pacific Time. View our privacy policy. Paizo Publishing, LLC, the Paizo golem logo, GameMastery, Pathfinder, Planet Stories, and Undefeated are registered trademarks of Paizo Publishing, LLC, and Pathfinder Chronicles, Pathfinder Companion, Pathfinder Modules, Pathfinder Roleplaying Game, Pathfinder Society, PAIZOCON, RPG Superstar, Titanic Games, the Titanic logo, and the Planet Stories planet logo are trademarks of Paizo Publishing, LLC. Amazing Stories is a trademark of, and Dungeons & Dragons, Dragon, Dungeon, and Polyhedron are registered trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and are used by Paizo Publishing under license. Most product names are trademarks owned or used under license by the companies that publish those products; use of such names without mention of trademark status should not be construed as a challenge to such status.