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Extraordinary Abilities (Ex)
Extraordinary abilities are non-magical. They are, however, not something that just anyone can do or even learn to do without extensive training. Effects or areas that suppress or negate magic have no effect on extraordinary abilities.
It could be argued that a (Ex) healing despite being non-magical, would still be considered natural healing, therefore cursed wound would still stop (Ex) healing from functioning, since cursed wound's damage "doesn't heal naturally and resists magical healing".
If your the GM, you could always come up with something homebrewed.
After all most monsters have abilities that are not part of any class or feat. And there are modules where the story gives certain NPCs or even the players certain effects that is not covered by any rules, templates or class abilities.
So why not just build up a slayer and give him a homebrewed Slayer Talent that allows him to throw out bleed damage with every attack or something similar to that effect?
When a party finds loot items like jewellery, precious stones or other non magical, non adventuring gear items with a listed worth, are these items sold at the full worth price? Or at half the worth price?
Asking cos the core book seems to say magical items and gear at half price and trade goods at full.
Hummm... Replacing or swapping to a new class may be a problem.
The party I'm GMing for has a
I got 5 spellcasters in the party. It would be hard to retrain them all...
If any of you could have a look at the d20srd's spell point page link on my first post, what do you think of the vitality variant?
Any further advice is welcomed
What do you think of the d20srd's 3.5 version of spell points. That system does have an exponential spell cost.
I'm thinking of adding extra cost for spell spamming and make use of part of the vitality variant, where using 1/2 your spell points will make you fatigued and if you only have 1/4 left, you will be exhausted.
Also why a new class? Won't it make sense more to apply this system to the existing classes?
My current homebrew has my players' characters originating from a world where mana-based magic is the norm.
We are currently using default pathfinder and its Vacian style magic system, but I'm thinking of switching over to a spell point based system to reflect the characters' origins. In which I will be using something similar to d20srd's spell point system, with modifications to make it more balanced and updated from its 3.5 roots.
Question(?) - Is the spell point system viable, balanced and fun to use for a homebrew?
I have no experience with the spell point system and I'm unsure if it has any bugs or problems. Does anyone have any experience with running or playing a game using spell points? Any advice on how to use or run it properly?
*For setting and ease of gameplay reasons, most enemies encountered would still use the vacian/default magic system.
The warlord would be around lv 7-11. The Party is lv 6 now and they may encounter him when they are about lv 7-8.
I did thought of just upping his cha, given that unless there is a specific class feature that uses it, a boosted cha would almost not affect any combat.
Thanks for all the advice and options, going to look through them and make this character work. Thanks!
I'm trying to flesh out some NPCs for my homebrew and I'm a little stumped on how to make some of the martial NPCs charismatic.
To be more specific, I'm trying to make a Barbarian Warlord type character, but I find it hard to up his cha, without making him a weaker combatant, or become a bloodrager.
It's like muscles = less cha... :S
And Swashbuckler or some dex/cha combo is not suitable for this character's backstory. Nor is forcing a rod of splendor onto this character's gear.
The overall ideal for part of the campaign is to have the party find a way to overcome the Barbarian Warlord's army, by replacing him, turn his army against him or some other course of action.
My local min-maxer players said the OA is pretty crazy in terms of what the new physic classes can do. Given they are the ones that usually make characters that breeze through most encounters, I have to take their word with quite some weight.
Armiger's Panoply seems really nice. But it may not work with wildshape.
Wand of Swift Girding on the other hand is not a druid spell, so you will have to depend on an ally to cast it on you.
Dave Justus wrote:
I'm playing an Eagle Shaman in PFS, and this FAQ is pretty significant.Since most of my wildshaping would be a flying eagle or Roc, I needed a good dex score to make the most of the fly skill.
I was working under the understanding that Wild armor being an expensive +3 armor special property would not have a penalty to my Max dex and armor check penalty.
Now this FAQ just grounded my character... The irony is I would be expecting to cast Fly on my eagle or Roc wildshape just to have a good fly skill.
I have to note that in a homebrew, where spells like ironwood can be make perm, it won't be that big of a deal to druids, as they don't have to pick up Wild armor to have a good AC score.
Hope PDT could add the max Dex rule into the FAQ as well? Just to help clarify things further.
With the recent Wild armor's FAQ, Wild armor will affect a wildshaped druid's armor check penalty, movement speed reduction, and arcane spell failure chance.
Does this means that Max Dex Bonus is not affected? And a wild shaped druid wearing a set of wild armor, can still add his dex bonus to his AC, with no limit on the amount of bonus?
With the new errata, the Occultist archetype is really too weak to work properly.
I feel thew new errata is overkill on the Cha requirements. It seems a heavy handed approach to making the Arcanist more "sorcerer", whereas pre-errata, the arcanist was decidedly more wizard in feel.
The sad thing is that it really affects the Occultist archetype badly, whereas in the past, you need to give up your spells to fuel the summon monster ability, now you can't even do that without giving up your strongest spells, which scales badly.
I may just take a plunge into the cheese pool that is Occult Adventures and make a psychic character instead for this character.
Razmir is a lv 19 wizard, who is stuck at lv 19 and therefore unable to learn the Immortality (Ex) arcane discovery.
1)Making him tougher, but keeping him as a lv 19 wizard with MR 8-10 Archmage and some powerful minions/summons thrown in, would make it challenge for Lv 20 PCs
Also, extra information on your party (classes,alignments,roles,etc) would help with coming up with ideals.
Arcane Addict wrote:
Won't using Bloodline Development Exploit (Arcane) limit you to a familiar that is permanently stuck at lv 1?
James Jacobs wrote:
Thanks for the advice. I'm going to plan ahead better for such encounters in the future. In retrospect I could have made this encounter into a puzzle solving one as you suggested.
I have to point out that this is the very first magical trap the party faced since the start of this campaign. There are very few traps overall in the campaign. The party is equipped to summon monsters and I have hinted to the party's wizard multiple times to pick up Aram Zey's Focus if he is concerned about traps.
Sorry if I gave the impression that I'm hitting the party repeatedly with traps or unsolvable encounters.
James Jacobs wrote:
Thanks for the advice. The Paladin does have a name and has a set personality for him. In fact the party actually helped him to atone and become a paladin again.I'm avoiding using character names, just in case my players were to stumble across this post. I don't want to potentially give out spoilers.
In the above situation, I did roleplay the paladin as saying he is unsure how to handle magical traps. The party decided to revisted the trap later and ventured further into the tomb first, before triggering the tomb's defenders when they entered the next area.
I guess I'm just annoyed that the first thing some members of the party (which lacks a trap disabler) does when faced with a unknown or potentially dangerous situation is to call on the only NPC in the party to face it. More so as they had made a point to help the Paladin with his redemption quest before.
I'm going to take your words to mind and roleplay the relationship the paladin has with the party. Try to get the party to respect the paladin as a fellow party member and not "the NPC paladin".
Hi James, how do you prevent players from abusing their NPC cohorts/followers?
In the recent game I'm gming, the party suspect there is a trap in the middle of the room with a magical item laying on top of the trap. They immediately suggest that the Bard's Paladin NPC cohort go pick up the item.
How would you have handled this?
I'm hoping for some GMing advice on this, as I never gmed a game with NPC cohorts/followers before. (Other than animal companions or eidolons, which are usually far more under the control of their players.)
Thanks for all the info.
Is there any other ways to increase the number of pool points other than sucking power from items?
Also, if I'm a good alignment Occultist, I can still summon evil monsters right? I'm asking, cos I'm a little worried about spells like protection from good. I have seen it locking out a wizard-summoner's pets from attacking a target before.
Cyd the Arcmagi wrote:
the Gunslinger/Inquisitor is a good choice as well, if you take the Travel Domain, higher levels you can teleport in to sniping spots
Humm... I'm noticing a lot of suggestion to go Inquisitor in place of warpriest, is there a reason/s that the Inquisitor is better than the warpriest for this build?
Whatever else you do, you're going to want at least 5 levels of Gunslinger. You really need dex-to-damage with your gun for it to function as a weapon.
Is dex to damage really that important? Asking, cos I was hoping to make use the warpriest's ability to swift action self buff Divine Favor to make up for attack and damge.And that needs caster levels to work.
Unfortunately, both Black Powder Inquisition and Variant Multiclassing are not PFS legal. :(
Other than summoning, are there any other roles I should look out for?
I'm thinking of getting the Monster Summoner's Handbook cos I may be playing an Occultist character next month and I have heard that the handbook is a must have for summoning characters.
Is the Monster Summoner's Handbook in the process of being sanctioned for PFS?
Or should I skip this handbook for now?
I am making my character for PFS. Do you recommend the summon neutral or summon good monsters feats?
I'm currently going for the standard spell focus (conj), augment summoning, superior summons feats, but what other feats should I go for?
Also are the summon affinity rings, worth getting?
Finally, even with the summons, an arcanist is still a 9-level caster. Should I focus on doing something else, other then summoning? Evocation for damage? Buffing?
Hi James, this is kinda of a follow up to my previous kingmaker question.
In your opinion as a GM, if you are running a campaign like kingmaker, where there is plenty of time to craft items, would you allow the upgrading of magical items?
Or would it be better to remove magic item upgrading? Therefore encouraging players to upgrade their city so that they can sell their older items and craft new ones?
The GP cost to players would be similar either way, since most magical items are crafted at half price.
Is the Occultist archetype for the arcanist worth getting?
It looks really cool to be able to summon 1 monster as a standard action, but the cost to actually use it seems to increase exponentially, when compared to the amount of arcane reservoir points the arcanist gets per day.
The archetype also lacks any feat support.
Lastly, does feats like summon good monsters or summon neutral monsters work with the occultist or summoner's summon monster (sp)?
Hi. I'm planning to make a Nun with a Gun character for PFS.
She would be of the Scarab Sages faction, worshipping Khepri or Sarenrae. Still deciding on this.
However, since I have never played either class, I'm not sure how to stat her out or what feats, archetypes or items to get.
I want her to use a musket for range, but it seems without taking 3 levels of musket master, it would be impossible to actually reload it more then once per round.
Any advice on how to make such a character work?
In my opinion, the best grapplers are still the Tetori monk archetype.
The main reason is that grappling, while powerful can be easily defeated at higher levels with a single casting of Freedom of Movement.
The ability to grapple incorporeal creatures at higher levels is also something nice to have.
Your build assumes you are not locked down by spells or otherwise unable to act.
If so, why not try the hp tanking Paladin?
Race - Tiefling
Favored class - Paladin Tiefling - +1 hp healed when lay on hand on self.
Inheritor's Light - Any cure spells or lay on hands effects used to heal the wielder of this blade heal an additional 1 point of damage per die, up to the effect’s normal maximum healing amount.
Bracers of the Merciful Knight - When worn by a paladin, he is considered four levels higher for the purposes of determining the uses per day and healing provided by his lay on hands class feature.
With this setup at lv 6 you can heal 6d6 + 24hp each turn.
Take note that some times the stats and backstory for certain characters would be modified specifically for a particular scenario, module or adventure path.
Example, a character listed as lv 6 with certain character traits in a book on a certain region, may become a lv 9 character with modified traits, if he appears in say the 3rd book of an adventure path.
I think I will go with that. It fits the theme of Briar.
James Jacobs, also recommands making Briar CG or NG to fit with the ideal of it being Nyrissa's capacity to love.
"I'd change Briar's alignment to NG and explain that as being a personification of the inherent goodness that Nyrissa lost when she went from Chaotic Good to Chaotic Evil—NG being the closest alignment there is to "pure good unadultrated by law or chaos" after all."
I also need to read it a little more thoroughly, never noticed that Nyrissa used to be CG!
Ovinrbaane, on the other hand would likely be set for destruction. :P
Problem is the alignment of the weapons make sense within the campaign.
I'm trying to get them weapons that they can "still use" just not effectively without the right feats, like the bastard sword, or racial weapons.
I do allow retraining, weapon crafting and let selected feats like weapon focus apply to a weapon group.
I'm actually thinking of making Briar NG instead. Since Briar represents the BBEG's ability to love, it would make sense as a sort of representing the only part of of the BBEG that is good.
James Jacobs wrote:
Sorry! I do have a specific AP in mind. Question under spoilers:
It is for the Kingmaker AP that I'm GMing. My party consist of:
Lv 6 LG Paladin of Ragathiel - Warden
Lv 6 CG Soundstriker Bard - Ruler
Lv 6 NG Druid of Erastil - Councilor
Lv 6 NG Evocation Wizard - Magister
Lv 6 NG Cleric of Sarenrae - High Priest
Lv 6 NG Card Caster Magus - Spymaster (Tempory on hiatus)
A possible 7th player playing an archer-type character. Totally new to RPG player. Last played DnD like... 15 years ago. Not certain if he will be joining.
Lv 6 Akrios - LG Paladin of Erastil - NPC Bard's Cohort (modified leadership feat) *Restored as Paladin of Erastil
And the 2 main weapons I'm concern about are Ovinrbaane in book 3 and Briar in book 5-6.
Both are CN weapons that the main weapon users, the two Paladins can't use. And as I don't know if the new player would be joining us full-time, I'm can't count on him to make a character suited to wield either weapons.
I could remake Briar into bow or other suitable weapon for the Bard/ruler to wield effectively. But is this the only/best option? Briar after all is an important plot item for the AP.
But Ovinrbaane, being a Gorum influenced weapon, with quite a bit of flavor... I'm stumped.
Sorry for asking such a long question. Really hope you can help me.
PS: Kingmaker is really nice. My players love the map and kingdom building (UC rules). Hope you all can come up with something just as sandbox like in a future AP!
*!WARNING SPOILERS AHEAD!*
Hi, I have been GMing for a party that is half way into book 2.
How can/should I resolve this mismatch of weapons to characters' alignments?
Lv 6 Akrios - LG Paladin of Erastil - Bard's Cohort (modified leadership feat) *Restored as Paladin of Erastil
Ovinrbaane in book 3 is CN and would effectively be unable to be used by either Paladins without suffering neg levels. While the other characters can't make use of it.
Briar is also CN and would only be wieldable by the CG Bard, which specializes in range sound strike attacks.
I'm not sure what I can do to make these weapons work for the party, instead of just brushing the weapons off as "useless loot".
For Briar, I'm thinking of remaking it as a Longsword, so that the Bard could ideally use it effectively with the right feats.
Has anyone faced this similar issue? And found a way to resolve it?
1) If a Talden human noble is to marry a Tian or Vudrani human noble, would other Talden nobles object or find such a union scandalous?
2) Or it doesn't matter as long as both are nobles? (And rich. :P)
3) What about the nobles from other inner sea countries? Would they have any objects to their fellows marrying nobles or commoners from other human ethnicities?
Cap. Darling wrote:
Hummm.... your right... I just tried again to make my str-based axe-throwing ulfen build work and the feat requirements alone makes it really hard to pull it off.
I may just have to switch to a switch fighter build based off weapons that where actually used by real life vikings nobles. A Sword-Archer build.
Slashing Grace has been discussed with my local venture captain and the ruling is that it only works with One-Handed Weapons in melee. The online discussions have been back and forth, but since this is for PFS, I will go with my VC's ruling.
While not what I have in mind, the ideal of a shuriken throwing monk would be a very fun build tho!
Really like this character.
It is very refreshing to have an iconic adventurer whose family and life is not all dead or tragic.
That she becomes an adventurer because she wants to, with fate only aiding her on that path. With no dark secrets, traumatizing monsters or deaths.
For the record, my indian colleague saw Rivani's artwork and said that her outfit make sense from an indian inspired view and that's a big plus!