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Ramidreju

SheepishEidolon's page

1,076 posts. 9 reviews. 1 list. 1 wishlist.


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I wouldn't fix the casters, I'd fix the martials. That means both the players (who should be encouraged to spend some character options on versatility) and the characters (who should get items improving versatility).

Assuming the issue is relevant for the campaign anyway - meaning the level is high enough, the casters actually care about optimization and the martials are very focused on combat.

If you insist in weakening casters, cut where they are strongest: At spell level 7 to 9. A few GMs seem to outright ban 9th level casters, an alternative would be: Spell level 7 to 9 can only be used for metamagic.


If you don't mind being neutral and worshipping a neutral deity, Versatile Channeler allows you to also channel the other energy type - 1d6 weaker, but the difference will matter less over the course of levels.

Reactive Healing can save you when you would be killed by HP damage.

There are actually two feats for more channeling per round: Channel Surge allows a full-round action to burn 2 uses for 150% effect, while Quick Channel means a move action to also burn 2 uses for 100% effect. The latter means a normal standard action channel is still possible, resulting in a total of 3 uses for 200% effect - seems like the more powerful option.

When it comes to specific deities, Pharasma worshippers have access to Fateful Channel - providing a reroll to allies. If you worship Gorum, Channel Viciousness gives the vicious property to all allies' melee weapons - works best with discussing this beforehand and healing them steadily, I guess. There are many more such options in Inner Sea Gods.


AntipodeF wrote:
Does this imply that I could simply purchase a non-scroll sheet of parchment with a spell on it with intent to copy it? If so, what's the price for such a thing?

A scroll is a magical item, and carries the spell. If you use something nonmagical, it might contain some description of the spell, but that's not enough to cast or learn from it.

In case you still care about the price of a non-scroll sheet: According to Ultimate Equipment a sheet of parchment costs 2 silver pieces, paper increases the price to 4.

Quote:
I once had a gm rule that purchasing a new spell for your spellbook costs half as much as a scroll of the spell, but I'm now finding out that he was wrong about a lot of things.

Price for a scroll: Spell level * caster level * 25 gp

Learning a spell: Spell level^2 * 10 gp

So for level 1 he was pretty much right: Buy for 1*1*25 = 25, learn for 1*1*10 = 10. It's a bit more off for higher level, e.g. a Fireball scroll (level 3): Buy for 3*5*25 = 375, learn for 3*3*10 = 90. So a bit more than factor 4.


For whatever it's worth, I will throw in the section of the CRB about the topic:

CRB p. 402 wrote:

Cheating and Fudging: We all know that cheating is bad. But sometimes, as a GM, you might find yourself in a situation where cheating might improve the game. We prefer to call this “fudging” rather than cheating, and while you should try to avoid it when you can, you are the law in your world, and you shouldn’t feel bound by the dice. A GM should be impartial and fair, and in theory, that’s what random dice results help support. Some players have trouble putting trust in their GM, but dice offer something that’s irrefutable and truly non-partisan (as long as the dice aren’t doctored or loaded, of course). Still, it’s no good if a single roll of the dice would result in a premature end to your campaign, or a character’s death when they did everything right.

Likewise, don’t feel bound to the predetermined plot of an encounter or the rules as written. Feel free to adjust the results or interpret things creatively—especially in cases where you as the GM made a poor assumption to begin with. For example, you might design an encounter against a band of werewolves, only to realize too late that none of the PCs have silver weapons and therefore can’t hurt them. In this case, it’s okay to cheat and say that these werewolves are hurt by normal weapons, or to have the town guard (armed with silver arrows) show up at the last minute to save the PCs. As long as you can keep such developments to a minimum, these on-the-spot adjustments can even enhance the game—so the town guard saved the PCs, but now that they have, it can give you leverage over the PCs to send them on their next quest as repayment to the guards!


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Calybos1 wrote:
Does anyone have any suggestions on how to play a character with high Int and Wis who is still Chaotic Neutral?

High Int can result in high frustration about the stupidity of 'normal people'. You soon figured that you shouldn't care too much about them - otherwise you would be dragged into their pointless problems. And once you saw the flawed patterns behind the rules (supposed to be generally applicable, but fail often enough), you didn't feel obligated to follow them anymore.

High Wis means a keen perception (in the broader sense) of your environment. But noticing all the normal people's flaws so clearly just makes you want to keep distance even more. And while laws make sense for such people (you totally get that), they were clearly not designed with you in mind.

Childhood was a nightmare for you. People noticed quickly you were different, asking too many smart questions and noticing things that were supposed to be private. They tried to turn you into a 'normal child' - and you hated it. A strong desire for freedom was born in these years.


What motivations do they have, beside traveling to the coast and becoming pirates? Greed can lead to dungeons with shiny treasure, curiosity might make them meet strange fey and pity could make them help other travelers (with all trouble that comes from it).

Beside this, I'd play with the pirate theme even before reaching the coast. Let them meet a pirate hidden in a cave, afraid of being found - and paranoid enough to attack them after some talking. Maybe they stumble upon a part of a treasure map and must search the area for the other parts. Or some shady bounty hunters meet them, getting bounty for pirates (and would-be pirates).

When it comes to creature types, I personally love mites. They are amazingly pathetic (probably more than goblins), have an impressive amount of senses, can shaken your players and trample them with giant vermin. If you can get your players into caves, kobolds with their traps and ambushes likely will become a memorable experience. Ogres as sadistic dorks have a lot of RP potential, especially with their games like skullball. And there is the good old zombie apocalypse.


Actually, I'd start with something light-hearted, like the free and popular We Be Goblins!:

http://paizo.com/products/btpy8j5w?Pathfinder-Module-We-Be-Goblins

So players can have fun, get more familar with the rules and figure out more precisely what they actually want to play. From my experience, newbies are prone to pick character concepts they don't really enjoy - so it's better they do that just for a small module instead of a whole AP.

After this one there are three more (also free) similar modules, if you want. When you move on to an AP, Curse of the Crimson Throne is a well-received one, focused on a single city though (might be a plus or drawback).


Pluribus wrote:

I have an idea for an epic feeling low level adventure, but it requires the inclusion of a "stone to flesh" spell or something similar.

If I include an NPC who can cast 6th level spells it would take some crazy excuses to justify that NPC not solving every problem. If I give them an item that can cast the spell the party could just sell it later and be crazy rich for their level.

There are a few creatures which have stone to flesh as SLA. Checking the bestiaries, I found the pech:

Bestiary 2, page 206 wrote:

PECH CR 3

(...)
N Small fey (earth)
(...)
Pech Magic (Sp) Four pechs working together can cast wall of stone once per day. Eight pechs working together can cast stone to flesh (DC 17) once per day.

So these creatures could be partners of the desert nomads, getting wool, milk or whatever in return for a daily stone to flesh. The spellcasting is limited (8 pechs needed, only 1/day) and pechs are not really interested in changing the surface world.


Lately there were some complaints about the recent changes to the lore warden archetype. I was puzzled that a 'lore warden' was considered a common solution for a CMB build, but it made sense mechanically. With this option (more or less) gone, maybe we could use new content for such characters. Ideally something where it thematically fits better?


Why not do the dip at first level? Martials tend to start out quite strong, opposed to full casters.


If you want high unarmed damage like a monk, the Monastic Legacy feat helps. It usually needs 3 levels of monk, but you can bypass this with completing the Ascetic Style chain.


I usually don't fudge. With this in mind I put more effort into designing encounters and also into handling post-encounter trouble. This approach resulted in PC death last session (vampire critted on energy drain), player was p*ssed off, but it will result in good things on the long run: Due to reincarnate he can explore a new race, there will be a quest about getting his former body back and the players might have learned to be more careful. Negative twists are part of the story, unless GM and players agreed on something more light-hearted (beer and pretzels).

If a PC would die on the first level, I'd rather bring a high level cleric (which will demand a favor later) or allow an identical twin brother to replace the fallen PC. You could call that fudging the story, of course.


The amount of ranks is actually no class feature:

APG wrote:

CLASS SKILLS

The witch’s class skills are Craft (Int), Fly (Dex), Heal (Wis), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (nature) (Int), Knowledge (planes) (Int), Profession (Wis), Spellcraft (Int), and Use Magic Device (Cha).
Skill Ranks per Level: 2 + Int modifier.
CLASS FEATURES
The following are the class features of the witch.
Weapon and Armor Proficiency: Witches are proficient with all simple weapons.


I'd actually put everything into equipment - with such powerful gear adventuring suddenly becomes much safer and faster. Even at level 14 you will have twice as much wealth as normal - afterwards your advantage diminishes significantly (down to ~20% at level 20). So maybe retire once you increased wealth to triple the original amount, at level 17?

When it comes to gear, I'd spend ~25k on a +4 weapon (or ~32k on two +3) and amounts like ~8k to ~36k on each other item slot. When I fill up everything with good items, that's way more powerful than focusing on few slots (due to often exponentially raising costs for individual items).


Even if Dex is your main ability score, there are several options how much to invest into it (at character creation, at least) and how you distribute among the other scores. For any of the five others 8 to 12 works (in my opinion), you could also dump Int and Cha to 7-, and profit from Str 14 (for TWF), Int 13 (magic, Combat Expertise if necessary) and Cha 14 (emphasis on social skills and feint).

A rogue can make good use of the fact that 12s and 13s are cheap at point-buy. Rolling for stats, however, is less pleasant because you likely will get one or two bad stats and miss out on something.


After getting to BAB 6, it's less of a pain to take a level of a 3/4 class or of two. Which might help a lot with the Will save and versatility in general.


The witch could have scried on the party for a while, noticed how they entered the Runeforge and followed them.


Silus wrote:
In my defense with the CR thing, I only threw one encounter at the party that they couldn't handle, and his character died via that encounter (CR 5 Deathweb vs a party of lvl 4s. He opted to scout ahead through unknown terrain and was stupid trying to escape it. Went to a wall instead of the much higher ceiling. Two-shot him) Everything since has been pretty balanced and I'm not going more than 2 higher than the PC's APL as a rule of thumb.

Well, sounds good to me. Encounters can become way more lethal or way more weaker than expected - even experienced GMs can't always predict this. Because a player can potentially come up with anything, from a stroke of genius down to some suicide move.

Quote:
Loot-wise, also doesn't help that nobody is giving me a solid wishlist that I can work into the encounters. As for the tables, they're more along the lines of "This creature should have loot equal to about this much gold for its CR" to give me an idea for a budget.

That's actually wealth by level (WBL) through the backdoor. At least if you (in average) hand out standard treasure for each encounter (including those without fights).

Quote:
Also there was some pushback about me putting his character in a catatonic state for the duration of a session that he wasn't there, but what the heck else was I supposed to do?

As far as I know, there is no perfect universal approach to absent players. I tried to make up reasons, but after a while they simply were not there, period. Now it's up to the players to come up with an explanation - if they need one at all.


Rysky wrote:
Are any of these organizations that hard to reskin though? Honest question.

If you just want to import the general concept, it's quite straight-forward indeed. But if you import details, they are connected to other Golarion specific content:

Al-Zabrit is located in Qadira.
Al-Zabriti are Keleshites.
They worship Sarenrae - one of the NPCs is actually one of her high priests.
Another NPC is a janni - not a Golarion-specific race, but maybe jannis don't exist in the given homebrew world.
The prestige class and the archetypes are also tied to those elements, at least in their background story.

So while it's possible, it's several steps of work. Most steps might be small, but it adds up. And a few steps might be not trivial: For example let's assume the homebrew has no equivalent to Sarenrae - now the GM has to figure out which god is closest or whether to carefully cut all ties to the deity.


As usual when it comes to resolving conflicts peacefully: Understand each other's needs. I am pretty sure he wants appreciation for this knowledge while you want appreciation for your GMing. The following might help:

1) If you have a rules question, ask him. That's faster than flipping through books (hence less immersion-breaking) and shows appreciation.

2) If he chimes in with unwanted corrections, consider carefully whether to stick with your ruling or to take his. In many cases such a decision has only limited impact, so you could stick with yours for simplicity or take his for correctness. In doubt take the more party-friendly decision. And try to rule 'correctly' in the future - that also shows appreciation.

3) Speak to him out of character, preferably if nobody else is around - so it won't become a question of status or pride. Pay respect to his knowledge openly, but remind him you are not only a rules judge but also a storyteller - and too much rules discussion hurts the story. He might be afraid of playing the game in a 'wrong' way, clinging to the official rules as a safe anchor. It's an emotional thing, so you can't really fix it with words - it will go away when he experiences slightly off rulings never resulting in anything horrible.


From my experience class templates from Monster Codex and the advanced template are handier ways to improve a monster.

In the case of the minotaur, I'd take the barbarian template and slap the advanced one on top - CR 7, ready to go. Advanced can include one or two other benefits (especially if you trade out the natural armor increase or halve the stat bonuses) - I'd pick up like 2 visible oracle powers of reasonable power level (e.g. bone armor). The curse should be rather visible for the players - otherwise there is not much point to add it.


Ravingdork wrote:
Many of the Al-Zabriti feats, such as Improved Mounted Archery, Mounted Blade, and Mounted Onslaught are not listed as Combat feats. Surely this is a mistake?

I guess so. Given that not a single feat of this section is listed as combat, it's likely an oversight.

Two of them are reprints: Mounted Onslaught was a combat feat in Cities of Golarion, that could be used when negotiating with a GM. Mounted Blade was a general feat in the first Qadira book, but a combat one in the second - so it's more ambiguous here. Improved Mounted Archery is new.


Individual dragons might have different spells (of comparable power) prepared. Overwhelming Presence might be an interesting replacement, for example.

Beside this, this is homebrew, you don't have to develop everything before the start. I started with a Paizo AP myself, but noticed my players were quite unwilling to be that restricted - they had surprising priorities sometimes. So I adapted the AP more and more - and finally started a new campaign, on Golarion but otherwise homebrew. Now I basically develop on demand, I don't even know the BBEG yet (a few candidates exist, though). In my notes I manage a lot of plot lines, abandon those which don't spark interest and add new ones that have potential. And the players love it...


The shifter sounds promising so far, with claws from level 1, a patchwork of natural attacks and abilities later and wildshape just as alternative, not as focus. Finally a separation of shapechange and casting...

When it comes to archetypes, there is always something interesting in the Ultimate books - simply due to the high amount.

I don't expect too much from the feats, given the focus of the book and the rather limited flow of really new feats in RPG line books lately. But I might be wrong. Magic items, spells and companions are not so relevant to me.

The section about the First World sounds like a reprint, but the latest Campaign Setting book about this topic (The First World: Realm of the Fey) was stunningly evocative and informative, so repeating that content should be absolutely worth it players who didn't read the former book yet.

Weather, hazards, strange terrains - could be anything from lame to exciting, we will see.


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Honestly, I'd give him the bonuses. Players who try to get every little advantage within reach are usually not that capable anyway, so boosting them a bit doesn't break encounters or the fun of fellow players. I am rather worried about players who try to get every serious advantage.


Piercing DR is only relevant if there is DR. I checked Bestiary 1 and found the following:

1) CR 7: 8 monsters with serious DR (better than DR x/magic), 24 (!) without
2) CR 10: 3 vs. 7
3) CR 13: 4 vs. 5
4) CR 16: 2 vs. 2
5) CR 19: 1 vs. 2

I picked CR 7 as a starting point because there are many monsters at this value and Clustered Shots requires BAB 6. The +3 increment saved me some work while it still should be able to show the development over the course of levels: Monsters are more likely to have DR, but it's far from a given. Because some creature (sub)types tend to be free of (serious) DR: Dragons, giants, animals, magical beasts etc..

Maybe it's just B1? So I dived into B5, randomly picked CR 16 and... found 5 vs. 5. Also keep in mind class levels often don't add DR - if the GM takes a low CR monster and upgrades it, I assume the result is less likely to have DR than a monster from a Bestiary.

Back to Clustered Shots: If the feat adds +50% DPR (very generous assumption) vs. an average foe with DR, but you assume only a 50% chance of serious DR, it's effectively just +25% DPR. Still a lot, but one magnitude worse than +50%.

Don't get too hung up on situational bonuses. Blind-Fight is something you can pick up on level 1, without any prerequisites, and it gives you +50% DPR vs. foes with total concealment (50% miss chance turns into 50%^2 = 25%). It's just that these situations are rare...


Blood of Shadows adds gloom magic and greater gloom magic as magical rogue talents. They offer darkness respective deeper darkness - which doesn't impair you.

Since you go for some Int anyway, you could also take Psychic Sensitivity -> Psychic Adept -> Psychic Disciple. Occult skill unlocks from the first feat fit nicely to your many skill ranks, maybe you can get a decent knack from the second - and the third one finally nets you a level 1 spell, cast as psychic magic. Best about the third feat is: You can take it multiple times. And Adventurer's Guide finally has a rogue talent (Aspexia’s Mysticism) that gives you Psychic Sensitivity.

Dispelling attack is a nice modifier for sneak attack. It doesn't have many prerequisites (just major magic), but is an advanced talent.


Letric wrote:
Do I get a +2 to attack for taking -1 AC? It seems SUPER advantageous in my mind, I'm basically gaining something for free considering I'm a ranged character.

Yes, you get +2 AB for -1 AC and this 5% backstab-your-ally chance. Let's compare it to baseline feats:

1) You can get a slightly situational +1 AB with a feat like Weapon Focus. For Reckless Aim the foe has to be engaged in melee, ok that's a bit more situational, but not much (in my opinion).
2) +1 AC is usually worth a feat, too. -1 AC hurts a ranged PC less, true, but you can still be targeted by archers, ray casters or brutes who break through. So I'd count it as -0.5 AC.
3) 5% is not much. Yes, it feels significant when it happens, but if you stay sober and calculate the average, it's not, on the long run. I'd simplify the damage to an ally as a bit of 'negative damage'. Maybe a penalty of half a feat?

So with some simplications you get:

+2 feats worth of AB
-0.5 feats worth of AC penalty
-0.5 feats worth of hurting an ally
= 1 feat worth

To me, it feels in line with other, normal feats. Take it, if you need the AB (you often do with lower level archers, I guess), but it's not a game changer.


David knott 242 wrote:

As to how the PCs are driven to side with the Princess: The adventure path could start while Stavian is still alive, and their success in the initial adventure results in the player characters being rewarded with positions in his service. As part of their initiation, they are required to pledge their fealty to the Grand Prince and to his daughter (and heir).

Then Prince Stavian dies, and the part of their pledge that they probably took less seriously now binds them to support the Princess.

I hope there will be several reasons why to join the Princess' side. Makes good material for campaign traits...

Random ideas:

1) The Princess is a better person than the male inheritor.
2) The Princess cares more about the group you belong to: She tolerates your faith in Norgorber, she doesn't suspect every Chelaxian to be a spy, she tries to lift bans on some arcane magic / work of Pathfinder Society etc..
3) You have a bad history with the male inheritor.
4) You hope to marry the Princess after putting her onto the throne.


Garbage-Tier Waifu wrote:
Invisibility Alarm should help you know if it's nearby if you do set up a trap where it might spring up.

Hmm, I'd go for the normal Alarm spell, since it also covers the risk of the quasit just using Stealth. And it lasts longer.

Overall, the GM seems to enjoy being a pain in the b*** a bit much, so he doesn't want to see the quasit fail quickly.

Maybe he overestimates Detect Evil etc.: These spells only tell you that there is something somewhere in the cone, during the first round, and it might be out of the cone (into an unknown direction) next round. The quasit could simply carry a sheet of lead (once it has reason to expect such spells). It's even questionable to me whether it pierces invisibility.


Gruingar de'Morcaine wrote:

G) The raise dead / resurrection line of spells are harder. I was thinking of a difficult caster level check with DC based on type of death and time since death. Failing the check still uses up the material components and raises the DC by 2 for any additional attempts.

H) I want to make reincarnation even easier, but not sure how. I could lower the spell’s level by 1 or remove the material component cost. What do you think?

Personally I think both lines are pretty balanced as they are. One of my players lost her PC lately, and had to think hard whether she should go for Raise Dead or Reincarnate. So it was an interesting choice like it should be.

Depending on player type, a change like in G) can be quite upsetting. I like to have everything under control, and totally random rolling whether my PC lives again (with paying precious 5k each time!) feels like a trap option to me. So I'd completely avoid this option and go for Reincarnate whether it gets a boost or not. Heck, I'd consider a ban on Raise Dead more honest. But other players might be more openminded about it.


It's not clear to me whether you get the second Cleave attack first or the Cleaving Finish attack. I guess I'd leave that to the player.

Maybe your GM worries that Cleave would be too powerful, especially with something similar on top. It can look quite impressive, especially at the first levels, but it has serious limitations:

a) You have to hit the first foe - which is not a given, to the very least because of the risk of rolling a 1.
b) Damaging multiple opponents at once doesn't weaken them until they are killed.
c) Your enemies have to be in proper position - respective you have to move to get into position.

Cleaving Finish will effectively add another attack every few rounds - you need 2+ enemies within range and one of them must have so little HP (left / from the beginning) to kill it. So from my gut feeling both feats roughly have the same power level: Good but not gamebreaking.

As a GM, I'd let a PC with Cleave etc. have their fun against stupid enemies (e.g. zombies), but vs. smart foes the player will have to invest some effort to make it work (e.g. retreat into a corner and hope that they will follow).


You could have a lot of slave sorcerers with different bloodlines. At level 12 (effectively: 13) they can take the Create Sanguine Elixir feat and make up a potion to transfer one of their bloodline powers to you. Of course this is not really a practical solution...

More realistic is the Raging Blood feat. It technically doesn't provide a new bloodline, but sometimes the level 1 bloodrager power is distinctly different, e.g. Staggering Critical vs. Acidic Ray for aberrant bloodline.

Draconic Heritage is another option to pick up a special power.


Reading through the descriptions of the problem player, one word comes to my mind: Narcissism

If you encounter such a person, don't try to reason with them too much and don't expect 'normal' behaviour in general. They are not pleasant to deal with, but in case you want / have to, make sure to show a good mix of drawing the line but also appreciation. Treat them like dogs: If they do well, be nice to them. But if they act horribly, immediately tell them you don't like it. Since a narcissist wants to be appreciated by all means, both approaches push them into tolerable behaviour.

That might sound dismissive or akwardly manipulative to some. But be assured narcissists are quite manipulative on their own (see the threat 'either evil or I quit'), and just treating them like reasonable persons will lead to frustration on your side. You don't have to regulate them all the time, but once or twice per session is a common thing.


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CasMat wrote:

So, for example, I want to know at what level people usually think

(...)

* Core Rogues/Monks appear to be ineffectual in combat (and to what extent Unchained fixes this)

As an enthusiastic rogue player I will focus on the Core rogue. I see the level progression roughly as following:

Level 1 to 4: You unlock numerous class skills, some of them actually help in combat (Acrobatics, Stealth, Knowledge). 3/4 BAB means just -1 AB so far. You pick up two good rogue talents - for example I like casting Vanish 2/day. Your race choice (which is to be done carefully) still pays off. Life is good.

Level 5 to 6: Things become a bit wonky because you don't improve that much when it comes to class features. The only good thing is +1 to all saves at 6, but everyone gets that. Do your choices carefully, for example work on your feint and dirty tricks, get some natural attack or focus further on magic (e.g. with the gloom magic rogue talents).

Level 7 to 9: You acquire a few goodies, like a second attack for the main hand (and probably the off-hand), the option to start crafting via Master Craftsman (there is a nice affordable shortsword already in Core with +4 (!) attack and damage when sneak attacking) and Improved Uncanny Dodge (or whatever you exchange it for via your archetype). Traps are usually spotted and disarmed even with bad rolling. Life is ok again.

Level 10 to 12: You finally made it the advanced rogue talents - a great boost, e.g. because of Hunter's Surprise. Probably you can still improve by finalizing some paths (Improved Two-Weapon Feint, Quick Dirty Trick, Greater Gloom Magic, crafted weapons etc.). But the weak Fortitude and Will saves increasingly hurt, and your AB slowly drops off. Items can compensate somewhat, otherwise you will have to work with your party more often to get things done.

Level 13+: There is still improvement (e.g. the Blinding Strike rogue talent), but you are significantly overshadowed by the casters. In some niches you will be still awesome - your coup de grace is pretty much impossible to save against, enemies with weak Perception are screwed (unless they have special senses), skill checks with set DCs are usually trivial and heck, if you want, you can even move faster than most thanks to Shadow's Speed from the vigilante. Outside of these niches work to complement the casters - for a pragmatical rogue, results count, not the personal glory.

So yes, on the long run your situation becomes difficult. With system mastery, you can postpone that point significantly, but I don't see how to do that till level 20 - maybe with really smart crafting. The campaign might be over before you really struggle, but do you want to bet on it?


An avenger vigilante can pick up Signature Weapon for both Weapon Focus and Weapon Specialization, Combat Skill for Greater Weapon Specialization, Fist of the Avenger for +5 damage at level 10 and Lethal Grace for +10 at level 20 (makes you depend on both Dex and Str though, maybe go for two-weapon fighting then). I'd consider Vital Punishment - it not only gives you Vital Strike (for more solid damage after serious movement) but also allows the bonus damage on one AOO per round. Full BAB progression helps for sure.

If you want the unarmed damage progression of a monk on top of that, there is:

1) VMC monk: No option for your GM, ok.
2) A monk dip: One level already adds flurry, increases the damage from 1d3 to 1d6 (+1.5 damage in average) and finally gives you Stunning Fist.
3) Ascetic Style chain: Three feats is expensive, but the second one nets you more Stunning Fist (if you did the monk dip) and the third one upgrades unarmed damage to 2d8 at level 20 (that's +7.5 damage with no monk dip, or +6 damage with it).
4) Three levels of monk and Monastic Legacy: Makes 1d10 unarmed damage at level 19 - which is an upgrade by 3.5 damage. Not as strong as Ascetic Style, but much easier to afford.

Personally, I'd do the level 1 monk dip and go with vigilante otherwise.


Kelban Alenark wrote:
is there any good way "stop" it's death throw fro happening

Did the barbarians just suggest to kill it? Because if they want the head, the party could club the creature unconscious and bring it to the quest givers. The complete body would include the head, after all.

Personally as a GM I'd keep the damage on death but give the players a good chance to figure it out before.


Claxon wrote:
Remember, it's almost always valid for an antipaladin to simply say "I'm doing this because I want to".

One possible conflict comes to my mind: What if an organization offers him the opportunity to cause a lot of harm to his enemies, but he dislikes being involved with them because they will try to control him? He desires both to do harm and to keep his personal freedom.

But I can't resist: In reality there is usually no real dilemma - because there are usually more than two options. And given a chaotic being's mental flexibility, it has an easier time to spot alternatives than a lawful creature.


worldhopper wrote:
SheepishEidolon wrote:
For the majority of customers it's easy to accept some diversity sprinkled in here and there, but it can be overdone, ending up in feelings like 'eh, there's no person I identify myself with'
But it's fine if a game makes women, POC, and/or queer people feel that way?

No. Again, Paizo does it in a good way. Women, POC and queer people are somewhat more present in the game world than among the actual players. The key word here is 'somewhat'. I doubt many people would play a game exclusively populated by colored queer people, to use an unrealistically extreme example. Even among the different minorities, many would find that over the top. And then the noble mission of the company utterly fails. A modest approach achieves much more.


Aiming for diversity is a noble mission, but shouldn't become the primary target of a game. For the majority of customers it's easy to accept some diversity sprinkled in here and there, but it can be overdone, ending up in feelings like 'eh, there's no person I identify myself with' or 'do they try to teach me?!'.

Paizo does it in an unobtrusive way, hitting a good compromise between ethics and business. Maybe this game will be more on the side of business, but even then at least some diversity will be brought to players who didn't bother with Pathfinder before.

There are two kinds of idealists: The first always compares reality to how it could be and focuses on the shortcomings. The second does the same, but appreciates any change towards an ideal world. Belonging to the second group helps to avoid frustration and to be more accepted among the 'normal' people.


The link to the adventure is off, it should be like this one.

Beside that, the ratings so far are quite impressive - and after reading part 1 a bit, appearantly totally justified...


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necromental wrote:
but for home games, who gives a f***

Well, the GM might. It puts yet another decision on their shoulders, unless the player successfully keeps the reprint secret - which is not good style.

Some GMs might go an easy route (reprint always wins or it's always the player's choice), but personally I can't force myself to such a general attitude. Hence I'd have the effort to check it on a case-by-case base - if my players would come up with it. Even the ambitious ones don't, so far.

Errata would have a better reputation if there were more changes in players' favor. Heck, there are a lot of weak options that could directly be elevated to an average power level.


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I played NwN I on a server quite a bit, without the option to pause. Usually it worked out because:

* Six real-life seconds are a long time if you only have to click an enemy or pick a single spell from a quickslot.
* The PCs acted moderately smart on their own: Switch the enemy after kill, walk close enough to cast a spell, fight back when standing still and being attacked.
* You were able to queue actions.
* The graphics were quite clear, so you could get an impression of the situation quickly.

So I felt in control most of the time. Lags and badly visualized obstacles were issues, but actually not so relevant in normal combat - just when running away. In singleplayer I had the pause key which made it nearly as manageable as turn-based.

I am not sure how they want to combine pause and multiplayer, but maybe they will come up with something smart. Well, making it singleplayer from the beginning definitely helps... :D


Rysky wrote:
I forgot the legalese words used but including all of this into the Rulebook is a good thing as not only will the PDF be a lot cheaper but that means plenty of things how have access to it when they otherwise didn't or had to jump through hoops to get it and tear through their wordcount.

I am pretty sure there are solid alternatives to 'we must make it RPG line to make it public'. Ok, I am not a legal person, but: If a mark like 'Campaign Setting' leads to content being copyrighted, maybe a mark like 'Public Campaign Setting' on top of it is an easy way to add an exception. In this case they could do it whenever they feel like it (e.g. to support an upcoming AP), pick single items or whole books and wouldn't have to squeeze it into the next big book (where they probably want newer content instead).

Sure, reprints add to income on the short run, but if you overdo it, some people will stop buying.


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Picking Kingmaker as the base is an interesting decision. It seems to be too sandboxy for a traditional, quest-driven computer RPG like Baldur's Gate, but fits better with the relative freedom of a MMORPG. I guess it's not only about the AP's popularity but also about the additional game element of kingdom building. And who knows how much Kingmaker feeling you will actually experience in the final game (for good and bad).

That said, I really look forward to Pathfinder rules being implemented in a computer game. Ok, they likely won't include 200 rulebooks, but it's still more appealing to going back to Neverwinter Night's implemention of 3.0. And opposed to Pathfinder Online (PVP in Pathfinder? WHY?) nothing about the announcement seems off...


I tried to spot generally useful damage boost feats, but only came up with those:

Caster's Champion (+1 to +5, but needs arcane caster nearby and swift action)
Elemental Strike (+1 to +5 elemental, basically the elemental version of Arcane Strike, but you have to be ifrit / oread / sylph / undine and sacrifice your swift action)
Planar Focus (+1d6 to +5d6 fire, but you have to be hunter 5 and fire is the most commonly resisted energy type)
Draconic Heritage (chromatic) (+1d6 elemental, doesn't work with natural attacks)
Power Attack (+3 to +18, but only for two-handed weapons and the increasing attack penalty makes it less attractive over the course of levels - especially with other sources of damage bonuses)
Weapon Specialization (+2, +4 with follow-up feat, but you need to count as fighter 4 and are cornered into a single weapon type)
Outslug Style & Outslug Weave (+2 after 5-ft step, but you can have only one style usually and the movement might ruin flanking)
Martial Focus (+1, only slightly restricted since it applies to a whole weapon group, but it's just a +1)
Ascetic Strike (+some, but it's at the end of a feat chain and pays out mostly on the long run - your usual weapon die are not that bad)

I am pretty sure there are a few more. But while Hammer the Gap has issues, every other damage feat appearantly has too.


Merellin wrote:
We leveld up and everyone was getting all these awesome class features every level! And I look at my Cleric and go "I get a 1d6 increase in Channel Energy every other level.."

Well, an even level in cleric also nets you a decent boost to both Fortitude and Will and a small power increase for every spell (and domain power) which scales with half the level. Finally, the second domain power is placed on an even level. Most of this is not exciting, but helpful. If you want exciting, maybe you are better off with cleric's cool cousin, the oracle. Which comes with its own problems...

It's likely a legacy problem. When the full casters from 3.5 got their overhaul, Paizo didn't implement the 'no class feature gap' rule of thumb consequently. Given that 9th level casting is extremely powerful already, I can't blame them - it's difficult to add something significant on top of this class feature without making the class overpowered. Or even more overpowered, if you ask some people here on the boards.


Milo v3 wrote:
Grond wrote:
I don't understand the controversy here. Like...why would anyone be upset that a company that sells a fantasy role play game is going to have rule books based in the official fantasy world? It would be like getting upset with Palladium making rules in Rifts that are set in Rifts Earth or D&D setting up rules for Forgotten Realms.
Primarily it's because they didn't before. They're removing a functionality that some people like, for a different functionality that other people do like. Some will be pleased, others wont.

Yes, expectations always matter. Lately I stumbled upon the 'Desert' flipmat - it got quite a lot of flak because it didn't look much like desert but rather like an oasis. A very beautiful oasis, actually - I find it to be one of the best Pathfinder maps I ever saw and will buy it soon. It's just a misleading name.

Which is also true for this book here, in my opinion. Anyway, I hope it contains really new and interesting content about factions which already got a book (or multiple), but additional character options will be nice anyway.


There are only few of them. Time stop adds a few whole rounds, including standard actions, but you can't target a creature during them.


David knott 242 wrote:
And the Refined Education ability is not entirely pointless at first level without that minimum -- they do still get those extra class skills.

Which is multiple times a +3 bonus, if the phantom thief invests a few of their many ranks accordingly. At least Heal can be nice as a class skill at level 1 (makes stabilize checks easier), and you can't always rely on a wizard to do the Knowledge checks.

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