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What's in the box? wrote:
Palom and Porom also had the unique "Select Twincast, hope to God one of these two twins doesn't get beaten into unconsciousness while I'm waiting fifteenish seconds for Comet to go off" ability. =p
I don't see why two kineticists using the appropriate blast talents can't composite them into one big blast (aside from "So whose attack roll do you use?" and "Whose Constitution do you use for damage?")
You know. Like the Sailor Guardians. Except without the synchronized dropping to their knees and wailing for their annihilated past life romances that were only shoehorned into the anime to appease a million fanfiction writers who wrote some really awful stories based on one picture the artist drew for the hell of it in an artbook a couple years after the series ended.
(Note: Is not bitter about Sailor Moon Crystal.)
Skull & Shackles last night. The party sails to Tidewater Rock to go crack it.
My Friend: So, do we need to map this out?
As expected, the heroes "valiantly" slaughter their way through the guards, and Smythee and Royger McClernan surrender. They want everyone's equipment.
Royger: I understood your surrender, I will be glad to give you my greatsword... pointy-end fir--
Thrashok picks up Royger and hurls him off Tidewater Rock to the beach below.
Me: (rolls 3d6)
(Royger didn't survive the ballista bolt.)
Squiggit: It's rather telling that as much as I hate The Edition That Shall Not Be Named, the warlord was still my favorite class from it (And shame on Wizards of the Coast for saying "Welp, any class that was in any D&D Player's Handbook 1 is gonna be in the Fifth Edition Player's Handbook, then not including the damn warlord!!!)
Also, I think the shaman might fill the niche you want for the witch doctor. I think. (I know for a fact the kineticist from Occult Adventures happens to be your Dedicated Blaster class. =p)
Also also, nobody picked apart my mechanical/niche suggestions from my last post. Waaaaaaaah ;_;
Sentinel: A class that's all about the D: He wears heavy armor, gets benefits from wearing heavy armor, can bodyguard the party (by granting his shield bonus to an adjacent ally, Swap Places, Antagonize, can redirect an attack on an adjacent ally onto himself), can mark foes like the 4e fighter.
Thaumaturge: A blaster mage; only, y'know, making evocation actually useful. I kinda see this class as like the arcanist, except that you don't get any spells. Instead, you get much more arcanist exploits that you can use.
Jobber: I sincerely doubt that there's a class in Pathfinder that's high risk/high reward, so here we are. This guy gets more powerful as he gets more hurt. I can see him as having a Sneak Attack Lite (he gets sneak attack when two allies are in melee with the target, but only does d4s instead.)
Grenadier: You have a bomb launcher. You get a limited amount of chemicals per day to make bombs with. (You choose "Okay, I'm getting two Organics, two Crystals, two Soft Metals today; tomorrow, I think I'll go three Organics, one Radioactive, one Inert Gas, and one Crystal." and you combine two chemicals to make a particular bomb.) You get to meet the folks at Ye Olde Burnne Warde when you roll a natural 1 on your ranged bomb attack and experience your quality worksmanship firsthand. (Heh heh heh.)
*sigh* This makes me want to look at the Book! of NINE Cheese~! again and work on that some more. =(
Seriously? No one wants to help me balance a monk using someones internal organs as a whip? I am totally aware that this might be a bad topic while eating spaghetti and meatballs.
Ask and thee shalt receive!
Rip and Tear
Prerequisites: Str 17; Catch Off-Guard; Improved Unarmed Strike; base attack bonus +6, monk level 4, or brawler level 4
Benefit: When you reduce an opponent to 0 or fewer hit points with an unarmed attack, you may describe to your DM, in excruciating detail, the horrifyingly over-the-top means by which you fatally mutilate your opponent. You can use your target's shorn-off body parts as improvised weapons as follows:
These improvised weapons, not surprisingly, are destroyed if you roll a natural 1 on an attack roll made with them.
Special: If your Troma-inspired combat description causes one fellow player to visibly retch (at the very least), you gain a +2 bonus on attack rolls made with these "truly natural weapons."
I've got an awesome brawler in Iron Gods. Pummeling Style, incidentally, is an absolutely horrifying thing to behold now that we're 11th level, mostly because with Power Attack, +2 Amulet of Mighty Fists, +4 Belt of Giant's Strength, and our skald's rage song, she does a minimum of 20 damage per punch.
(And yes, our group has learned that Haste is a very wonderful thing. SIX ATTACKS~ that all resolve as one powerful punch!)
105. Three-man cribbage tournament spontaneously breaks out in the tavern!
.....It exists, damn it! D:
106. A more drunk than usual dwarf challenges patrons at random to The Tower; a dwarven bar game where one stacks gold coins while everyone else jostles the table, trying to knock the stack over.
Of course, dwarven gold coins are known for their ability to stack perfectly and never fall over...
107. Bounder or Gem Snatcher game goes horribly awry, one lucky "winner" winds up with a d20 to the eye.
108. Five Finger Fillet tournament... TO THE DEATH!
Gamer-printer: I've seen the arquebus in the Second Edition D&D PHB, which did 1d12 damage, and if you rolled a 12 on the damage, you got to reroll until you didn't get a 12.
Then again, my only complaints about guns are that they're way too expensive, nobody on God's green earth likes misfire rules, my group won't ever let any of my characters have a blunderbuss ever since The Incident, and the part of our group's world I run in has Warring States-era Japan, so some of my NPCs strongly object to dishonorable gaijin firearms. (And yes, I know, actual Warring States samurai had really crappy arquebuses.)
It's a world where the Wizard, Cleric and Druid are the godkings of adventurerkind, and the Fighter, Monk and Rogue are so laughably useless that they'll be lucky to be kept around as pack mules.
The above is true in "Core Rulebook-only" and "GET READY TO DRINK FROM THE FIRE HOSE" versions of Pathfinder. =p
What I would do is this:
Just under that on the left side: Six spaces, one for each ability score. You'd write something like "Strength [14 | +2]" in the area for Strength. Under each ability score, lines for each skill tied to it. (Constitution is left out.)
To the right of that: Armor Class and Defenses. Three rows for your Armor Class, touch, and flat-footed; beneath that, rows for your Fortitude, Reflex, Will saves, and your CMD.
Under both of those: Base attack bonus, total melee/ranged attack bonus, CMB. Spaces for attacks/damage/commonly-used attack spells.
Near the Bottom: Current/Maximum Hit Points, Initiative, movement speed(s).
To the right of that: Your itempack. Simple stuff, list the crap you're lugging around.
Big-assed section on the bottom left: Labels for each magic item slot, plus a few blanks for ioun stones/other slotless goods, and blanks next to those to write stuff in with.
To the right of your magic items: Feats!
Ten Sections Under That: Enough blanks for a proper spellbook. Look, I'm not exactly a graphic designer.
Incidentally, Fourth and Fifth Edition both have a slot on your character sheet for "Passive Perception." (At least Fourth, for all its myriad faults, has the courtesy to tell you "(10 + Perception)" in much smaller text under that, unlike Fifth. I guess WotC was assuming you were familiar enough to know what they meant.)
To weigh in on multiclassing in previous editions because it's coming up now:
The Buck Rogers RPG (which I guess you can kinda construe as a zero-magic Second Edition with a much better skill system... a "2.5e," if you will.) actually had two ways you could do it:
1. Standard old-school dual-classing: You pick your first class (let's say Medic, because that's the example they use in the book,) you gain a few levels in that, and then you switch classes (in the book's case, rogue.) You start gaining hit points per level (up to 9th, because Second Edition) as if you were a rogue instead, your THAC0 doesn't improve until you get enough rogue levels to drag it past the medic's abysmal THAC0 progression (This would be equivalent to taking four levels of rogue with Pathfinder for a +3 BAB, and then you start taking fighter levels, and you don't get a BAB upgrade until you get fighter 4. Edited because I can maths good.)
2. Multiclassing. This is actually closer to the 3.5 Gestalt character, where you picked two classes (again, using Buck's example, we'll pick rogue and medic.) You used the worst Hit Die, better THAC0 progression, pick four skills from both classes' eight career skill choices to serve as your eight career skills, and used the average of both classes' XP progression tables. (So if you dropped one class, there's a small chance you can actually lose a level!)
Now, someone else said there should be a way to make multiclassing a little more feasible, and there was a way in 3.5e. Certain feats were released in (at the very least) the Complete series and I think PHB2 that allowed you to, say, combine your rogue and ranger levels for purposes of sneak attack progression and favored enemy progression.
I actually stole this from the old First Edition Rules Cyclopedia; all fighters (and I think dwarves) could do this starting at 9th level, hence the odd BAB requirement. Instead of disadvantage in the RC, you just took a flat -5 penalty to the attack roll.
Actually, I'm... not too sure where I borrowed this from. I think it's a Second Edition fighter thing? (Can you tell what class is my favorite D&D class? =p)
Actually directly stolen from the Fifth Edition fighter! (He automatically gets this at second level, though, so mileage may vary.)
Stuff from the good ol' D&D days, when dwarf was your class and only humans were allowed to be different classes!
Prerequisites: Str 15+, Power Attack, Weapon Proficiency (any two-handed melee weapon), base attack bonus +6
Benefit: When you make a melee attack or full attack with a two-handed melee weapon you are proficient with, you can choose to roll two d20s and use the lower of the two for each attack roll. If you still hit your opponent, you can add your entire Strength score as a bonus to the weapon damage roll (in addition to 1.5 x your Strength modifier.) You must choose to use this feat before you make your attack roll, and its effects last until the end of your current turn.
Prerequisites: Str 13+, Power Attack, Cleave, base attack bonus +1
Benefit: If you make a melee attack and your target drops to 0 or fewer hit points as a result, you may immediately apply the leftover damage to another target within your reach that is adjacent to your first target. You may only pick one secondary target per round with this feat.
...and one from The New Hotness Edition, where tieflings are tieflings and... I had a metaphor going but it kinda fell apart. ;_;
Prerequisites: Fighter level 1st
Benefit: Once during an encounter, you can regain 1d10 hit points + 1 extra hit point per fighter level. You gain an extra d10 of healing at fighter level 4th and every four fighter levels thereafter. Using this feat is a standard action that does not provoke opportunity attacks. You must rest for at least an hour in order to use this feat again.
This is extremely unlikely to be balanced at all. I don't care; I'm wishing there were actual rules for this.
Skull Crusher (Combat)
Prerequisites: Str 25+, Greater Grapple, Greater Weapon Focus (unarmed strike), Improved Grapple, Improved Unarmed Strike, Weapon Focus (unarmed strike), base attack bonus +10
Benefit: Whenever you are grappling an opponent and are controlling the grapple, you can attempt to crush your opponent's skull between both of your hands as a special combat maneuver check (made as part of the standard action to maintain the grapple.) If you succeed on this check, your opponent takes your unarmed damage and must make a Fortitude save (the DC is equal to 5 + your unarmed damage.) Failing this save means you utterly flatten your opponent's skull,, and is metal as all hell. (Your opponent dies, obviously, and will need a bit more than a raise dead to bring him back to life.)
Special: This feat has no effect on opponents that are already headless or wouldn't be affected by having their head destroyed.
I never got a free 18 or reroll 1s from my DM ;_;
Bookrat: You're in luck! Fourth Edition, of all things, actually lists shield toboggan as handled by the Athletics skill! (At least, "ride a shield down the stairs" is listed as a DC 15 Acrobatics check, succeed and you and your shield are at the bottom of the stairs, fail and you're prone at the bottom of the stairs minus your shield.)
Also, everybody forgets the one major thing about "But... but Pathfinder has OPTIONS compared to Fifth Edition!!"
Pathfinder has been around since 2009. You have, in the official SRD alone, 29 classes [I'm excluding the six classes from the Occult Adventures book, as well as the antipaladin, ninja, and samurai, as those are alternatives to the paladin, rogue, and cavalier, respectively] and 37 races, all of whom are featured in the Advanced Race Guide. I'm deliberately leaving out the alternate racial traits and class archetypes as well, because 29 classes and 37 races is still a wealth of options. There are 1073 ways to combine a race and a class in Pathfinder, and that's before you get into ability score distribution, racial trait replacement, class archetypes, feats, spells, and equipment.
D&D Fifth has been around since, what? August or so? You have 12 classes in that and 9 races (again, deliberately excluding subraces for dwarves/elves/halflings/dragonborn/gnomes, and excluding the mandatory class subpath you take around 3rd level.) That's a mere 118 ways to make a character before adding the finer details. Let the game grow a bit, guys D: D:
"Devil's Advocate" wrote:
We never really ran into the "Thine Wisdom must be thisith high to casteth this spell," mostly because we run the adventure paths and those generally end around level 15ish. Those of us who play casties usually front-load our casting stat way back at first level anyway. XD
(And you're tragically overlooking the Ring of Force Shielding, Advocate! Would that I could get one for my brawler in Iron Gods...)
Your Base Attack Bonus being added to your Armor Class I don't mind specifically, it's just that you're treating it as a dodge bonus (and thus, stackable with Dodge.) It reminds me of Star Wars: Saga Edition, which I totally love the hell out of, but even Saga Edition said "Dude, I know you wanna be the next scruffy scoundrel with a cool starship, badass Wookie sidekick, and hot slave girl bikini-clad space princess girlfriend, but you gotta make a choice; either your character level or your armor's bonus applies to your Defense, not both." (Unless you were a Soldier and took Armored Defense, which let you use the better bonus, and Improved Armored Defense, which let you use either the armor's bonus or your level plus half the armor's bonus, whichever helped you more.)
There is also the magic item treadmill: You're going to be running into problems because you need The Stupid Six (Magic Weapon, Magic Armor, Amulet of Natural Armor, Ring of Protection, Belt of Physical Stat, Headband of Mental Stat), and you'll need to blow most of your rather arbitrarily-decided-roughly-fifteen-years-ago (!) wealth by character level on improving The Sextet of Stultissitude just to keep up with the monsters' steady improvement. (So much for setting some money aside to buy your castle stronghold, hundred score magi to guard the dump, and the hottest cleric of some quasi-evil deity to serve as your consort, I guess, but that +4 corrosive burst dragonbane/aberrationbane katana's not going to pay for itself.)
This is Pathfinder, not Sailor Moon: Another Story. One point's difference in a stat should not make the difference between "Eh, it's just a small scrape, I'm perfectly fine" and "I'm holding my heart in place with the one hand the dragon didn't tear off while figuring out how to use my feet to replace Scorching Ray's somatic component." [Incidentally, if something like that actually happens in ANY d20-based game, that would be metal as hell.]
Fourth Edition had in (I think?) its Player's Handbook 3 a system to replace the ever-burgeoning magic item treadmill with inherent character bonuses. Such a thing could work, and could possibly scale down from 4e's thirty levels to PRPG's twenty. (Just remember that the best plus to a magic weapon or armor in Fourth was +6, while it's +5 under most circumstances in PRPG!)
Do not discourage spellcasters; this is fantasy Iron Age Finland, after all, and you're expected to have wizards/clerics/bards (hopefully not multiclassed like that, though.) join your valiant bands of fighters and thieves. Just... you know. Ban certain spells whose names rhyme with "fish" and "spherical" because Wish/Miracle, when not used to break the game across the caster's face, leads to horrifying jerkass moves/hilarity from the DM. (My personal favorite is Fifth Edition's "I wish the villain were dead!" "Okay, you are transported forward in time to a point where the villain is dead. Make a new character in the meantime." And yes, 5e skeptics, this is an actual listed consequence of Wish in the Fifth Edition Player's Handbook.) Spell resistance is going to suck, but... it's one of those things that you'll have to deal with, sadly. =(
It depends on the barbarian, it depends on the fighter, it depends on the monk, and it depends on the brawler, of course.
From practical experience (read: my group's party in Iron Gods) I'd say it's about even odds between the Pummeling Style brawler and the invulnerable rager barbarian. The brawler can hit like a Mack truck if she lands more than two attacks, but the barbarian's got the damage resistance and the HP to easily laugh off one or two good pummels. He hits more than once per round like a chainsaw through butter.
For reference: Tharja the brawler has 24 Strength, taking into account her +4 Belt of Giant's Strength, along with a +2 Amulet of Mighty Fists. She can do 1d10+17 bludgeoning damage per punch. Jagg the barbarian has 24 Strength while he's raging, and a +2 vicious chainsaw with gravity clip. He can do about 6d6+21 slashing damage to a target and 1d6 unstoppable damage to himself with each swing. Tharja only has 118 hit points at tenth level, while Jagg has approximately 200. I'm spitballing Jagg's chainsaw and damage output because I haven't seen his character sheet.
Both sets of damage numbers above, however, include Power Attack (-3 to hit/+6 damage for Tharja, because her fists are one-handed weapons, -3 to hit/+9 damage for Jagg because chainsaws are two-handed.)
THARJA'S A WOMAN@%$&&
Adam Daigle wrote:
I appreciate the notes, but, yeah, I can't include material from Occult for this AP in the Player's Guide (since this AP is coming out months before Occult). It's be cool if someone started a thread for how to run APs using Occult in APs.
Going sylph aerokineticist for Giantslayer; I'm the other
64. Jacobs' Polysyllabic Utterance
While suffering from the effects of this curse, you must rename all of your spells (prepared or spontaneous) in the most over-the-top fancypants style you can. (For example, "Snorbicus's Scintillating Slammer" will do when "Magic Missile" would not.) You must spend a swift action to should the spell's new name in addition to whatever other action(s) you need to cast the spell.
If you happen to be a martial character, you have to rename your basic attacks; if you are a formula caster, you have to rename all your formulae.
Snickersnack: Katanas are in the SRD, under Ultimate Combat > Mastering Combat > Eastern Armor and Weapons. Click this and scroll down! =p
More specifically, a katana is a one-handed exotic melee weapon with a reach of 5', does 1d8 slashing damage, critical hits on an 18-20 for double damage, and has the Deadly property, which adds +4 to the Fortitude save difficulty when you coup de grace someone with it. It costs 50 gold.
68. Coffeepot of Endless Coffee
This coffeepot looks to be made from a strange transparent glasslike material, and is always filled with strong black Ankhesi coffee. Once per day, when you drink straight from the coffeepot, you can stay awake for an additional twelve hours without sleepiness or any of its deleterious effects. During this time, you gain a +2 bonus on saves against effects that would put you to sleep (such as the Sleep spell or drow poison.)
Once the effect ends, you are just as tired as you normally would be had you not drank the coffee.
What I want is the monk to be able to wallrun or run on water with judicious use of ki.
What I want is the monk to be throwing Kamehamehamehadoukens. (Or Masenko-Has, or
What I want is the monk to get Lay on Hands Lite with ki.
What I want is the monk to use ki to charge and make one unarmed attack + 1d12 damage. (...Yes, I liked the Flying Jump Kick feat from Complete Warrior. I think it was Complete Warrior? Too lazy to check it.)
What I want is a monk to not have to pick between "I can use fast movement" and "I can punch somebody eight times in six seconds" every round.
Hell, what I want is "Pick Strength or Dexterity, key that to your unarmed attack, no questions asked."
(I guess this boils down to "What I want is a monk that's half Goku, half Sabin Figaro.")
Alchemists - An accident just waiting to happen
I play a human* woman in Iron Gods. She beats people to death and can lift just over half a ton above her head. I think she's normal.
The rest of the party are a human barbarian who is EXTREMELY superstitious and hates magic to the point where he makes saves against everything [this is how we found out Haste has a Fortitude save to negate], a human skald who sings death metal [in Iron Age Finland?!], and an android sorcerer/cleric. I think this whole group is normal. =p
*Well, human with a cybernetic right arm thanks to a critical hit in The Enemy's favor.
Well, damn. That explains why the Genesis game's called Warriors of the Eternal Sun.
38) Your requisite female eye-candy NPC patron put up a poster on the Adventurer's Guild message board that reads (in full) "ADVENTURERS WANTED!! A party of Four* Courageous** Heroes of the Realm requested to fulfill one simple errand. Inquire at Iocasta Gardakan's*** manor house." and has those little serrated pull-tabs at the bottom with her address.
Your party were the first four people to show up. Nothing special, nothing destined, you're just the first heavily-armed ruffians to arrive.
*Or five. Or four + a bard; bards don't actually count as people.