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OMG! I have a reason to run an Alchemist now. I'm adding that to my list of characters.
I really didn't care much for the brawler until I read this. Now I can't wait to roll one up. I think I'm going to make a Varisian with a bunch of really crappy tattoos and a unfathomable accent who is legendary for his ability to get the stuffing kicked out of him and yet still end the match by landing a one punch knock out that breaks his opponent's skull.
I've been wanting to see Unearthed Arcana for Pathfinder for YEARS! I can't wait to have this in my hands. I'm hoping for a Grit/Panache pool for fighters and rogues, class defense bonus, complex skill checks, a true spell point/mana system (I like words of power but it feels incomplete.), incantations or non-caster magic. I think the first one is already in the book so I hope for the rest.
Edit: I'd also like to see a better wealth by level system. One of the few things I liked about D20 Modern was the wealth check system. I'm not sure how that would translate into Pathfinder though. I doubt this will make the book so I'm just throwing it out there...
Off Topic Rogue Thoughts:
Combat Tactics:The rogue is much more dangerous when combat conditions favor his fighting style. The rogue gains +1 to his attack rolls any time his target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks his target. This bonus increases by +1 at 5th level and every 4 levels thereafter to a maximum of +5 at 17th level.
I cribbed this from Trailblazer to boost rogues.
What the rogue really needs is a way to be effective in ranged combat and a way to mitigate the effects of concealment, etc. It would also be nice if they had a better way to either flank without needing a buddy or deny a target their Dex bonus to AC that doesn't cost them an action.
Star Wars Saga made iterative attacks a feat chain. You get a total of 3 attacks if you take the entire chain. I rolled the TWF feats into one scaling feat back in 3.x so I think that I'll do the same with iterative attacks for my next homebrew.
I also liked the way Trailblazer suggested giving each attack a flat penalty that improves from -2 to both attacks at +6 BAB, to -1 to all three attacks at +11 BAB and no penalty to any iterative attack at +16 BAB.
I blended the two together but have no had a chance to playtest them.
You can make an additional attack during a round of combat.
Prerequisites: Base attack bonus +6, proficient with chosen weapon.
Benefit: When you use the full attack action, you may make one additional attack. However, you take a -5 penalty on all attack rolls until your next turn. The extra attack and penalty stack with those of Two-Weapon Fighting.
Normal: Making a single attack is a standard action.
Special: When you meet the following prerequisites you gain another attack. You must use a full attack action to get the extra attacks.
Prerequisites: Base attack bonus + 11.
Prerequisites: Base attack bonus + 16.
Two weapon Fighting (Combat)
You are adept at fighting with two weapons and double weapons.
Prerequisites: Dexterity 15.
Benefit: You may attack with two weapons or with both ends of a double weapon as a standard action, you take a -5 penalty (instead of a -10 penalty) on all attack rolls until the start of your next turn. You only gain this reduced penalty if you are wielding a weapon with which you are proficient.
If your off-hand weapon is light, the penalties are reduced by 2 each.
An unarmed strike is always considered light.
Normal: If you wield a second weapon in your off hand or a double weapon, you get one extra attack per round with that weapon. When fighting in this way you suffer a –10 to all attacks for the round. If your off-hand weapon is light, the penalties are reduced by 2 each.
An unarmed strike is always considered light.
Special: When you meet the following prerequisites you gain another off-hand attack. You must use a full attack action to get the extra attacks.
Dex 17, base attack bonus +6.
Dex 19, base attack bonus +11.
Dex 19, base attack bonus +16.
I have no idea if these are really balanced. The writers of Trailblazer noted an increase of 15% in damage with the changes to iterative attacks. I have used something close to this version of two-weapon fighting since 3.5 with no problems. Note that the base TWF feat gives you one extra attack as part of a standard action.
Any feat that requires you to burn an iterative attack to trigger adds "Iterative Attacks" to its prerequisites.
Now I have new problems. I deleted all of my billing info and updated it according to what I have on record with my bank. The update page repeatedly asks for a "billing address" even though I typed the information in several times. Each time I clicked "use this address" it asked for a "billing address". I never get a chance to confirm or continue to place my order.
I cleared out my browser, closed chrome and started from scratch with the same results.
I'm not sure how to proceed at this point.
Yes, please reverse the authorizations. Banks are notoriously slow to release funds back to their customers and anything that can speed up the process is greatly appreciated.
I'll check my billing information and update it as necessary. If all goes well I'll resubmit the order after midnight eastern time.
Thank you so much!
Wands, potions and other disposable magic items are easy buy or create and don't require any or very little training to use. A small troop of low-level shock troops with wands and maxed UMD could wreak havoc on enemies or save you from certain defeat.
I'm more interested in siege weapons that could take the place of cannons in campaigns that don't have gunpowder and firearms. Magical, mechanical or alchemical siege engines that could be crafted without a spellcaster would ft the bill.
Even if the Pcs could close the Worldwound to further incursions it would take centuries of work to repair the damage to Golarion and make The Worldwound obsolete.
All of the demonic hordes trapped here when the Worldwound is sealed would just dig in for an extended siege. They would gain more control of the Worldwound but lose the ability to bring in reinforcements on demand. Perhaps the area that they control shrinks to those areas closer to the actual closed Worldwound where their will is absolute while the areas closer to the edges fall to the crusaders.
Even that scenario does not fix the damage done in a day. The evil of the Abyss has permeated the very essence of Golarion and the symptoms of that will ripple through the land for a long time. The Worldwound will continue to fester and the reclaimed lands will still be toxic for hundreds, if not, thousands of years. The demons have all the time in eternity to work their plots while the mortal races have an attention span of decades or centuries at the most.
This is how I will go about when I finally get a chance to run the AP.
Wrong John Silver wrote:
Ignoring the body parts that you suck at/just hate drawing worked just fine for Rob Liefeld...
I never liked the way D20 Modern was set up but I really liked the supplements for D20 Future, Apocalypse, Past and Cyberscape settings. I wanted to marry all those together for a massive Star*Drive campaign but it was too much work. I would love to have a PF supplement that addresses how to handle the elements of SF with the PF rules. I hope the Iron Gods AP opens this can of worms and gives us an idea of where to go. I fear that Piazo will take the "a laser pistol is just a wand of scorching ray" route that completely short changes the awesome technology of science fiction. I don't want full blown tech manuals and layouts like BattleTech. Just a good selection of gear from various tech levels from early Info Age to Far Future that is easily modifiable. Throw in some pointers on how to run a SF campaign with the various SF genres and you've got my money!
I still hope they change the names of the Bloodrager and Warpriest. The devs themselves said they were not 100% happy with those. Regardless of what ends up in the book I'm calling the Warpriest the "Sentinel." I'm not sure what to do about the Bloodrager. I don't want to make up some faux fantasy name that is just as bad if not worse. I'm going to do some research into mythology and folklore to see if I can find anything that will fit the concept. There has to be something from the Nordic or Germanic myths and legends that is close enough to use.
Other than that I'm really happy with the way the classes have turned out and can't wait to see the devs final polish when the book comes out. I REALLY want to play an Arcanist. I was completely underwhelmed by the first incarnation of the class but love the "hacker of magic" class that evolved from that. I hope they take that concept and run with it.
Other than that, I'm a little sad that a class called "Slayer" didn't get an ability called "Shred."
Fine. I'll get my coat.
Check this out:
I was going to limit them to long arms only but I recently found examples of pistols that use the same breech mechanism. I still haven't figured out how I want to implement them in the game as to what rules effect they would have. The originals were flintlocks so they would be an excellent transition from muzzle-loaders to cartridge based systems.
I'm having the same exact problem.Here's the bug report for mine.
See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.
************** Exception Text **************
************** Loaded Assemblies **************
************** JIT Debugging **************
When JIT debugging is enabled, any unhandled exception
That pop-up appears whenever I try to input any data such as typing in each letter of the name or using a drop down menu or...
What is or is NOT "DnD" has changed so much over the last 4 decades that to say something ISN'T "DnD" is comical at best. There was a time when Skills or Proficiencies were "NOT DnD." There was a time when ONLY Fighters and Thieves could use two-weapon fighting. There was a time when only fighter got extra attacks. All of that has changed as the concept of DnD evolved over the intervening decades. The d20 system is flexible enough that you can adapt it to your liking without having to re-engineer the mechanics from scratch or "shoehorn" something in.
I really liked how letting the attacker roll vs a defense speeds up combat. The only thing that changes is who is rolling the dice which means that the all of the relevant dice can be rolled at once. If the green d20 hits then the effect is triggered in addition to any damage from the attack. If the red d20 beats the relevant Defense then the effect happens. All with one roll by one person.
Iterative attacks only came into being with 3E. They tend to bog things down, especially at higher levels when the last of them rarely hit anyway. The SAGA system made them feats and Trailblazer simplified the penalty for each extra attack. I think combining those two ideas would help speed up combat, especially at higher levels, without nullifying feats or abilities that make use of iterative attacks. I'll definitely be using this in the next game I run whenever "Freetime" comes my way again.
I can only think of two or three groups in 30 years of gaming that DIDN'T use some form of Armour as DR. Even in the 1E/2E era where you had to cook up your own from scratch. Yes, I understand that DR didn't exist in the early editions but the concept of armour absorbing some of the damage from an attack has been around far longer than the name "Damage Reduction."
The Wounds/Vigor system just adds a layer above HPs. I like it because it evens the playing field. Even the baddest of the bad have to be careful since a timely critical can ruin their day since Wounds are set at twice your Con. It adds a level of grittiness that I like in my games.
YMMV, of course.
I always thought it was really weird that when you're trying to hurt someone with a weapon YOU rolled a dice, but when you're trying to use a spell against someone THEY roll a dice. Unless the spell is like a beam, in which case YOU roll a dice again. This, admittedly, isn't that big a deal, especially since the "players roll all the dice" rule seems to be a really elegant fix.
I played in a short Star Wars SAGA game and I really liked how that system uses Defenses(Saves).
I would also get rid of iterative attacks and make them feats but have them function like they do in Trailblazer.
I've always used some form of "Armour as DR" in my games so that is a given.
I've never liked HPs so I would use Vitality/Wounds system.
If that mythological "freetime" ever wanders back into my life I'll be making those changes.
There's a few other small things that I'd change but I like everything else.
I've played all the other "core" races to death over the last 20+ years. I'm always looking for something new to play or use as a villain. A sadist, psychopathic goblin pyro with a penchant for knives would make an excellent villain. As long as I _PROMISE_ not to cut, or burn, my fellow party members she might make a good character as well.
What really excites me about the ARG is that i can reskin any of these races and use them in the science-fantasy space opera I want to run. It will be a non-humanocentric campaign where humans are just another upstart young race that hasn't paid its dues but expects everything just handed to them because they want it. Some of the older races find the attitude to be amusing, others less so.
Ryan Dancey wrote:
Like ninja mining, exploration and ratting in EVE. Getting the loot is only half the fun. Getting it home is an adventure in and of itself.
This game is going to be so awesome. This is the fantasy game I've wanted to play since the first Pool of Radiance.
Are there any guidelines to use for developing Style feats like the ones in Ultimate Combat? I think they are an elegant way to simulate fantasy martial arts and I would like to start developing my own. I need a starting point to work from so i don't end up with a bunch uber-powerful and broken junk. I like the idea of building around a theme but I'm having trouble with what the prerequisites should be for each feat in the path and how powerful each feat should be. Also, could the UC Styles be expanded beyond three feats for each style or is it a better idea to leave them be?
This is a bit off topic...
I've been using the "Armour as DR" system from Unearthed Arcana since it came out. I'll be moving over to the system in Ultimate Combat when i start running a game this summer.
I really like how the SAGA system converted Saving Throws into Defenses. I would like to use this system for Pathfinder. I think I have everything worked out but it feels like I'm missing something obvious. With the SAGA system the formula to set DC becomes the bonus to the attack to beat the target's defense.
Something like d20 + spell/effect level + class ability mod vs Defense.
I was considering making it:
It still feels like I'm forgetting something and I can't quite put my finger on it.
Does anyone else have any experience with this?
edit: fixed formatting
Paizo Blog: Paizo Publishing's 10th Anniversary Retrospective--Year 1 (2003)--Fine-Tuning the Magazine Business
I watched the quality of both Dungeon and Dragon wax and wane over the years since I began playing in the mid 80s. Even when I lived in Germany I managed to track down issues! I noticed a definitive change after 2000. It seemed that issues were hard to come by and the quality wasn't there anymore. I also noticed that the was less useful stuff in the issues. All through the 80s and 90s I found something useful in every issue even if it was for a system that I did not play. That seemed to be less and less true after 2000.
Then things started getting better; by leaps and bounds. The issues rapidly exceeded awesome and had me waiting anxiously for every issue again. I realize now that the change coincided with Paizo's ascension. I still have a list of go to issues somewhere and the articles of interest per issue exploded. The Incursion and Dark Sun crossovers made me love you forever.
Thank you so much.
I was furious that the magazines came to and end but I was elated that they ended on a high note with some of the best issues ever.
And then you did it again by polishing by the ruleset and expanding it to go places I always wanted to take it but simply lacked the know-how to pull off. Awesome? We really need a better word for it.
Thanks again! I look forward to many more of these blogs.
I had a similar character concept but I wanted to do a living mech. Something like the aliens from Independence Day. I got as far as deciding that the Mysterious Stranger would be the way to go before stupid priorities got in the way. I wasn't trying to be as abusive as the Gundolon thing. I was thinking of something more along the line of powered armour.