Ragnolin Dourstone

Stone Dog's page

Pathfinder Rulebook Subscriber. 911 posts (1,082 including aliases). No reviews. No lists. No wishlists. 1 alias.


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I'm moving to the Remaster and using Core Only as an option and trying to set up Pathbuilder for it, but I thought that Rage of Elements was technically a Remastered book and Kineticists are a Remastered class?


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Perpdepog wrote:
Oh, and are there any liches? Demi or otherwise?

There are, including a "Creating a Lich" section.


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IMO, Forbidden Cravings is way creepier than Ghoul Fever. It sounds like a good change so far.


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And there was much rejoicing!


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I think some context would help as to why the rogue doesn't want to do that.


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Ezekieru wrote:
Vorsk, Follower or Erastil wrote:
The important qestion is what kind of dragon do we meet at the end now?
Given the blog post about the Horned Dragon being the Remaster version of the Green Dragon, I can imagine the Wyrmling Green Dragon can end up being a Wyrmling Horned Dragon now.

It is a Juvenile Horned Dragon.


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SuperParkourio wrote:
Stone Dog wrote:

I'd think you'd still have to interact to hold it, you just don't have to go get it and it can't be removed from your person.

All shields need to be held to control it otherwise they just flop around on your arm and get in the way. Even bucklers, which aren't just fancy forearm guards, they are held in the hand.

Not bucklers. They can explicitly be used as long as the hand is free, or even if that hand is holding a Light non-weapon.

Yeah, I know that is the way by RAW and how D&Desque games have done bucklers the way they are for years and years, but it is weird. Bucklers are held in your fist. They are glorified and ergonomic pot lids you can parry and punch with.


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I'd think you'd still have to interact to hold it, you just don't have to go get it and it can't be removed from your person.

All shields need to be held to control it otherwise they just flop around on your arm and get in the way. Even bucklers, which aren't just fancy forearm guards, they are held in the hand.


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Pronate11 wrote:
My question is how can they open their mouths enough to actually eat anything with those fangs? Can they unhinge their jaws like a snake?

They use swords of sharpness and tridents as knives and forks.


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I think Paizo's lawyers advised that it isn't a good idea to play a game of "I'm not touching you" with Hasbro's IP. Therefore, filing the serial numbers off of the very D&D dragon types probably was never on the table.


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Chonk chucks chunks!

I'm really liking the new dragons. I'm certainly going to enjoy the look on players faces when they encounter one of these. I've got some old timey D&D players in my group and them not knowing what to expect out of something like this is going to be pretty sweet.


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"Wounded Any time you gain the dying condition or increase it for any reason, add your wounded value to the amount you gain or increase your dying value" is on the GM screen, but I can't find matching language in the core rules.

I don't think that the game benefits from such an alarming death spiral, so regardless of intent, rule 1 applies and I'm only going to add Wounded when Dying is removed.


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Oh, PFS no, can't see someone allowed to do it. Using old OGL in official PF events is probably a complete legal no-no.


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Sure Strike sounds like it fits in to the Mentalism school by virtue of Robert Downey Jr style Sherlock Holmes fighting. A brief moment of high octane, Dune Mentat predictive power.

It is by will alone I set my spell slot in motion.


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Absolutely yes, it looks simple, just time consuming.

You'd pick out a few spells of each level that are standard, the ones that are automatically learned.

Then the rest of the thematic spells are just the ones that can fit in the +1 slot.

There may be a few more wrinkles, but it is pretty clear that you are supposed to be able to massage new spells into the curriculum from the description of the class ability.


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Arachnofiend wrote:

Would be interested in the variance in rulings on this scenario:

"I'm a 5th level wizard and the 1st level spells for war magic are becoming unusable; they're evocations that rely on heightening to function, which would leave me with nothing in my 1st level school slot. I would like to put true strike in that slot instead."

I think there's a nonzero number of GM's that might balk at a player asking for a notoriously strong spell that isn't on the base list... perhaps forgetting that True Target is on the list at a later level, making it obvious that True Strike should be considered "on theme". The player is pretty solidly in the right here IMO, but there are definitely less clear cut cases and I generally prefer to avoid this game of Mother May I if at all possible.

Personally? True Target falls cleanly under "arcane countermeasures for common tactical complications," the complication here being "the targets are hiding." I'd say that a Battle Magic Wizard might not get True Target for free, but they could sure use it for their Curriculum slot, no problem.


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At least Curriculum Spells aren't quite as limiting as I thought they would be, though that will depend largely on the GM.

"Your GM might allow you to swap or add other spells to your curriculum if they strongly fit the theme." p.198


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The one thing that keeps me interested in coming back, is how the community is making very cool play aids for everything.

This is a well done booklet format. I like it.


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You could always use a small ruler or flexible tape measure, lay out inches and let them be in whatever square they mostly wind up in.

Otherwise you might have to be comfortable knowing that people are faster going North East than they are going North or East.

I'd rather have hexes, but they are troublesome to draw maps on.


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Ckorik wrote:

...I've found Fantasy Grounds does a better job building a character than it does - which says quite a bit as Fantasy Grounds is *not* a character builder.

.

I've actually been curious about that. I'm not sure if it is worth it to make characters for printing out for non laptop people.


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I think mine would be...

Highest of hit points.
All initial proficiencies and the highest number of additional skills.
One instance of each class feature for the current level with class feats counting as a single instance.
No multiclass archetypes. Gestalt is basically super multiclass anyway.

So a 1st level Fighter Rogue would have: Ancestry and background, initial Fighter proficiencies, initial rogue proficiencies,a number of additional skills equal to 7 plus the Intelligence modifier, attack of opportunity, a single class feat feat, shield block rogue’s racket, sneak attack 1d6, surprise attack, and a skill feat.

At level 2 they would get: 10+con HP, class feat, skill feat, and a skill increase.


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Outrider wrote:
There cannot be a "middle" with no value.

You are absolutely right.

There is no "middle" with no value. There is only failure and success. Either/or. Nothing in between.

Your mistake is in saying that failure is negative and success is positive. This is not true.

The equation remains "(check result)-(difficulty class)." Success is every check result that is the same value or is greater than the DC. That means y-x can be 0. Zero is the threshold for success.

That leaves us with only two options.

Failure is in the set {..., -3,-2,-1}

Success is in the set {0,1,2,3,...}

No middle ground between the two.


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Zero is an integer. This is very important.

Here is a number line. It has integers on it.

Here is your number line. You might see some similarities.

If you roll a 20 on your chart, that is a margin of +5. If you roll a 15 on the same chart that is a margin of 0. If you roll a 10, that is a margin of -5.

By the chart that you made, let the check result be y and the DC be x. Let x=15.

20-15=+5
15-15= 0
10-15=-5

As the book says, "if your result is equal to or greater than the DC, you succeed!"

Anything where y-x is zero or more is a success. A positive margin of 10 or more is also a critical success.
y-15=10

Anything where y-x is -1 or less is a failure. A negative margin of 10 or more is also a critical failure.
y-15=-10

Solve for y.

I'll give you a hint. y is 25 in the first and 5 in the second.

tldr version?

Stone Dog wrote:

DC=X.

Critical success: check result ≥ X+10

Critical failure: check result ≤ X-10


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Outrider wrote:
It's kind of like looking at a 5' grid. You can't be on the line, you have to be in a square (Medium creatures, assumed).

If you are looking at a 5' grid, then the space you are starting in is zero. A five foot step is one square over. A 50' Stride is ten squares over.

You literally made a number line with a zero point and at the same time are saying "there is no zero."


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Outrider wrote:
That's the whole purpose of all of this: what's the reference point when starting to determine failure?

DC-1 through DC-9 is an ordinary failure. DC-10 or more is a critical failure.

DC+0 through DC+9 is an ordinary success. DC+10 or more is a critical success.

Edit- Fixed... it is almost midnight and I am tired. DC +-0 meets the DC. DC+1 exceeds it. Both are successes.


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vagabond_666 wrote:
"Beating the DC by 10 or more is referred to as a critical success" Pg 10

Okay, granted. The brief summary in the introduction does have that phrasing.

However, it is still the same difference. Literally, since difference is exactly what is being determined here.

16 beats 15 by one is the same as 16-15=1.
25 beats 15 by ten is the same as 25-15=10.

14 fails 15 by one is the same as 15-14=1.
05 fails 15 by ten is the same as 15-5=10.

Fifteen beats fifteen by ZERO. 15-15=0


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Outrider wrote:

Yes, but you see the problem, don't you?

No. I do not. Critical Failures are the same as critical successes, just in the other direction.

Succeeding by ten or more means ten spaces or more to the right of the DC on the number line. A check result of 25 for a DC of 15.

Failing by ten or more means ten spaces or more to the left of the DC on the number line. A check result of 5 for a DC of 15.

If you are going to go by your own graphic then you can't say DC+10 is a pretty blue critical success, but a DC-10 isn't a dangerous red critical failure.

Either you are going to have Red and Blue start at DC ± 10 or Red and Blue starts at DC ± 11.


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DC=X.

Critical success: check result ≥ X+10

Critical failure: check result ≤ X-10


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vagabond_666 wrote:
Except the wording is "beating the DC by 10"

No it isn't.

"You critically succeed at a check when a check’s result
meets or exceeds the DC by 10 or more. If the check is an
attack roll, this is sometimes called a critical hit. You can
also critically fail a check. The rules for critical failure—
sometimes called a fumble—are the same as those for a
critical success, but in the other direction: if you fail a
check by 10 or more, that’s a critical failure" Page 445, CRB


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Slightly off topic, but what are the best ways for a Champion to get more Focus?


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I'm going to go with needing one hand available & Healers tools ready. Just in a belt pouch or bandolier. The idea of there being a fantasy herb or compound that can invigorate somebody enough to restore HP or a poultice that can be slapped on a wound for a quick trauma patch is fine.


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Things are looking good, I'd say. I do have a couple of questions though, and more to come I imagine.

First, say I want to pick up a subscription after all. Is there any consideration for buying the stand alone file? It might be too difficult to validate an off site purchase, so I'm not really expecting that this is a thing that can be done.

Second, there seems to be a creative community adding custom material. Is it possible that someone might be able to make a variant of the actual character sheet layout?

The sheet you've made is quite serviceable, but it would be interesting to see how someone else might put a different print layout together.


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Somebody posted this in a different thread. I thought it might be interesting to add to this conversation.

“It is quite unreasonable to assume that as a character gains levels of ability in his or her class that a corresponding gain in actual ability to sustain physical damage takes place. It is preposterous to state such an assumption, for if we are to assume that a man is killed by a sword thrust which does 4 hit points of damage, we must similarly assume that a hero could, on the average, withstand five such thrusts before being slain! Why then the increase in hit points? Because these reflect both the actual physical ability of the character to withstand damage – as indicated by constitution bonuses- and a commensurate increase in such areas as skill in combat and similar life-or-death situations, the “sixth sense” which warns the individual of some otherwise unforeseen events, sheer luck, and the fantastic provisions of magical protections and/or divine protection.”

-Gary Gygax, D&D 1st edition DM's guide


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LuniasM wrote:

Sorry, I'm not seeing where it says in the rules that you can choose to take a full hour to increase the healing given. But then that may be a misunderstanding on my part?

Page 249. "If you succeed at your check, you can continue treating the target to grant additional healing. If you treat them for a total of 1 hour, double the Hit Points they regain from Treat Wounds."


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Coming up in the Gamemastery Guide, I think.


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I hoping that the Swashbuckler would do very well for Samurai Jack and the like.


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I'm not turning down an extra action in the game. As a fourth attack it isn't so great, but as a third Strike or Stride freeing up other actions I'm taking it.


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All in all, I'd rather use this than HeroLab online.


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The Only Sheet wrote:
Stone Dog wrote:
...but it does seem like there could just be 5 weapons on the front page...
There are 6 weapon Slots on the FRONT worksheet.

I know. I was saying that five larger ones would have been sufficient.

As for the tiny type, I bought your page and printed a test copy last night.

The FRONT page is basically fine, but a touch squint worthy. The BACK page is tiny and a bit more difficult. I think the font size on that on is 8 point.

Don't get me wrong, I think your product is a solid four stars. The only things that are making it miss a star right now are the font size and the sheet layout, which is a personal thing and should not say anything about the quality of your work.

Oh, and if at all possible please make it so when you have a drop-down open you can type what you are looking for and it will bring you to it. Scrolling through every feat in the game is a bit of a trick.


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Sadly, the print version has tiny type. It is clear and well organized, but I play mostly with people whose eyes just aren't as sharp as they used to be.

Granted, it looks good, but it is just too damn little. I could really use a version of this that has more pages and larger font.

Even so much as having a 1st page for Exploration with stats, skills, and a feat list, a 2nd page for Encounters with saves, offenses and defenses, and then the summary page would be great so that the font could be more like 11 point through the whole document.

A lot of work went into this and it is clearly mostly done, but it just doesn't meet my needs for a document to actually print and play at the table.

Also I'm not sure how making a custom background is supposed to work, but that might be in their forums.


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This is potentially very useful and I'm happy to have purchased it, just for the utility of the number checking if nothing else.

I haven't played with it much, but it does seem like there could just be 5 weapons on the front page, which would give more room for the explanation of the traits.

I'm looking forward to testing more, though!


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Unicore wrote:
Stone Dog wrote:
Swashbuckler is apparently based on mobility as a niche. Crazy amounts of moving about. Parkour up the wazoo and such.
Right now that sounds a lot like a monk with a rapier or a scimitar in hand, but it would be cool if they can find a way to add in swinging from chandeliers and sliding down banisters while making attacks at the same time. Although with the three action economy, all of that still feels "already possible."

It kind of does, but there might be a difference between "already possible" and "the best at that niche."

Sorry for the short post, I'll be back with more.


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Swashbuckler is apparently based on mobility as a niche. Crazy amounts of moving about. Parkour up the wazoo and such.


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A coma is easily "otherwise incapacitated."


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Fighters get this ability for free at fifth for a whole class of weapons that they choose.

Monks can spend a feat to get the ability with just brawling weapons at 2nd. They can also spend another feat to get it with Monk weapons.

Champions get it with one weapon per day. Hope you don't lose it.

Ruffian Rogues get a nice, broad class of weapons for it... But the target has to be flat footed

I guess it would be nice if fighter got it a bit earlier, but the other things are niche enough that the fighter still has their strength.


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This is one of the best looking versions I've encountered!

It is clean, easy to read, nicely organized. Well done!


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Red text at the chapter headings are flavor, not mechanics.

Rituals are spells as far as characters go, but they are a different creature with different rules.


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I am now thinking of fancy ghouls dining on tengu balut. Thanks, thread.


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Xenocrat wrote:
Gives you a place to store it and draw it from other than the ground.

What, don't all archers just wander around with a fist full of 20 arrows?


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I've always been a fan of "wizards study magic, not a bunch of other things" as well.

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