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Let say if you haven't finished an adventure path because your previous group has broken up, but you would like to play it to completion. Is it ok if you inform the group of your previous play through and join up (while keeping meta knowledge away), or should you wait to join when they get to the parts you haven't played before? After looking at a few spells that have a HD limit, I'm starting to wonder why several settings people haven't started the develop some sort of concept about HD. For example if a wizard knows someone can cast 3rd level spells would he or she know that person would be immune to the spell sleep. How would wizard know the value of gem to use for Trap the soul? Now that I think about it because Native outsiders are a subtype of an Outsider. Which means for one package they gain Darkvision 60 feet.
The only cons are they do not benefit from Enlarge person. I was wondering why was Fiendish Sorcery changed? I was wondering if the old version could return but have it customizable for races you want to build. Adaptive Casting: (2rp)
But whatever you do, don't put a racial prerequisite, allow it to be tailored to campaign. For example certain Fey races may have divine connections but lack a wisdom bonus or may even have negative bonus. Or maybe a race has easier time learning to become a witch without being smarter then most races, they just have easier time understand it. The point is have the DM tailored to his or her world. I noticed that some abilities like Elven Magic, Elf Immunities, Duergar Immunities etc. I was wondering why are these abilities are locked out? Why can't I make an outsider (native) character who is resistant to charm effects, do not need to sleep, are immune to paralysis, phantasms, and poison and the race puts special effort to study magic. Why do adventure paths begin at level 1? I been looking through the various Adventure paths and I noticed that they all begin at Level 1, which I find to be the most boring level, and in some cases causes stretches of imagination. Rise of Runelords part 1 for example.
Spoiler:
In the goblin raid a group of level 1 characters manages to become the hero of the town. But why aren't the NPC? There are several NPC who are higher level with Adventure levels, even the ones who aren't adventures and have only NPC levels have higher hp and bab then the pc. If they didn't have their weapons on them, why did the pc have theirs? If in the case like Ameiko who don't wish to adventure anymore surely she would do something she sees the town attacked.
Level 1 also tends to be kind of fickle, it's very easy to die at level 1, and thus your character is wasted. Not only that but several of the fun abilities PC have start coming around level 3-6. I was wondering how useful is lookout it allows you and a teammate (who also has the feat) to act in a surprise round. Being a Wizard in the Forsight school seeing as I always act in the surprise round, giving an ally the ability to act in a surprise round seems beneficial. The biggest problem I see is that in PFS play you may not know who you're playing with, and no one else may have selected look out. I was wondering if it's legal for two wizards to learn spells from each other if they spend the scribing materials and time. Some scenario allow for some passage of time that can be used to scribe new spells into their book. They only need to prep from each others book (and make the skill check to do so). If not can they still prepare spells from each other. So what happens if you loose your character sheet? As I was unpacking I noticed lost my character sheet for one of my character (and noticed 2 scenarios were not reported and I was missing one scenario that I gm). The character's base stats are listed here on the site, but that leaves out skills, feat etc (gear and additional spell purchases were written on the scenario). So my wizard needed to roll a 9 or better to jump a gap so I've opted to take 10 because failing would result in a drop of hundreds of feet down. However my DM at the time for PFS said I couldn't take 10 because failure would result death (well not really because of feather fall), and keep in mind this was out of combat and weren't being rushed. Is taking possible with or without access to feather fall? I was wondering if it's possible to purchase invisible rope (proved if they have enough Prestige Points)? Normally invisible rope is created by the use of permanency. However if it's not allowed because pc can't have the item because permanency is removed, then that would be the case for virtually all magic items because pc are not allowed to have crafting feats. So I was wondering what are your thoughts on the subject? Personally prefer the bonded item as it provides an ability to spontaneously cast anything in your spell book without prepping it. However loosing the item could cause you to be unable to cast spells. Meanwhile they said to use familiars as "the corpse" aka the scout or provide touch spells at distant. So what do you guys prefer? Why can't I make a back up bonded object like I could with a spell book. At low levels it takes the wizard out of play for a week in game time. If you're worried about everything being a bonded to a wizard why not pose a limit like lets say after the third one of your bounded reverts back to ordinary. Also one more thing if I choose an existing magic amulet does it become an ordinary amulet (w/o the orignal magical properties) if I decided to switch my Bonded item? They distract from the game and can turn your characters from heroes group of stooges. Also why should a fighter who goes a up a level get even worst at fighting. A level 16 fighter would fumble nearly 4 times as much as a level 1 fighter who is the novice. Some people claim they add it for realism but when a line infantry men fought ages ago they weren't dropping their swords or accidentally attacking their comrades that they clearly recognize. So what would happen if all the pcs were female? Would Shayliss even approach any of them? And if she did and convince one of the pc to fight the "rats", what would happen if Ven catches them. Would it warrant a lower bluff check. Or would you simply change Shayliss gender but how would this change Ven reaction to the pc fighting "rats"? P.S. This post was written 1:30am. What would happen if all the PC are female? Would she hit on one of the pc or would people just skip over this plot line. Now she if convinces someone go and fight some "rats" wouldn't the father warrant some kind of different reaction or lower bluff check. P.S. this post was made 1:27am with someone under insomnia It just feels like my enthusiasm for the pathfinder change has run it's course. There is so much bickering about what should be nerfed what should be buffed on the forums. Then there is also my favorite classes gets nerf (yes I'm looking bard who lost their 5 skills per level to 4), while other people argue for continue nerfing something that has become useless when they have bad experience in 3.5. Is it me or is Divine Power is a little too weak now? Compare to lower level spells like Haste and even prayer it's little weak. Divine Power is basically Divine Favor + str checks that would likely only be used once in a blue moon + extra attack on a full attack. Let's take a look at haste... Haste:
Prayer
My suggestion is just remove luck bonus and change it to sacred/profane... So now with someone who has step up it would mean they would attract Attack of Opportunity from who ever uses ranged attacks. Another side effect is that now someone with reach weapons are now forced to drop their weapons. Casters are also now forced to cast defensively, and with people wanting to nerf casting defensively it seems the feat is a bit much now. The step up could make archers, reach weapon users, and casters seem less fun to play. And according to the feat withdrawing doesn't trigger the action so you can't separate yourself from the step up guy as they can just charge next round or double move to you. The Tier 1-2 seems to be lethal for first level characters and in my opinion it’s designed more for level 2-3. Let’s take a look at a few scenarios… Scenario 3 Spoiler:
A 19 AC fighter with +9 to hit and does 1d10+6 (4 from strength and 2 from weapon specialization), which means he’s doing an average of 11.5 damage each round which is enough to drop most D8 characters in a single hit. If you ignore the weapon specialization which the scenario does it’s 9.5 which still knock down d6 on average and really hurting D8-12 are getting severely hurt.
The defense of the fighter is also very troublesome as he has 38 HP (Mod says 44 -6 nonlethal damage) with 19 AC. Let’s assume a strength of 18 (+4 strength) Bab of 1, Weaponfocus, Inspire courage and flanking would provide a +9 to hit. Which means that person would have around 50% to hit the enemy fighter to do an average of 14 damage (7 from greatsword, +6 strength and +1 from), meaning he needs to hit 3 times to take him down. That’s just a minmax character, most of the time I see to hit stats I seen have 16 or 17 stats, so that’s a 1 less to hit or even some classes start with a Bab of 0. Of course you may argue you could have a wizard with spells like color spray. That’s also a gamble and is subject to the fate of the roll (the enemy fighter needs to roll 13-16 depending on caster’s stat, and if they have spell focus) although 40-25%. It just means the scenario requires a wizard but also it’s possible that wizard could be dropped by one of the 5 other hobgoblins. Scenario 2 Spoiler:
Near auto kill for swimming in heavy armor because you get no clue those water creatures are coming to you. The Encounter Level is also listed improperly because the battle takes place on the water on a boat or while swimming against foes the circumstance should be significantly more difficult or twice as difficult. Because you can’t flank unless you want to make swim checks as you’re stuck on a boat, meanwhile the sahuagin could move and flank with each other or even attempt to flip the boat again. Those are just two examples, I believe there should separate level 1 as a separate tier. The difference between 1-2 is huge, you have more spells more hp, most characters can now move and draw their weapons and finally are less likely to be taken down by one hit. Also is it possible to return Raise Dead back to 950 gold, the modules are themselves are very deadly and one bad roll 2-3 level could result in instant death (Hello critical hits). You can’t really afford to have a raise dead cast upon and around level 4 or 5 with the higher tier modules you need to sacrifice most of your gear into better items. Faction Prestige awards stat bonus items should be changed so you can pick a primary stat bonus and secondary bonus item. I believe you shouldn’t have to pick faction just because you want a certain stat bonus item. Also speaking of items how badly is druid going to be hosed for gear? In the PHB you can use Sleight of Hand and Tumbling like perform skill, so I was wondering can you use sleight of hand to earn gold at the end of scenario. Note to use Sleight of Hand like a perform skill you could do card tricks and/or juggling. Tumbling would be just like tumbling as a performance act...
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