I really want to see the way the arcanist works, because if it works the way I think it does, I might adapt that to give ranger and paladin spell-casting a little more longevity without much of a power increase. It annoys me how many useful spells they have and almost no capacity to use those spells.
I would have loved the Nosferatu to be a more powerful creature, now it's just the same CR as the normal Vampire.
It's a template, you just make the base creature more powerful. Honestly, templates adding more than 2 CR without racial HD get difficult to work with, because they get awesome abilities, but no HD to back it up, so they tend to die more quickly, have lower save DCs, and less powerful abilities. A nosferatu NPC of equivalent CR to a party can be up to 3 caster levels short for example.
If you have an evil outsider bane/mythic bane weapon and are fighting a mythic devil, you get both bane qualities.
You need to be able to see the tattoo as well.
GM Hands of Fate wrote:
Still, Iron Maiden is good at taking mythology and making amazing songs out of it.
I would like to see the percentage (d100) mechanic done away with. For example "20% concealment) could be changed to "+4 circumstance bonus to armor class", and so on.
This would make things harder. Concealment is much easier to handle as an extra die roll, since it can change from round to round, and even combatant to combatant.
A monk/cleric mash up has some interesting possibilities for me. Or ... A barbarian monk. The "raging monk". Heh.
"Torq grew up an orphan in a monastery. Monks told Torq to find inner peace. Torq did find his inner peace, and it made Torq MAD!"
I'm of the opinion that limited metagaming is ok if you are playing a character of significant intellect or wisdom. These characters would be able to connect clues more quickly, realize things even some of the smartest real people never would. I'm talking characters of Int or Wis 20 or more. Just enough metagaming to get suspicions on less evidence.
Which of those weapons do you have a problem with?
This is why I've houseruled population increase only from houses.
I wish people would stop using the nonsensical argument that bullets penetrate armor. They don't do that at all. But your adamantine won't stop the force of that bullet hitting your chest. Check out what happens when somebody is shot with a bulletproof vest on. If that isn't hitpoint damage, I don't know what is.
Well the difference between this and real-world religions is that the deities in the setting are actually real in setting. So if a group of clerics goes far off base, they might lose their powers. So things would be a lot more consistent in the worship of their god. Really high level clerics can even bring in direct servants of their god to pester them with questions.
I don't know about that roar instead of a sharp crack. I've been pretty close to American Civil War reenactors firing off muskets. Now I realize those are a) loaded with only powder b) using smokeless powder and c) cartridge using muskets but those were extremely loud cracks. The cannon they demonstrated was much more of the roar you mention.
But I'd say regardless of the actual sound they make, don't penalize players for using what is already a somewhat weak weapon, with no inherent damage bonuses and the possibility of breaking.
Barbarians can pick up a bow just like anybody else. And barbarians have amazing defenses, and because they have great offense with relatively little effort, they can pick defensive options quite freely in my experience. I think you aren't giving barbarians their due.
They also have always-on bonuses that are never a bad thing for any role. Bonus to initiative based on your casting stat, adding casting stat to Knowledge checks to identify monsters, and bonuses on Intimidate and Sense Motive can never be bad, even if you don't focus on such things.
Flexibility in primary abilities is also a huge boon. The closest things to judgment and bane are a paladin's divine bond for a weapon and a magus' arcane pool weapon bonus, but those cannot be changed without expending another use. The inquisitor can lay a massive beatdown on the kobold mooks of a dragon, then when it is time to bring down the big boss, can swap bane to dragon as a swift action and keep right on going. If things begin to turn against the party, the inquisitor can change judgment over to something more defensive.
By the way, it's the use of swift actions for judgment and bane that I feel make the class. Using one does not prevent full attacks, but you can't 'bane, judge, cast divine favor' in one round. So it takes time to get up to full, but it doesn't interfere with doing other useful things.
I'd say that bringing something evil into the world adds a little evil to it. Even if your demon spends only a few moments in this plane, that's just a little more weight in the evil pan of the cosmic balance. And you're also showing approval of the methods an evil summon would use to fight your enemies. For good, especially lawful good, the ends usually do not justify the means.
Yes but that one is easily explained without a lot of problem. You pronounce judgment upon your foes, if there are no foes, you cannot pronounce judgment on them. Thus, it's only in combat.
I run it like this in my games. What you are doing can never be a distraction from what you are doing. If you are trying to sneak past a sleeping dragon, it's not a distraction because you are already focused on sneaking past it. If you are trying to sneak past it and palm a gold cup at the same time... that's a distraction.
For danger, I rule that if there is more than one d20 roll between your action and any consequences, it's not immediate. Climbing a ladder while being shot at, there's only the attack roll. Climbing a ladder while stealthing past some guards? They have to beat your stealth check, then roll initiative, then roll an attack roll... so no immediate danger.
Elves taking forever, I understand, they are not humans, and are not related to humans. They are and always have been fey, or closely related to the fey world, one that is older, and totally alien to us.
No they aren't. They're quite likely to be aliens from another planet in the same system as Golarion.
Dodging and parrying are already included in the AC rules. That's the base 10 bonus you get. Adding more rolls just increases the complexity of the rules without adding anything of great value in my opinion. If you really want to simulate it, have the defender roll a Defense roll, get rid of the base 10 bonus and use that die roll. If you really want a character who specializes in dodging and parrying, describe their actions that way, fight defensively and find as many dodge bonuses to AC as you can.
That's my advice.
Pretty sure she wouldn't be an LG goddess of valor, justice, honor, and rulership in that case. So I'd say this didn't happen at all.
The sacrifice Aroden made to contain the chaos god is part of an adventure. The PC's witness the dath and the war between the gods and Rova-Gug at the end. When the PC's return it is 20 years into the future and Cheliax has already turned to pacts with Devils. This adventure however occurs before the current date of the setting.
You're getting a lot wrong here. Aroden became a god long after Rovagug was imprisoned.
And become non-threats entirely. Sometimes realism must take a backseat to gameplay. And in some cases, it has to hang on to the rear bumper.
Why is it hard to explain that?