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The Egg of Coot's page

72 posts. Alias of Kirth Gersen.

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Christopher Hauschild wrote:
Sorcerer and Wizard:

Corrections made (finally!). Thanks, Christopher!


Pretty happy with Incarnate mysteries and revelations now. Curse is a feat; incanates can select it as a bonus feat if they want it, or not if they don't.

Prestige paladin: Added antipaladin/blackguard/champion of slaughter and hellknight/champion of tyranny as example variants.


Spent the weekend cleaning up the Incarnate, and still have a ways to go.

  • Added progression of immunities on even levels.
  • Am merging extraneous and/or duplicated Mysteries (e.g., Juju gets merged into Bones and the whole thing is renamed Grave; Life and Mercy will get merged if I can't find a lot more reasons to keep them separate).
  • Also, mysteries that simply weren't complete enough to base an entire character off of (e.g., Ancestors) got turned into cleric domains instead. The Cult mystery got split into a bunch of sub-domains (one for each demonic patron, which largely supersede the "Thrall of X" PrCs).


  • Don't forget fractional saves, and the inclusion of the Intuition save.

    The other main thing is that the Prestige Paladin has been rehauled -- the level progression cleaned up, the stacking previous class features listed clearly, and the auras codified. The mercies now have limited scaling up the "effect chains" as you level as well (shaken -> frightened, etc.), rather than forcing you to select each condition separately. And I hope to add an appendix on converting the Prestige Paladin mechanics for use in making Blackguards, Champions of Freedom, Hellknights, etc.


    JamesHarrison wrote:

    1. XX at 10th... DR change to alignment?

    2. XX at 14th... immunity to level drain
    3. Others could be immunity to death effects or stat damage/drain... oh and the ever popular fatigue and exhaustion.
    4. This would also mean you could tone down [their] current 'energy' immunity - just because it seem very high very quickly; being almost invulnerable mostly negates the point of them increasing.

    1. I'd rolled that into the 20th level "grab bag" of goodies for becoming an Outsider.

    2. Yeah, I like that!
    3. Stat damage/drain is cool -- I want to leave death immunity to the [death] domain/mystery guys, and fatigue immunity to the martials, though.
    4. 5 x (half level) is a pretty steep ramp, although it's comparable to resist energy, which hits 20 at 7th level (vs. the incarnate's 10th) and 30 at 11th level (vs. 12th).


    Name changed. I'm also thinking of adding resistances or other stuff at even levels, to represent your growing connection with your mystery -- maybe DR/magic at 4th, immunity to disease at 6th, favored planar terrain at 8th, XX at 10th, immunity to poison at 12th, XX at 14th, SR at 16th? And at 20th you'd become a living embodiment of your mystery, with the native outsider type. Thoughts/suggestions?


    Recommended name change: If no one objects, I'm going to change the name of the "favored soul" class to "incarnate" instead. There are a couple of reasons for this:
    1. It more accurately portrays the intent of the class; and
    2. It's a single word, vs. 2 words (all the other core classes have single-word names).

    The name is from the Ultimate Classes docs, and (IMHO) is a much better fit than "oracle" for what Paizo was going for.

    Thoughts?


    Bwang wrote:
    I've used the HypertextD20 system for years now with no real problems...other than players getting to nurse those precious spells along. It's more versatile and does away with the silly 'fire and forget' reasoning.
    TriOmegaZero wrote:
    I'd rather give the casters a set number of slots for their entire progression, and just have better spells available as they level.
    Evil Lincoln" wrote:
    Ever considered merging spellcasting cost with HP? Something like Shadowrun's drain system?

    ... and here's where we get into everyone's pet preference. And there's nothing at all wrong with any of the options listed here, except that I've been working for 2 years under the assumption of 1e/2e/3e/PF Vancian casters as the fixed paradigm, and balancing around that. Drastically altering that one constant now would mean, more or less, bulldozong what I've done and starting over -- and that's a project I'll leave to someone else, thanks.


    With regret, I rearranged the rogue's progression slightly to smooth things out a bit (i.e., not have access to a new spell level, plus improved sneak attack, plus rogue's luck at the same level). Existing rogue characters can be "grandfathered" and played according to the progression TOZ posted (i.e., no need to redo Cadogan again). New progession:

    Spoiler:
    Level (spell capacity): Special
    1 (1st): Opportune strike, sixth sense, sneak attack +1d6, weapon finesse
    2 (2nd): Evasion, skill talent
    3 (2nd): Combat talent, skill focus, sneak attack +2d6
    4 (3rd): Surprise attacks, uncanny dodge
    5 (3rd): Rogue’s luck (1/day), skill talent, sneak attack +3d6
    6 (4th): Combat talent
    7 (5th): Jack of all trades, sneak attack +4d6
    8 (6th): Skill focus, skill talent
    9 (6th): Combat talent, improved sneak attack +5d6
    10 (7th): Improved evasion, network of contacts
    11 (7th): Advanced skill talent, rogue’s luck (2/day), sneak attack +6d6
    12 (8th): Advanced combat talent
    13 (9th): Skill focus, sneak attack +7d6
    14 (10th): Advanced skill talent
    15 (10th): Advanced combat talent, sneak attack +8d6
    16 (11th): Jack of all trades
    17 (11th): Advanced skill talent, rogue’s luck (3/day), sneak attack +9d6
    18 (12th): Advanced combat talent, greater evasion, skill focus
    19 (13th): Greater sneak attack +10d6
    20 (14th): Advanced skill talent

    Warning: I'll also have to redo the paladin so that spellcasting improvement comes at even levels (i.e., Poor theurgy), rather than at odd levels. Sorry!


    Christopher Hauschild wrote:

    1. Under the bull rush, improved: Under the benefit section near the end of the 1st paragraph did you mean CMD rather than CMB? This also happens under the improved overrun feat.

    2. Under the Critical, improved feat: delete the reference to a fighter bonus feat.
    3. Under power throw: The +11 and +16 abilities seem to be the same.

    1. CMB is correct in that sentence ("-5 penalty to attack rolls and CMB").

    2. Why? I kind of like that as a synergy effect with fighter levels.
    3. "If your base attack bonus is +11 or higher, you can apply your full Dexterity bonus (if any), as well as your Strength bonus, to damage with thrown weapons.
    "If your base attack bonus is +16 or higher, you can apply both your Strength bonus and your Dexterity bonus (if any) to attacks with thrown weapons.

    Other corrections made. Thanks again!


    STANDARDIZED SPELLCASTING RULES (DRAFT)

    Basics and Definition of Terms:

    Spoiler:
    To avoid needless repetition of standard rules in the class write-ups, standardized casting rules are provided here. In the class descriptions for classes with spellcasting ability, relevant details are listed as needed only. In addition, some terms are clarified here.

    Bonus Spells: Most casting classes provide bonus spells, such as the cleric’s domain spells, the sorcerer’s bloodline spells, etc. These are shown on Spellcasting Table 1 for the sake of convenience, but represent class features, rather than automatic acquisitions. Multiclassed casters may not receive them (see Spell Theurgy, below).

    Cantrips and Orisons: You learn or can prepare a number of 0-level spells (“cantrips” for arcane casters, “orisons” for divine casters), as shown in the tables. These spells are cast like any other spell, but they do not consume any slots and may be used at will.

    Caster Level: This is the level at which your spells operate, used to determine duration, range, damage, and other level-dependent effects of your spells. It is not necessarily the same as your Spellcasting Progression Level (q.v.).

    Spellcasting Progression Level: This is your row on the standardized spellcasting tables, which corresponds to an equivalent level of a full spellcaster in the core rules. Your spell progression level determines your spells known and spells per day, and the highest level of spells to which you have access.

    Spellcasting Attribute: Each class has a single attribute that governs spellcasting, as listed in the class description. You are unable to learn, prepare, or cast spells from that class list if your attribute is less than 10 + the level of the spell.

    Prepared Casting: You must choose and prepare your spells in advance. You can prepare and cast only a certain number of spells of each spell level per day. The number of spells per spell level you can have prepared at a time is shown in Spellcasting Table 1: Spells Known or Prepared. In addition, you receive additional spells per day if you have a high spellcasting attribute score.

    Spontaneous Casting: You can cast any spell you know without preparing it ahead of time. You can cast only a certain number of spells of each spell level per day. Your base daily spell allotment is given on Table 2: Spontaneous Spells per Day. In addition, you receive additional spells per day if you have a high spellcasting attribute score.

    (Standard progression tables follow; they look pretty much like the sorcerer tables. Prepared casters use the "spells known" table for spells prepared.)

    Multiclassing: THEURGY

    Spoiler:
    Multiclassing as a spell caster often works differently in these rules than in the Pathfinder core rules. Rather than tracking two separate spellcasting progressions, it is normally possible to some extent to combine progression from different spellcasting classes. For example, there are a number of talents and other options in the class documents (Chapter 2) allowing a caster to give up the normal spellcasting progression in one class in order to improve casting progression in another class.

    This type of spellcasting improvement will be termed “theurgy” in these rules, after the Mystic Theurge prestige class in the core rules, and because of the linguistic similarity with the word “synergy.”
    There are two rates of advancement for Spell Theurgy: Strong advancement (provided by classes such as the bard), and Weak advancement (provided by the “half-casting” classes such as the ranger and the monk), as summarized in Spellcasting Table 3, below.

    (Table similar to saving throw progression table follows).

    Applying Theurgy: When spellcasting theurgy is used, the improvements shown in Spellcasting Table 3 are applied directly to your Spellcasting Progression Level on Tables 1 and 2 (and not necessarily to the level in the class being advanced). For example, a bard 6 normally has a Spellcasting Progression Level (q.v.) of 5th (Bard Table 1). Upon gaining 6 levels in ranger and selecting the Harper Scout ranger lore (allowing your ranger levels to provide Weak theurgy towards your bard casting), your new Spellcasting Progression Level would be 8th (5 + 3), allowing you to cast 4th level bard spells. (You do NOT add 3 levels to bard 6 and then check the bard table, which would make your Spellcasting Progression Level only 7th). This referral back to a standard table avoids unduly penalizing bards and other part-casters who gain improvements in those casting progressions from another such class.

    Stacking Theurgy: If you have more than one class providing theurgy towards a third class’ spellcasting progression, then theurgy works similarly to saving throws: add all levels providing weak theurgy together and compare the total advancement in the appropriate column on Table 3; add all levels providing strong theurgy and check the total against the advancement on Table 3; and apply the total advancement to your Spellcasting Progression Level on Tables 1 and 2.

    Theurgy and Caster Level: Your Caster Level (q.v.) is calculated as normal for the base spellcasting class, adding theurgy levels appropriately. Alternatively, some classes allowing theurgy (e.g., the Prestige Paladin) provide better caster level progression as well, as noted in the appropriate class descriptions.


    As a side note, I've been having an annoying mental debate with myself about Good progression providing +1 at 1st level (+1/+1/+2/+3/+4/+4/+5/+6/+7/+7...), vs. having it follow the medium BAB progression (+0/+1/+2/+3/+3/+4/+5/+6/+6/+7...).

  • One the one hand, it's usually good policy to have to give up at least one level of spellcasting progression in order to open access to a new class' worth of features.
  • On the other hand, if it follows the BAB progression, that sort of creates "dead" levels for multiclassing in which there's no spell progression and no BAB progression, and you feel like you're forcibly stalled out -- there would artifically be a lot of bard 4 builds, and no multiclassed characters with 5 levels of bard, for example.
  • And there's also a lot to be said for the existing PrC method of just listing "+1 level of spellcasting ability" at any points at all, rather than having it follow a standardized set of progressions -- because then you can make custom PrCs and racial paragon classes.

    Dunno. But that's all on the multiclassing side of things. As far as having a standardized spell progression table, I LOVE how much that "cleans up" the class documents -- the wizard's level table now fits in a single column on the page, allowing me to maintain the 2-column text format on the first page of the document, and it cuts down the casters' repeated text by several paragraphs as well. Along with getting rid of the saving throw columns, it really strips down the class presentations.


  • Bought Trailblazer last night and looked through the spells stuff. I'm not going to switch to a straight-out "base spell bonus," but I think a judicious synthesis might work.

    1. Spellcasting tables are standardized and provided in the Introduction (yes, this adds annoying cross-referencing, but it saves a lot on page count, which is potentially more important when this thing goes to print!). Spells known for spontaneous guys, and spells prepared for preparation casters, follow the Cleric table. Spells per day for spontaneous casters follow the Sorcerer table.

    2. Spellcasting classes have a single column indicating their effective spellcasting level (for spells known and spells per day), referencing the master table. For single-classed full casters, it's 1:1, so at 5th level, your caster level column reads "5th." For others, like bards and monks, it's staggered a bit as appropriate. Effective caster level (for calculating ranges, etc.) might still be equal to class level for bards, etc.

    3. Bonus spells (cleric domain, sorcerer bloodline, specialist wizard school) are, as in Trailblazer, defined as class features. Generalist wizards pick any spell on the class list of the appropriate level to fill a bonus spell slot, which makes them more versatile than specialists (and allows them to essentially follow the progression they already had).

    4. Certain class combinations allow spellcasting synergy, as described for each. A third table is added to the Intro that shows synergy for good casting progressions (full casters and bards) and poor casting progressions (half-casters). Good casting synergy is 3/4 level, intentionally starting at +1 so that it doesn't match BAB progression. Poor casting progression is 1/2 level. Which lists(s) you have access to would be described in each specific class entry for synergy -- doing it this way would allow us later on to enhance and/or nerf one combo that might prove problematic, without affecting the others.

    5. A multiclass character with the appropriate synergy would start with his best class, add all all levels providing good progression and compare, add all levels providing poor progression and compare, and total them up (this is just like the way saving throws now work).

    Example: A sorcerer 2 multiclasses into bard, and advances to sorcerer 2/bard 5. Instead of tracking sorcerer and bard casting separately, he takes his sorcerer level, applies +3 (Good synergy) from bard levels, and ends up casting spells as a 5th level sorcerer, with access to the bard and sorcerer lists. He later takes 6 levels in prestige paladin, and applies +3 levels for Poor synergy there, finally casting spells as an 8th level sorcerer (2 for sorcerer, +3 for good bard synergy progression, +3 for poor paladin synergy progression) -- but with access to the sorcerer, bard, and paladin spell lists.
    --

    If there are any objections/suggestions/comments, let me know!


    JamesHarrison wrote:

    1. (Racial notes)

    2. Also of note (perhaps): A 5th level Fighter1/Wizard4 with Eldrich Knight fighter talent and practised fighter feat cast spells as a 6th level wizard-The "Caster level" obtained through this combo should be capped somehow (obviously at character level-though not a blanket cap as as the archmage arcana etc. can raise caster level etc. above the norm)
    3. Does casting a spell though an item (e.g. using eldirtch blast/wand bound item/staff bound item, a potion, a scroll, a normal wand etc) require the concentration check to cast?
    4. It was pointed out that the cloak of resistance equivalent feat wont be as worthwhile for sorcerers and rogues etc.
    5. Intelligence: 1)Why is there no equivlant +2 int feat as there is with the other mental stats? There is open minded... but I wondered at the reasoning for no strict int. item boost feat - this just seems to effect the chracter who would like the bonus without the item. I realise that basing the "cost" of a feat on skill points is odd as the feat would give you more skill points
    6. High elves being "masters of the arcane" seems confused by the change to casting power=Cha (thematically it doesn't-but statistically it feels a Gnome or human with a CHA boost would be a stronger choice... I really liked how the elven +2 int made them superior wizards to gnomes)... perhaps some lore option for the elf would do more than Elven magic now does to make them seem a strong choice for optimisation
    7. Could there be an option for wizards to get the serenity feat for free (not affecting there other classes)?
    8. While we are there: Bond arcane should not be allowed by characters with Diligent preparation etc. as it effectively makes diligent preparation a feat... (I'll base everything off of Int and now have a bonded item, tadah!)

    1. I've been editing the Races document for the last week or so; this will (hopefully) all be cleared up in the final version.

    2. I'll admit it never occurred to me to use Practiced Fighter to create a positive feedback loop... I'll reword the feat to prevent that. Or maybe put a general note somewhere, too, so that people don't try to skeeve other similar combinations. Good catch.
    3. Anything not spelled out as being different works as it does in the core rules.
    4. I'll think on that, and maybe key it to Hit Dice.
    5. Yes -- Open Minded already gives skill points, and I didn't want to simply supersede that feat with +2 Int boosts going on all over the place.
    6. Not every race should be a shoo-in for certain classes, but I'll think about this one and maybe provide another option. Really the high elf is now geared towards "gish" builds, given the paragon progression.
    7. It could maybe be one of the options for a generalist's bonus feat.
    8. This exploit is specifically prohibited in the Diligent Preparation description.


    Sertaki wrote:

    1. Is all this intentional?

    5. does this really double the AC bonus and the DR from this feat? seems very powerful

    7. Does the fortification from the fighter talent stack with fortification from armor special material or ability? (adamantine etc)

    1. Yes

    5. Yes, it is -- but no more so than the stuff you can do with TWF or THW. Remember, it doesn't work for animated shields, only shields that you're actually holding and using.
    7. Yes (see discussion above).


    Fun! I made a rock gnome paragon progression that makes you a svirfneblin at 3rd level and a pech at 6th! No one will ever use it, but it just seemed to be begging me to write it up!


    As a heads-up, I spent the weekend looking at races.

  • I did a separate 8-level Mountain Dwarf Paragon progression, that makes you equivalent to a Midgard Dwarf from Frostburn.
  • New: a 4-level reptilian racial progression (they're lizardfolk from levels 1-2, with optional levels 3-4 progressing into half-dragon).
  • I completed the Sirine (riverfolk paragon) progression up through level 12; that racial "class" can now be used to represent all manner of water fey, from rusalkas to sirines to nereids.
  • I also filled out the vampire abilities and cut off levels 9-12 of the vampire progression, because I really think it's better to have PC class levels after that point.


  • Sertaki wrote:

    1. Close-Quarter Fighting is included and therefore superseded in Improved Grapple - though it is implemented only with enough skill ranks, so both could have a justification -- no idea if that was pointed out already

    2. The feat Polearm Parry seems very unbalanced without some BAB requirement, since it's originally a 19th level feature ... i'd suggest something like +10
    3. Flay Foe, Pulverize Foe and Skewer Foe work very simillarily but only Flay Foe gives a synergy with vital strike - either you forgot to add it twice or to remove it from Flay Foe - or is there a specific design reason behind this?

    1. I'll take a look -- thanks.

    2. I intend rewriting it so it scales with BAB. Also, it should be a stance, not a general combat feat.
    3. The Flay Foe synergy note is simply to call out specifically how to replicate that ToB maneuver, for fans of that book. It's not mechanically any different than Vital Strike + Pluverize Foe, etc.


    DΗ wrote:
    So Kirth! Where might one find the newest edition of Kirthfinder?

    If you start with what TOZ linked on the first page of this thread, then look at the errata under the "about" this avatar, you should have a pretty good picture.


    As a consequence of four saves and TOZ's fractional progression system, the feats would look something like this:

    DEEP INTUITION
    You are especially difficult to beguile.
    Benefit: When calculating your base Intuition save, all of your class levels and/or racial hit dice count towards the good progression.

    DEEP INTUITION, IMPROVED
    Benefit: You receive a +2 feat bonus on all Intuition saves. In addition, If you are affected by a spell or effect as a consequence of failing an Intuition save, you can attempt it again 1 round later at the same DC. You get only this one extra chance to succeed on the saving throw (unless the spell normally allows additional chances).

    Also, a tentative listing of good saves, by class and racial HD:

    Barbarian - Fort, Intn
    Bard - Ref, Intn, Will
    Cleric - Fort, Intn
    Archivist - Intn, Will
    Druid - Fort, Intn
    Favored Soul - Fort, Will
    Fighter - Fort, Ref, Will
    Monk - All
    Prestige Paladin - Fort, Intn, and Will
    Ranger - Fort, Ref, Intn
    Sorcerer - Ref, Will
    Battle Sorcerer - Fort, Will
    Wizard - Intn, Will
    Aberration - Intn, Will
    Animal - Fort, Ref, Intn
    Construct - None
    Dragon - All
    Fey - Ref, Intn
    Humanoid - Ref
    Magical beast - Fort, Ref
    Monstrous humanoid - Ref, Will
    Ooze - None
    Outsider - Ref, Will
    Plant - Fort, Intn
    Undead - Will
    Vermin - Fort.


    Christopher Hauschild wrote:

    1. For the Protection domain, I could not find the defend ally feat, what did it change to?

    2. Under the Thievery domain, did you want to treat sixth sense the same way you treated it with the Halfling paragon?
    3. I did not see power over shadow in the feats section anymore, did you just want to grant the 20th level travel domain the shadow walking skill with 20 ranks?
    4. Do you want to allow sorcerers with the shadow bloodline access to the umbral shroud feat?
    5. Under merciful healer, do you want the removal of poison and disease to be automatic, or will it just grant the recipient an extra save against the effect that does not harm them if they fail?
    6. I noticed that the table 1 Spells known for the sorcerer (1st level spells) does not match the favored soul’s progression.
    7. For heat death, do you want to place a limit to how often this ability can be used a day?
    8. Do you want to have the searing flames mystery grain searing evocation as a bonus feat instead, except that spells modified by this feat to not take extra time to cast or a higher level spell slot? For the Elemental focus do you want to remove all the water spells, or still give them a choice of what element to remove from their spell list?
    9. For the life mystery, did you really only want to grant 1 + the char modifier channeling times a day for the channel revelation?
    10. Fighter: some of the knightly order challenges give a morale bonus to attack should this stack with the normal morale bonus to attack the challenge fighter talent grants?
    11. Under the banner ability the table's attack bonus and the description's attack bonus does not seem to match.

    1. Shared Shield stance.

    2. Or provide 6th Sense as a bonus feat at 1st level, and Uncanny Dodge as a bonus feat at 4th.
    3. It's a racial feat; see Amberite under Ch 1. I wouldn't necessarily give automatic skills ranks, however.
    4. Yes, and fetchling paragons, too.
    5. Undecided. What do people think?
    6. The Favored Soul table is correct; correct the sorcerer (and battle sorcerer) tables accordingly.
    7. Instead of x/day, I'd make it take a full round of concentration (so it's easy to disrupt) and only 1/day per target.
    8. Yes to all.
    9. 3 + Cha mod, like a cleric.
    10. Make the morale bonuses into sacred (or profane) bonuses, and they stack.
    11. Amend the text as follows: "...and also gain a +1 morale bonus on attack rolls made as part of a charge that you lead (this stacks with the normal +2 bonus from charging, as shown in the table)."


    Christopher Hauschild wrote:

    1. For the ordained hunter and ranger mage, did you want to state “minimum zero” after the ranger level -3 when determining caster level?

    2. Under combat styles there were a few feats/abilities I could not find: (a) Pinpoint targeting, (b) Great throw, (c) Sleeper lock, (d) decisive strike, (e) versatile student of war, (f) devastating critical, (g) shared shield, (h) vigilant defender, and (i)greater power attack.

    1. It should be "minimum 1st," but yes, good catch.

    2. (a) Fell Shot; (b) Awesome Blow; (c) Knockout Blow; (d) and (e) remove those entries; (f) Killing Blow; (g) See under Stances, it's there; (h) use Thicket of Blades fighter talent; see description below the table.

    Thanks again!


    Christopher Hauschild wrote:

    Kirth, few things for the monk

    1. For the steal ki sutra, did you want to limit it in some way such as stating you can only steal the ki of an individual creature once a day (so monks do not keep striking friends and hostages for non-lethal damage to recover spells after each combat).
    2. For the healing hand sutra, did you mean all cure spells rather than just cure light wounds?

    1. Yes! Great catch. I can't believe I missed that!

    2. All "personal" spells, not just cure spells.


    Christopher Hauschild wrote:

    1. The Wolf totem: There are only 5 feats available, was that intentional?

    2. Under might rage powers: Luck of the Norns and Heroic rage are extremely similar, one could keep them separate but would you like to combine them?
    3. Also does the Chaotic rage power overlap or stack with the barbarians normal DR?
    4. Under Primal rage powers: Delete the Skin turning III power, it is found under the mighty rage powers.

    1. Add Improved Flanking.

    2. Oops! Delete Heroic Rage.
    3. DR of non-similar types overlap, not stack.
    4. Or add Skin Turning IV, with effects as a beast shape IV spell.


    Christopher Hauschild wrote:

    1. Under the Bear totem: I do not see increased vigor in the feats document.

    2. Under the Bull and Elephant totem: I do not see headless charge in the feats document, what was it changed to?
    3. Under the frog totem: the bonus feat disruptive, is it the same as the fighter talent of the same name?
    4. Under the hawk totem: What was rapid shot changed to? I do not see it in the feats document.

    1. Increased Vigor has been rolled into Fight On.

    2. See "Charge, Heedless" under Strike feats.
    3. Yes; a note to that effect has been added.
    4. Rapid Shot has been merged into Manyshot.


    Christopher Hauschild wrote:

    Looked over the races document:

    1. For high elves: the search check example of (1d20 + INT bonus + rogue level), I thought that searching for secret and concealed doors fell under the disable device skill that anyone could take.

    2. For human, paragon: the table gives them a bonus feat at 2nd level but in the description it states they gain a bonus feat at 2nd and 4th level.

    3. Under Halfling Paragons: did you want to change the burglary ability they gain to the sixth sense feat?

    4. Under Orc: is their type changed to monstrous humanoid in your world? It appears that way but I know in pathfinder they are of the humanoid type.

    5. Under fetchlings: I believe you combined hide in plain sight into the stealth skill, also I find the wording for the number of times each spell like ability is usable confusing (each spell like ability could gain quite a few usages a day).

    6. Under the feytouched wild empathy ability: what druid level does it function at?

    7. Under lycanthrope: Under the savagery ability I could not find some of the feats. Bear – (a) improved wrestling maneuvers (likely improved grapple now), (b) two weapon rend (likely two weapon strike now) and (c) vigilant defender (unknown what it is now); boar – (a) Banzai charge (unknown what it is now), (b) Improved and greater forcing maneuvers (likely improved overrun and bull rush now); rat – (a) Improved tricky maneuvers (unknown, maybe sixth sense or weapon finesse special); wolf – (a) combat advantage (unknown) and (b)improved wrestling maneuvers (likely improved grapple now).

    Again, thanks for your hard work! Simple corrections have been made; also, in answer to your questions:

    1. Correct; the text should now read, "Elves receive a +2 racial bonus on Perception skill checks and on Disable Device checks to search for secret doors. They receive passive search checks to notice secret or concealed doors within 5 ft."

    2. The table is correct.

    3. Yes, that's perfect! Halfling Paragons who already have the 6th Sense feat should gain Uncanny Dodge instead.

    4. I've added a "Type" heading to each of the races, in order to clarify things. This will also make it easier to determine which races fall under the ranger's Favored Enemy ability.

    5. Shade level is maximum 4th, so the maximum # of uses would be 3/day.

    6. Total character level; text clarified in master document.

    7. Bear -- (a)-(b) correct; (c) delete.
    Boar -- (a) delete; (b) correct.
    Rat -- (a) Improved Feint.
    Wolf -- (a) delete; (b) Improved Trip.


    Alice Margatroid wrote:
    Not to mention, the fighter talent version of flurry of blows is somewhat different, and confusing to boot (I don't understand how you get the values listed in that talent's example).

    How about this instead?

    Flurry of Blows wrote:

    FLURRY OF BLOWS

    Prerequisite: Two-Weapon Fighting.
    Benefit: When you make a full attack with any single melee weapon, you gain all the effects of any Two-Weapon Fighting feats you possess, even though you are not fighting with two weapons. This applies to number of attacks, Strength bonus to damage, application of Strike feats, etc. You may freely substitute disarm, sunder, and trip combat maneuvers for attacks with weapons that permit those maneuvers as part of a flurry of blows.
    For example, an 11th level fighter with this talent and the Improved Two-Weapon Fighting feat, armed with a longsword and a shield, could attack with the longsword at +11/+11/+11, or could instead make a flurry of six attacks with the longsword at +9 each.


    Alice Margatroid wrote:
    And before I forget - the fighter's Onslaught of Blows ability is very strange and confusing. Fighter 10/Rogue 3 (an example actually in STAP), for example, has a BAB of... what, exactly? +12/+12/+7? I'd just prefer to stick to the standard Multiattack rules than try and figure out what happens in all permutations of this ability.

    Strange, maybe, but not confusing if you view it as four separate class features gained at the indicated level breaks, rather than as a change to BAB. So, yes, a fighter 10/rogue 3 attacks at +12/+12/+7. A fighter 5/rogue 10, on the other hand, attacks at +12/+7/+7.

    It's set up the way it is so that more fighter levels almost always means better iterative attacks -- which standard multiattack rules don't do. You can of course do what you like at home, but I'd advise giving it a try. You can also stack it with Multiattack, so that a fighter 10/rogue 3 with multiattack would attack at +12/+12/+10.


    Alice Margatroid wrote:
    (Flurry of blows) is almost entirely all standard TWF rules.

    You're right, of course; that's all unfortunate carry-over from the PF monk, which can now be condensed. I'd recommend removing the offending text entirely from the monk writeup, and instead adding the following to the Two-Weapon Fighting feat (which is really where it belongs).

    Ch 4: Feats wrote:

    Special: A monk can use the Two-Weapon Fighting feat to perform a so-called “flurry of blows” in conjunction with any combination of weapons, unarmed attacks, and/or combat maneuvers (assuming any weapons are in hand and the monk has at least Simple proficiency with them). For example, a 1st level monk can attack with two unarmed attacks, with each of a pair of sickles, twice with a single sickle, with a sickle and an unarmed attack, etc., as long as the total number of attacks matches that gained with the Two-Weapon Fighting feat."


    Alice, Christopher -- I'll make your corrections ASAP and respond here when they've been done. Thank you both!!!

    Also, it looks like I'll have enough people at the table on Jan 8th to call a vote on how saving throws will stack.


    TOZ wrote:
    From the 'things you don't know about PF' thread.
    ZomB wrote:
    Mage Hand can only pick up non-magical items so it is a crude detect magic spell for light items - and gives GMs a headache of what to do with items that don't detect as magic, but are.
    I don't think it needs changing, as it is a very minor corner case that could be used cleverly, but I wanted to bring it up.

    I added a change to this spell (no longer targets only nonmagic items) to the intro -- because (a) that restriction makes no sense anyway, and (b) I don't like it when one cantrip supersedes another one so easily -- especially another one with a range that's been changed to "touch"!


    Thanks, Christopher! Don't know what I'd do without you -- the rules would be in shambles. I've gone ahead and corrected the errata identified in your last two posts. They should all be considered official changes.

    Regarding oddball races and Comeliness -- this would be a potentially endless series of updates, every time a new race gets approved, or someone comes up with a new hybrid combination. I'd prefer not to get bogged down into that at present, instead allowing each referee to set penalties based on those in the table.

    Regarding social class -- yes, it's a complex system for little or no benefit, but then again, so is all of 3.X, compared to 1e. Some people like rolling and tables and endless character minutia; Social Class is a nod to them. Everyone else can mostly ignore it, without damaging the game. One mechanical use other than starting wealth -- if you've established a Social Class for your character, you can use that modifier (in addition to your Charisma modifier) when making Administration skill checks.


    Betwixt wrote:

    On the topic of Skill Tricks, was it the intent of them that many of the buffs such as Spider Climb, Feather Fall, Water Walk etc to be "self-castable" only?

    I didn't notice anything saying that they functioned any differently from any other spell-like ability in this regard, but it seemed that the rogue wasn't meant to spend a few minutes going over the finer points of rock climbing to cast Spider Climb on the party or a 10th level rogue keeping everyone under the effects of Freedom of Movement all day.

    Excellent point! And, yes, they were for the most part intended to be self-only, like the monk's buffing ki powers. When I redo the usage writeup, I'll include that as well. Thank you for catching that!


    Alice Margatroid wrote:

    1. Firstly, this breaks all previous standards for giving bonus spells (i.e. bonus spells per day are granted from a high casting stat, not bonus spells known)...

    2. Secondly, I'm confused as to how you even calculate that. Let's say I'm making a human rogue 1 with 10 STR and 15 DEX. Does that mean that if I select Athletics (expeditious retreat) for the skill trick I don't actually know it until 2nd level?

    2a. But if I picked Acrobatics (feather fall) I would know it at 1st level, AND I'd get another skill trick at 2nd level? And the 2nd level skill trick could indeed be expeditious retreat?

    2b. What happens with increases to stat bonuses at later levels, say I pick up a belt of giant's strength, do I retroactively gain skill tricks?

    3. Thirdly, while I think I understand the intent--select a trained skill and then you get a single spell that you can use that's related to it--but I don't think it's clearly specified.

    Thanks for the post, Alice! Very good food for thought.

    1. Yes, it does, and it makes me kind of sad. But the tricks also break precenent in that "uses per day" (which almost all of our home group are philosophically opposed to) were replaced with a failure chance(skill check) and opportunity cost (time it takes to make the skill check). I might very well be biting off more than I can chew here (and kind of suspect I am), but it seemed like a neat opportunity to test out a variant system. Suggestions?

    2. Yes

    2a. No; my intent was that you'd simply get feather fall at 1st level, instead of having to wait until 2nd level to get something different (e.g., expeditious retreat). That could be spelled out a LOT more clearly, though. Or better yet, I could probably get rid of the "0" entries altogether and rework the table.

    2b. See 2a, above.

    3. Obviously I need to work on the wording quite a bit. Often, what's clear in my head isn't necessarily clear to the reader! Thanks for the heads-up. Also, as always, I'm open to suggestions if anyone sees a better way of handling something.


    The Egg of Coot wrote:
    I'd propose to amend the text to read...

    Amended text (under the description for this avatar) is as follows: "Spellstaff (Sp): A 1st level bonded staff is treated as a Staff magic item, even if you do not have the Imbue Item feat. At 1st level, choose one 1st level spell to imbue into the staff; this spell can then be cast using a charge from the staff. When you gain access to a new level of spells, you can add one spell of that level to the staff’s repertoire. For example, a 5th level wizard’s staff would have one 1st level, one 2nd level, and one 3rd level spell in it. When fully charged, your staff has a number of charges equal to 1 + half your class level (maximum 10); it can be recharged as normal for a magic staff. Casting a spell from your staff costs 1 charge for 1st – 3rd level spells, 2 charges for 4th – 6th level spells, and 3 charges for 7th – 9th level spells."


    Betwixt wrote:

    1. As far as I understand, the generalist staff functions outside the crafting rules

    2. and effectively begins play as a fully charged staff at level 1, so it seems it would be possible to have a +5 staff at level 6 if you chose to not expend any charges on casting spells from it; would make one fine weapon at level 6 for an eldritch knight.
    3. I was also wondering, the Arcane School section of the Wizard Specialist still refers to learning non-wizard spells as if they were non-specialist, non-barred spells but the reference to the previously in place reduced caster level no longer seems to appear. Is it that the caster level loss has been removed and this was just an artifact or vice versa?

    1. Correct (although in some respects sort of irrelevant insofar as generalists get Imbue Item as a bonus feat at 1st level anyway).

    2. I see the dilemma, and raise it one -- I don't really want to see 10/day spamming by 1st level wizards. I'd propose to amend the text to read "A 1st level bonded staff is treated as a Staff magic item, even if you do not have the Imbue Item feat. It has a number of charges equal to 1 + half your class level when fully charged, and can be recharged as normal for a magic staff." That way, a 6th level wizard's staff is a +2 weapon, to a maximum of +5 at 18th level.

    3. There is no caster level loss because specialists can no longer cast spells from barred schools at all (a reversion to 2e/3e/3.5 rules), rather than casting them at a reduced caster level. Spells outside the school of specialization, that are not from barred schools, are cast at your normal caster level now.


    Christopher Hauschild wrote:

    Few things for the wizard writeup.

    Corrections made. Thanks, as always!


    Christopher Hauschild wrote:

    1. Unflinching in not listed in the skill talents table.

    2. The strafe bomb description is a little confusing, I think you wanted to say "You designate one creature in the line to be the target of the bomb and make your attack roll against that creature; all other squares in the line take splash damage."
    3. Was it intentional not to give rogues zero level spell slots, I know rangers (and I think monks) get them?
    4. For forgeries in the Craft: Fine Art description, appraise was taken over by the Knowledge (Lore) skill, should that skill be what opposes the forgery?
    5. In the Profession sailing description the table states a DC of 25 and 30 for tropical storms and hurricanes respectively, but the text description states them as 30 and 40 respectively. Which do you prefer?

    1. Added. And the description should be amended so the bonus is +1, with an additional +1/3 levels.

    2. Poor editing on my part; your amended text is correct.
    3. Yes, for a variety of reasons including limiting the sheer number of skill tricks.
    4. Yes. Also, an Administration* check should also work for forged documents.
    5. The table is correct; text amended.

    * N.B.: I've rolled Knowledge (law) and Knowledge (business) into the Administration skill, and added a table of DCs for being able to cite/understand regulations and red tape.


    houstonderek wrote:
    And, Kirth, any ruling on how we're doing the Foe bane Fighter talent?

    I'd like to treat it as a ranger's favored enemy, if that's OK, because that's already an established class feature that provides a breadth of options rather than just raw damage. I've provisionally put that under this Egg of Coot alias, but I'll remove it if there's a lot of feeling that I should change it back.


    Houstonderek pointed out the following missing text from the Rogue:

    Kirthfinder wrote:
    Surprise Attacks (Ex): Starting at 4th level, opponents are always considered flat-footed to you during a surprise round, even if they have already acted. You can take a move action, a standard action, and a swift action during a surprise round, rather than being limited to a move action or a standard action.

    Also, with the latest revisions out, I've cleared all the previous "Egg of COOT" errata listings and started with the above.


    randomwalker wrote:
    -the high elf 'eternal grudge' gives a +1/level favored enemy bonus to _all_ other pc races "in this section", capped at [1+lvl/2]. Essentially as ranger favored class option, but limited to 'civilized humanoids'. My first assumption was you select a race, but the text explicitly states all of them.

    To follow up:

    To clarify the races affected, the text now reads "You gain a +1 favored enemy bonus (see ranger) against civilized humanoids other than high elves, or improve this existing favored enemy bonus by an additional +1, to a maximum bonus equal to half your character level +1." This pegs the ability to a standard ranger favored enemy choice, which I agree is better than the ill-defined "everybody else" it had before.

    Also, the range for favored enemy detection, instead of a 60-ft. cone, is now a cone of length equal to 5 ft. x your favored enemy bonus.

    Also: Have attended to the other specific comments replied to just above.


    Alice Margatroid wrote:
    @Kirth: Something I noticed... you have a lot of references to the sap, but no entry in the Equipment file.

    I'll check on that, too. Thanks!


    Christopher Hauschild wrote:
    for the monk there is no listing stating they can used their 0 level ki powers an unlimited (or limited) time per day.

    I'll add that -- thanks!


    Christopher Hauschild wrote:

    1. For evocation, piercing did you want the damage you can convert to increase with level, a 10 point maximum seems really low at higher levels.

    2. Finally is there a reason practiced bloodline gives a +5 bonus to effective sorcerer level. Most all the other practiced feats give a +4 instead.

    1. I'd considered getting rid of it altogether -- the evoker's school power eclipses this feat, and is intended to do so. However, maybe converting damage equal to your caster level would be OK, allowing the feat to scale to some extent.

    2. It's +5 because otherwise a 1st, 4th, 11th, and 16th level sorcerer derives absolutely no benefit from it. I'd been toying with assigning bloodline abilities at 1st, 4th, 8th, 12th, 16th, and 20th instead -- mirroring the wizard school progression and making +4 work better -- but I got bogged down in the whole process and eventually shelved it (especially because that made me want to merge bloodlines, domains, schools, and mysteries into a single mechanic -- an undertaking that proved beyond my patience and ability at this time).


    Aelryinth wrote:
    Excellent observations on Craft rules.

    I agree with almost everything in that post. Unfortunately, I lack the time or inclination to do a complete rehaul of the Craft rules at this time, which is what is really needed.


    Aelryinth wrote:

    Couple things on special materials:

    1. Celestrum is the same price as adamantine. Given relatively rarity and DC's to make it (adamantine has none), are you sure it shouldn't be closer to Oerthblood? Automatically good-aligned, +3 Dex, and extremely light is very valuable. I'd put it at a minimum of +5k over adamantine.

    2. You make no note that adamantine armor stacks with Armor Training or DR gained from class levels from wearing armor. Unless it stacks, it's really not worth wearing.

    3. Is there any upper limit to the AC you can gain from the hides of creatures? I find it strange that the strongest metals in the world are not as effective as armor made from the hides of great dragons...which are going to be THICK and basically unwearable. A max of +10, Dex bonus +0, would seem logical, beyond which the hide is too thick to be wearable.

    Thanks! In reply:

    1. I'll check on that -- I'd originally priced it to match the cost of the celestial armor in the core rules, but I'm inclined to agree with you.

    2. It should stack; I'll spell that out in the text. Thanks!

    3. No upper limit. Instead of the hides of great wyrms simply being thicker, I imagine the scales as being ultrahard, better at deflecting blows than any known metal. What I need to do, though, is assign higher Mojo (personal item) costs for better dragonhide armors.


    Continuing the consolidation of sub-systems...

    I made Sixth Sense (= trap sense, more or less) a feat with prerequisite of "Perception 1 rank as a class skill." The feat grants a +1 dodge bonus to AC & saves in surprise rounds and against traps, with the bonus increasing by +1 per 4 ranks in Perception. This mirrors the totemless barbarian's progression exactly, and at least comes close to the rogue's original +1/3 levels (which I never particularly liked anyway). Rogues and totemless barbarians get it as a bonus feat at 1st level; given the prerequisite, fighters, monks, and rangers could pick it up as a feat (they could get it as a talent before), but it's still off-limits to clerics, etc.

    Then I made Uncanny Dodge a [Combat] feat that scales with your Sixth Sense bonus: +2 = uncanny dodge; +3 = improved uncanny dodge; +4 = detect hostile intent (as the old fighter talent); +5 = forewarned (act in surprise round); +6 = cannot be surprised. The clumsy previous verbiage about "if you already have uncanny dodge from another class, you gain improved uncanny dodge" is accounted for by adding your ranks in Perception from both of those classes.

    Special: All of the Uncanny Dodge functions can be defeated by an opponent trained in Stealth who succeeds at a check at DC = 18 + your Perception bonus (10 assuming "taking 10" as a passive check on your part, +4 for "you can still be flanked by a rogue 4 levels higher than you," +4 for the difference between the typical rogue's Dex modifier and his Wis modifier).

    The result, I think, is that now I have two simple feat descriptions, which scale (as feats should), and have eliminated several pages of class feature/talent descriptions in various classes. Suggestions/thoughts?


    Today I reworked the maneuvers feats, because I was never really happy with the two-feat chains. The new feats are Improved Bull Rush (and reposition), Improved Feint (and other tricky maneuvers), Improved Grapple, Improved Overrun, Improved Trip, and Improved Weapon Maneuvers (including disarm and sunder); all of them scale with BAB. The "Greater" maneuvers feats are gone. Great Throw will be a separate scaling feat that will have Awesome Blow rolled into it.

    This means that people using Improved Wrestling Maneuvers to pull double duty for grappling and tripping need to spend another feat, but then at BAB +6 they save a feat not needing the "Greater" version, so it all comes out in the wash. Disarming and sundering were left together because people hardly ever do them anyway.


    Designer's Update: Rogue "assault" talents have been rolled into the general Strike feat system. Strikes offer a unified mechanic, allowing you to attach status effects to an attack; these can generally be activated (1) if you make a single attack as a standard action or at the end of a charge; (2) if you have the Critical Focus feat and confirm a crit; (3) if you have the Deft Opportunist feat and make a single attack of opportunity; and now (4) if you have the Opportune Strike class feature and make a successful sneak attack. (This is not yet reflected in the linked documents.)

    A previous area of unifying mechanics was in standardizing the old Reserve feats mechanic for use with the sorcerer and cleric "energy ray" powers as well.

    A Request: I'm keenly on the lookout for suggestions for other areas in which mechanics can be consolidated and/or simplified. The more I can say "see mechanic X," vs. having to describe a whole new one, the more usable I think the Version 3.0 system will be. Are there feats that seem to do more or less the same thing as other feats or talents? Obvious parallel mechanics that for whatever reason do not reference each other? Let me know!


    My plan is working! The Melee Edition is now live!

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