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Bee Doll

The Egg of Coot's page

103 posts. Alias of Kirth Gersen.


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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!


Working on the rogue (see profile) and barbarian (see last post) again got me thinking about the alchemist. Also, the "are rogues underpowered" thread convinced me to make a quick stop by the Den and like places to look for ideas. The latter are all about the alchemist fire/acid flask thrower, and that's really the basis of the alchemist class, too. I added this talent:

Grenadier (Ex): A rogue with the Craft (Alchemy) skill can use alchemist’s fire, acid flasks, and other splash weapons to increased effect. As long as you have at least 1 rank in Craft (alchemy) + 2 ranks per additional +1d6 of sneak attack damage, you deal damage with such weapons equal to your sneak attack damage, rather than the standard 1d6 damage. For example, a rogue with 7 ranks in Craft (alchemy) would deal 4d6 damage with a hurled acid flask, rather than 1d6 damage. This talent provides for the favored rogue “builds” of the “CharOps” boards. An equivalent of a Pathfinder Alchemist character would be made using a rogue/wizard/barbarian with this talent and the Arcane Trickster talent (q.v.).

With the right talents and such, a rogue 10/wizard 6/barbarian 4 would cast spells as a 13th level wizard (just like the alchemist's extracts), would throw flasks for 10d6 each (just like the alchemist's bombs), and would rage as a 9th level barbarian (better than the alchemist's mutagen). Simply adding more barbarian levels to the mix would simulate the Master Chymist PrC.


UPDATE:

Wizards:Still working on specialists -- I'm sorry to give up the "prestige specialist" idea, but ingrained specialties from level 1 seems to be too sacred a cow for me to butcher just now. What I'm now leaning towards is staggering the specialist's spell aquisition a bit, so that the "specialist" slot is a "+1" like the sorcerer's bloodline spell. This will make playing a specialist less of a "gimme" (as they'll have the SAME number of spells as a geenral wizard, rather than more). This allows me to add some class features without overpowering them.

Barbarians: Meanwhile, I restructured the barbarian so the rage power progression more closely matches the monk and ranger spell progressions (rage powers at 2nd and 4th levels, improved rage powers at 6th and 8th, greater rage powers at 10th and 12th, mighty rage powers at 14th and 16th, primal rage powers at 18th and 20th levels). This meant reshuffling the powers from 4 lists into 5.


Aazen wrote:
There are no bad classes, only people who play them badly. ;)

That's why I always play a Commoner. In high-level adventures, an intelligently-played Commoner is FAR more usesful than a wizard or cleric. Anyone who doesn't agree is obviously a stupid "roll-playing" powergamer with no grasp of tactics.


The name Bruce was invented by Bruce Lee as a stage name. The historical figure "Robert the Bruce" was really "Robert the Bruised," but people in the 70s, wanting him to seem more heroic, rewrote it as "Bruce" after Bruce Lee.


Merged Hamatulatsu into Versatile Unarmed Combat:

Spoiler:
UNARMED COMBAT, VERSATILE (COMBAT)
You employ a variety of unarmed fighting styles, allowing you to alter the type of damage your attacks deal.
Prerequisite: Exotic Weapon Proficiency (unarmed strike).
Benefit: As a swift action, you can opt for your unarmed strikes to deal your choice of bludgeoning, piercing, or slashing damage. Once you make this choice, your unarmed strikes continue to deal the chosen damage type until you use another swift action to change it.
  • If your base attack bonus is +6 or higher, you can change the damage type as a free action. In addition, for each consecutive round that you change the type of damage selected from the previous round, the threat range of your unarmed attack increases by 1, to a maximum of 15-20/x2 after 4 rounds (2 rounds if you also have the Improved Critical feat).
  • If your base attack bonus is +11 or higher, your unarmed attacks can deal two different types of damage simultaneously (e.g., bludgeoning and slashing).
  • If your base attack bonus is +16 or higher, your unarmed attacks deal bludgeoning, piercing, and slashing damage.
    Synergy: If you have the Critical Focus feat and at least 6 ranks in Bluff, if you succeed in confirming a critical hit with an unarmed attack, you may make an opposed Bluff check as an immediate action to attempt to demoralize your opponent. The critical threat range of your unarmed attacks resets to its default, however.
    Source: Players Handbook II. This feat also subsumes the Hamatulatsu feat, from the Pathfinder Chronicles Campaign Setting.
  • Am working a bit on the various piercing weapon-specific feats, and the combat maneuvers feats... more to come on that.


    Andrew Turner wrote:
    As to RPGs... none of the listed games predate Gygax. I'd be more than happy to eat my words, if anyone can point out a fantasy RPG that predates the EGG Man.

    Actually, I stole it from the Nazis.


    Wilhem wrote:
    Where can I find the updates?

    Minor errata appear downthread from where TOZ linked the documents. Other catches, etc. are listed under the "about" link for this avatar.


    OK, some of the lame racial feats have been merged into the races.

  • The Lucky Halfling feat should instead appear along with "skittish" and "hard headed" in the Halfling race's luck trait as a third option, called "good companion" or something.
  • Add the effects of the Shared Insight feat to the half-elf's keen senses ability.
  • The Sharp Senses feat is subsumed by the Elf Paragon's "elfsight" ability.
  • The Smash feat should be rolled into the "gatecrasher" option for the half-orc race.
  • The Sociable feat is nigh-useless; I recommend deleting it entirely.
  • Move Veiled Vileness from the feats section directly into the half-orc racial description as an alternative to Intimidating Prowess.

    Also, the Careful Speaker feat should have an additional prerequisite of 1 rank in Bluff; the bonuses should increase by an additional +1 per 5 ranks thereafter (maximum +5 at 16 ranks).


  • BTW, I'm unable to keep up with all of Christopher's excellent errata under this avatar, in addition to the master documents and the thread. The latter two I'll still do, but errata specifically discussed in this thread will not appear under the "About the EGG of Coot" heading. Any additions/corrections made outside of this thread will still appear under the avatar.

    I know this is a pain in the neck, having to look in two different places, but on the flip side, upon request I'll be happy to email any of my players specific documents with the corrections already made.


    TriOmegaZero wrote:
    But you can make more Monty Python references in Pathfinder.

    Under the main house rules document, add the following:

    "Any Monte Python reference causes 1d6 Charisma drain to the offending player's PC. Unlike normal ability drain, this cannot be restored by anything short of a wish or a six-pack of Spaten."


    @ kyrt -- so far you're a better proofreader than all my players combined! Thank you!!! Resultant errata have been added to the list.
    Specific replies:

    kyrt-ryder wrote:

    1. In the Houserules file, Light Wounds mentions becoming fatigued whether or not the save is successful, however there is no save DC or effect of a failed save mentioned, unlike the heavy counterpart below.

    2. Also, in the little note on having fatigue/exhaustion cured by magic, it notes not regaining HP 'except for temporary HP lost due to constitution drop.' The problem, is that the actual fatigue and exhaustion rules within the document discuss penalties that 'simulate reduced stats' but never actually mentioned penalizing HP. In my personal opinion, I think penalizing HP from that is just a big mess that would complicate the mechanic, but it's up to you Kirth, I'm just pointing out the flaws in the presentation.

    3. Regarding Tricky Maneuvers 'Dirty Trick'... I realize that the APG has the Dazzled condition option, but it seems kind of pointless to me when Blinded is also an option. Dazzled is kind of the red-headed stepchild of conditions that nobody really cares about.

    4. Parrying costs BOTH an attack preemptively reserved AND an immediate action? Is that intentional, or perhaps a piece of the old rules that slipped through?

    5. Hey Kirth. The Tactical Movement section still talks about trading attacks with two weapon fighting. Thought you should know.

    6. Hey Kirth? As opposed to allowing other threatening enemies to make aid another checks (which cost actions unless that's been changed) to 'drive up concentration DC's' have you considered simply adding +1 to the DC of the Highest BAB threat for every additional threat? One less set of rolls required, and it's a nice compromise between the higher potential DC boost that aid another could give, and the fact nobody's likely to have the actions to spare.

    7. The counter-spelling section says that counterspelling is only automatic if the spell used is the same as the spell being countered. Does that mean you're taking out the 'opposite spells' concept, like haste vs slow?

    1. Correct—there is no chance of dazing with a LW.

    2. I agree. Delete the offending paragraph entirely.

    3. I agree. In fact, I’d removed that at one point; dunno how it creeped back in. Thanks.

    4. Instead of “for use as immediate actions,” it should read “for immediate use.” Same rules as an immediate action, but not actually costing an action (other than the one held).

    5. Argh. Good catch. Delete that paragraph.

    6. I agree. Change the sentence to read “Multiple threatening opponents can choose to apply an Aid Another bonus (a specific bonus type, for keeping track of what stacks) equal to +1 per additional threatening creature, to drive up the DC of defensive casting.”

    7. Another good catch. Amend the sentence to read, “You may use any spell to counterspell, but success is automatic only if you use the same spell as the one being cast, or one of equal level or greater with effects that are exactly opposite (e.g., haste vs. slow).”


    And for anyone keeping up with the errata, you can find them by clicking on this avatar.


    Grrr. Found another glitch.


    Kirth Gersen wrote:
    Errata and FAQ starts already!

    I'll try and keep a current list of all v. 2.0 additions, corrections, and errata in the profile of this alias.

    I'll also email replacement documents for any substantial rewrites.


    Derek, it's time to take your meds now.


    The Ghost of EGG wrote:
    What happened to us?!

    I'M STILL HERE!!!


    FIRST edition is the only edition! There will be no edition wars soon because I will win them!


    Heathansson wrote:
    Suchst du dich?

    Ach! Ich auch!


    Ooh, yeah! Elf vs. orc throw-down! Classic stuff!
    Now, if I could only gets some qullans involved...

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