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The Cheese: Let me just say this out front. This build revolves around getting the GM to approve a minor deity with domains: Feather and Tactics and Weapon Lance. You can also get here by taking a one level dip into fighter and doing a separatist cleric of Erastil. Human / Cleric
Str: 14
Traits: Reactionary, Lastwall Calvary Rider Skills: Perception, Spellcraft,Ride and
1: Power Attack, Mounted Combat
Animal Companion: Basically the idea here is to pick a horse at 5 and upgrade to a Roc at 7. Roc
Taking a one level dip in fighter would gain a feat, plus martial prof and heavy armor. Build lacks scribe scroll / UMD.
I'm not sure if the feat selection is optimized
Quote: Weapon Master (Su): At 8th level, as a swift action, you gain the use of one combat feat for a number of rounds per day equal to your cleric level. These rounds do not need to be consecutive and you can change the feat chosen each time you use this ability. You must meet the prerequisites to use this feat.
So we're getting the ARG in June, RotRL in July and UE in August. NPC guide is coming out sometime in Q4. Hardback releases seem heavily weighted to the summer. Part of this may be Paizo metrics showing that this sells the most books. If there are going to be quarters without hardback release, it old be nice if we could get a crunchy/significant soft bound release during them.
Can you prepare a spell with a metamagic feat that is not valid for the spell at the time you memorized it but might be valid at the time of casting. Specifically I'm thinking of this combo: Quote:
Quote:
Quote:
and Quote:
Basically take snaps, put a rime spell on it, heighten it by two levels (making it a level 4 spell that entangles for three rounds) then swap the damage type at the time of casting to cold damage to make the entire thing valid. Shoot off an unsavable, three round entangle with each move action.
20 point build
Str: 7
Progression; Rogue 1-2, Wizard 3, Rogue 4: Wizard 5-6.
Ability Score increases:
Not really sure about that Preferred Spell. The feat allows spontaneous casting of Scorching Ray with any desired metamagic added without increasing the casting time. On the other hand between pearls of power, a wand, and lesser quicken spell rods I'm wondering if that might be a trap. Dasterdly finish become available at level 13 and a target is much more likely to be stunned or cowering when your spells put them in that state (then again full round action, have to be adjacent to the target). Hum I wonder if there is something I could take off the list to get sickening spell on. I suppose I could dump Cha, and put it into Con and loose Toughness. On the other hand UMD. Arcane Armor training also looks a bit questionable but it does allow casting a Mithril Shirt. I'm also worried that the HPs are going to be low. On the other hand even if I put the level 4 and level 8 increase into Con the HP increase wouldn't kick in until 8th level. I'm thinking a belt of Physical Might +4 Dex, +4 Con would work very well with this character, but that is also a high level item.
20 point build
Str: 7
Progression; Rogue 1-2, Wizard 3, Rogue 4: Wizard 5-6.
Ability Score increases:
Not really sure about that Preferred Spell. The feat allows spontaneous casting of Scorching Ray with any desired metamagic added without increasing the casting time. On the other hand between pearls of power, a wand, and lesser quicken spell rods I'm wondering if that might be a trap. Dasterdly finish become available at level 13 and a target is much more likely to be stunned or cowering when your spells put them in that state (then again full round action, have to be adjacent to the target). Hum I wonder if there is something I could take off the list to get sickening spell on. I suppose I could dump Cha, and put it into Con and loose Toughness. On the other hand UMD. Arcane Armor training also looks a bit questionable but it does allow casting a Mithril Shirt. I'm also worried that the HPs are going to be low. On the other hand even if I put the level 4 and level 8 increase into Con the HP increase wouldn't kick in until 8th level. I'm thinking a belt of Physical Might +4 Dex, +4 Con would work very well with this character, but that is also a high level item.
Just a thought for skull and shackles: while a Paladin can't be a pirate one might be able to be a Privateer. There's nothing unlawful about harassing an enemy nations shipping under a letter of Marque. Actually, since the Paladin is filing a military role a privateer would be a more lawful undertaking than an adventuring Paladin.
Got to working out the cost of using a pearl of power to "buy" additional spell slots. For a straight caster here are the number of scrolls you could have for the price of one PoP for a given spell level / caster level. Spoiler:
CL Spells per PoP
2 20 3 13 27 4 10 20 5 8 16 24 6 7 13 20 7 6 11 17 23 8 5 10 15 20 9 4 9 13 18 22 10 4 8 12 16 20 11 4 7 11 15 18 22 12 3 7 10 13 17 20 13 3 6 9 12 15 18 22 14 3 6 9 11 14 17 20 15 3 5 8 11 13 16 19 21 16 3 5 8 10 13 15 18 20 17 2 5 7 9 12 14 16 19 21 18 2 4 7 9 11 13 16 18 20 19 2 4 6 8 11 13 15 17 19 20 2 4 6 8 10 12 14 16 18
So to create a scroll of a first level scroll with a caster level of 20 would cost 1/2 of the price of creating (or 1/4 of the cost to buy) a first level PoP. I'm not sure there are any first level spells that have a variable that scales all the way to level 20. Additionally here is wealth by level compared to the cost of CREATING a PoP for a casters top level spell slot. I've also calculate how much of total wealth that represent as a percentage. (If you our buying a PoP or selling magic items for half price to get liquid funds double the percentage cost). Spoiler:
Wbl cost percent 124 500 403.23% 1000 500 50.00% 3000 2000 66.67% 6000 2000 33.33% 10500 4500 42.86% 16000 4500 28.13% 23500 8000 34.04% 33000 8000 24.24% 46000 12500 27.17% 62000 12500 20.16% 82000 18000 21.95% 108000 18000 16.67% 140000 24500 17.50% 185000 24500 13.24% 240000 32000 13.33% 315000 32000 10.16% 410000 40500 9.88% 530000 40500 7.64% 685000 40500 5.91% 880000 40500 4.60% Finally here is a comparison of the top level spell in a staff, PoP or minim caster level wand: Staff PoP Wand
Conclusion:
A staff only really seems useful for a spell that you know you are going to want more than once in an adventuring day (or are going to need to cast within AoO range). The problem with a staff is that it's one day per charge to recharge the thing, and puts you down a spell for the day while you're doing it. There is some optimal mix here but I'm not quite sure what it is.
If my Cleric is taking Glory(Heroism) as a first domain which of the following would be a good second domain? Sun
I'm tempted to go Glory/Sun boost Charisma a bit and maybe take extra channeling feat with the Cleansing Light (reroll any ones on a channel attempt against undead) trait. I'm worried that this might be too specialized.
Just something I'm noticing: 1e/2e: Especially in 2e the majority of material is set roughly in in the high middle ages. Lots of chain mail and sword and board fighting. In most games the printing press has not been invented. 3e/3.5e: Early Renaissance. Some printing. Heavier armors make an appearance. Most games present a world much more urbanized than the rural serfs of 2e. Pathfinder: Later Renaissance possibly going into the 1500s and 1600s. More light finesse fighters that also do something else (d8 3/4 bab) and attempt to make up the difference with touch attacks and crit fishing. Heavy armor becomes somewhat less important (more touch attacks). (I don't know enough about 4e to have an opinion.) Not sure if this actually means anything, but it is interesting to see the, average, technology level in fantasy gaming increase over time. Keep in mind this is the average game I'm talking about. Spelljammer, Dark Sun, Planescapes and Eberron all throw this for a bit of a loop.
Alternative Channeling halves the healing/damage rolled. A Phylactery of Positive/Negative channeling adds +2d6. Is this number halved also? Additionally, if I am a positive channeler and I use an alternative channel to harm undead do I: A) Do 1/2 standard damage
What ideas would you like to see Paizo turn into an AP? I'd like to see something like the merchant houses in the 2e Dark Sun setting. Basically a combination of a Sandbox and an evocative setting. Something set on the Planes that goes from 1-20+ and ends with a god hitting the floor. Hum guns and steampunk? Something that involves sending a good portion of th Cheliaxian royal navy to the bottom, hopefully involving becoming a pirate lord.
Intensified spell adds one level to the spell in return for increasing it's max damage by five level effects. While this doesn't mean much to full casters it allows a 10th level magus to spend a second level spell slot to prepare a 10d6 shocking grasp. That's going to result is some prett hefty damage with spellstrike.
On further thought, I might be wrong on how words work. That's really beginning to look like 4e's daily powers. Instead how about this: Words give at will or permanent powers every spell level. These powers are, in general, equivalent to lower level "utility" spells or powers. Word casters also get a pool of expansion points. These can be used to boost the at will effect into something more akin to a spell of the correct level. Sorcerers get only a few words but a higher amount of expansion points. Wizards get to change what words they know, but have less expansion points. Basically, this is turning words into what would be, under the FATE system, powers plus power stunts. The feel I'm going for here is still kind of cyberwareish. The word of protection gives an AC bonus, but spending expansion points allows you to push it out from your flesh to create a circle of protection from evil. Hum how about
Damnit, it's too late. Making this coherent and preserving the difference between sorcerer and wizards, without gutting the classes and starting over, is impossible.
Class needs some ability to use wands at caster level, unless the intention is to boost staffs. If the character has a staff in his off hand can he use TWF feats (for that matter, what about using a wand as a club)? Oh and is there any way for his class to get additional attacks from improved two weapon fighting?
To me it seems that the magus is trending more towards renaissance swashbuckler than dark age warrior. The class emphasizes high crit range, one handed, weapons (basically Rapiers). I wonder if it wouldn't be better to explicitly design this class as some form of musketeers with magic. That would certainly seem to result in a clearer conceptual role than the current class.
Quote:
Does this allow the Magus access to another casters list or only let him use spells from a class he already has access to (multiclass caster). If it allows him access does this include spells from Divine casters? Do they have to be full casters (seems like the Paladin or Ranger spell list would buff this casters low level spells). Did the rules change? I thought a spell with no somantic component didn't have a chance of failure. An at will still spell might be a better (though more powerful) option than these armor rules. What happens if a Magus has a wand or staff in his other hand (and what penalties does he take his attack rolls if he's holding something as big as a staff). Under current rules spell activation items don't provoke attacks of opportunity. What happens if the magus uses his staff as a magic double weapon (the staff of power has an enchantment bonus)? For that matter a feat to use some form of rod to do 1d8 19-20/2 would be nice (Magus going around and knocking things with his cane). No giant form? How is this going to relate to the Arcane Trickster Prestige class? Quote:
So I can cast a touch spell but not make a weapon attack instead of the free touch attack that normally comes with the spell? That makes a magus/rogue casting then sneak attacking a bit gimped. TBH I'm not sure that this class is better than taking a level of fighter, multiclassing into Elderich Knight, and using stilled spells.
So you want to go adventuring do you? Well here are a couple things you might want to consider. Clothing Look at what you're wearing. What are your clothes going to do when set on fire? Splashed with acid? Subjected to extreme cold or hit by lightning? If you've ever seen a sorceress who's clothing looks like it's been designed to fall off her, it most probably has, just not for the reason you think. If you aren't encased in heavy armor you're going to want something lightweight, strong and without trailing edges that can get snagged and which you can shed quickly with minimal touching if splattered with acid, burning oil or caught in a creatures claw. Speaking of the dressing habits of spellcasters there's something else you should keep in mind. Armor and deflection magic keep damage away from your body. The thick hide from a natural armor spell only works once a weapon has made contact with your body. The key here is contact with your body. Natural armor does nothing to keep your clothes from being sliced, diced, burned and otherwise mangled. If natural armor is your primary defense expect to spend much of your adventuring career wearing very little. Wands & Staves Have you ever realized how ridiculous most spellcasters look jumping around in a way that just says “I'm wide open, please hit me with a giant great axe.” This does not happen with a wand of staff [spell activation items don't provoke attacks of opportunity]. Better yet even a wizard wearing full plate and carrying a tower shield can get off a spell from a staff or wand. The user doesn't have to be a spellcaster though. Wands, Staves and Rods are among the easiest magic items to use [DC 20]. Every adventurer should study how to use these items. [Though it helps if you have either skill focus or magical aptitude and a good Charisma score. Use Magic Device is a class skill for, Rogue, Sorcerers, Alchemists, Summoners and Witches] Wands have 50 charges but cannot be recharged. Staves have 10 charges but can be recharged The three most useful staffs are, generally, the Staff of Evocation (82,000gp), Staff of Healing (29,600gp) and Staff of Many Rays (52,800gp). The Staff of Healing is obvious. A wand of cure critical wounds costs 21,000gp (wholesale). The Staff can do everything the wand can and more. This is particularly important if the Staff of Life is in the hands of a Druid, Oracle or some other magic user without the healing abilities of a cleric. The Staff of Many Rays can be recharged with a simple Ray of Enfeeblement [first level spell]. With this staff a Rogue can unleash multiple precision scorching rays [three rays as a ranged touch attack] or hit one target with a smashing disintegrate spell. [Needless to say this is an excellent staff for a Rogue/Wizard or Sorcerer.] All of the magic school staves are great, though expensive. A sorcerer gains access to spells they might otherwise have. A specialist wizards gains the ability to use a staff to cast some of the main spells from his opposing school or gain the benefits of some of his most common spells without having to memorize them. [Staves use the higher of either the CL or the users CL, ability scores and relevant feats.] Basic Kit: Get a Handy Haversack. You're about to spend the next couple of years of your life living out of a pack, get a good one. There are two schools of thought on packing a Haversack. One is that if you put a bag of holding in it, it will block it's enchantment and weight. The other school of thought holds that once you start doing this, some way or another, a portable hole is going to end up in their killing the haversack. No matter which philosophy of packing you subscribe to here are a couple of things you're going to want in it: Potion of Cure Wounds (the more powerful the better). Even if you can cast healing magic, especially if you can cast healing magic, you're going to want one of these. Make sure everyone you're with knows where to find your potion! If you're bleeding to death this is the difference between living to fight another day and spending the next three days as a zombie walking back to the local temple with a “please raise this person” note attached. Rope (Silk if possible): don't question it just get it. Grappling Hook. Small Barrel of Water: Why are you still carrying a waterskin? Get a small five gallon cask of water and store it in the sacks main pocket. Blankets (note the plural) and a canvas tarp. COMPASS!!!!!!! (Worth every gold you spent on it when you're underground) Flotation Device: ever notice how many adventurers really can't swim very well... Signal Whistle, Flint & Steal, Shovel, Hatchet, Knife, Fishhooks, Fishing Line, Fishing Net, Crowbar, Chalk, Chalkboard, Soap, Rice Paper (at least 100 sheets), Crowbar, Ink and Quills, 10 foot pole, ear plugs, part of a multiperson tent., Hourglass set (minute and hour), twine (5 rolls at least), block and tackle set, snowshoes, mask, waterproof bag, folding chair. Sewing Kit, Carpentry Kit, Cooking Kit. Traveling spellbook: Even if you're not a spellcaster, this is probably the best made and most durable blank book you can get. A rock with continual flame on it in a hooded lantern. Advanced Kit: Smelling Salts: The importance of reviving unconscious companions can not be overstated. Antitoxin (2,) Antiplague (2), Bladegaurd (2), Tanglefoot Bags (3),Tindertwig (5), Weapon Blanche (one of each, expensive but better than not having it). Bandages of Rapid Recovery (200GP), Soul Soap (200GP), Dust of Tracelessness (250gp) and Universal Solvent (3 @ 50gp each). Party Items
Portable hole: Somewhat dangerous near bags of holding. Another option for this is put a 60 pound bag of holding into a haversack to negate it's weight [portable hole 280 cft, Bag of Holding IV 250 cft.] Unlike a bag of holding though a portage hole can contain any weight and, with a little carpentry, be modified into a portable basement. [One room with a six foot ceiling plus four foot high storage area on the roof). It's not bit but it makes a descent closet to store non magical supplies. Feather Token, Swan Boat: You're probably only going to need a boat once in your adventuring career, but you're going to need it right now. Immovable Rod: So many uses, especially when paired with a block and tackle. Every band of adventurer's should try to get at least one. Crystal Ball: Far to expensive for any one person but a great value for a group. Decanter of Endless Water / Rod of Flame Extinguishing: Starting fires is easy, putting them out takes foresight and planning. Other Gear Observations Just a couple last thoughts. Ring of the Ram: Close combat is the bane of many spellcasters (though getting hit by arrows is no fun either). A Ring of the Ram is a great way to send an unwanted assailant flying. Enlarge person: Or specifically potions of enlarge person. Like most potions these are basically drinking gold, 50gp per use. On the other hand extra reach, extra strength, extra damage. An enlarged person is easier to hit, but often the best defense is killing the other guy first. Bag of Tricks: A great way for a rogue to suddenly end up flanking an opponent [though it's not clear if drawing and throwing an animal is a move or standard action.] Elven Curved Blade + Scabbard of Keen Edges: A self evident combination but worth pointing out.
I got to wondering what everyday life would be like in a medieval world with magic thrown in on top. (Warning this is long, and clearly the start of notes for a campaign). The Great Limit The Great Limit refers to the duration of most spells. Most spells last between several seconds and, at best, a couple of minutes. A spell caster can summon a creature from another plane, but it blinks into existence for less than a minute (3 second round * 20) then is good. Some spells present a lasting effect but these are are, complex, and hard to cast (generally level 4 or greater). The Great “Limit” says that most magic is transitory. Spells may produce collateral damage, but few permanent effects. Spells like Planar Ally and Permanency represent the efforts of the best and brightest in the Pathfinder world to get around the Great Limit. The Great Limit might be more a suggestion than a law for higher level spells, but in a world where most people are fifth level it holds in most cases. Magic Items and Artificers
Prevalence of Magic In general we can separate the Pathfinder races into two groups, long lives and short lived. Long lived races have a greater amount of time to train their children in a skilled profession (PC Class) than their shorter lived kin. Many Dwarfs and Gnomes, coming to adulthood in 40 years, will have PC class. Almost all elves, coming to adulthood in 110 years, will have a PC class. By contrast the majority of shorter lived races will have NPC class levels. This explains, in part, the reputation elves have for nearly supernatural ability. The average human combatant is a fifth level warrior, the average elf combatant is a fifth level fighter. Where powerful human magic items might be created by a 20th level expert, powerful elven items are the product of a 20th level archmage. In a world where most adults will have a couple of levels in something (general 3.x assumption) magic is rare but not that rare. Magic demonstratively works in the pathfinder world. Further magic is tied both to learning and religion. Finding somebody with one level of adept as the result of servicing as an alter boy in their youth isn't unheard of. The number of magic users likely increase in cultures where brides are expected to bring a dowry into the marriage. Skill with magic, especially the ability to cast cure light wounds, forms an item of value that an otherwise poor bride can bring into the marriage. This also partially explains the witch, for just a simple um . . . deal, even a low level witch can have so much greater abilities than an adept. (While the RAW does not include strike infertile and strike fertile hexes, if these exists a witch can likely make a steady income off their casting.) While caster type magic may be striving to catch the lightening, one or two levels in either Wizard or Cleric may be somewhat common. If education in a Pathfinder based world follows real world examples, religious orders are likely to offer instructions. This results in NPCs with maybe one level in cleric and the rest in expert or some other NPC class. Likewise, a more secular liberal arts education might include one level of wizard. This is especially likely to be true of doctors, lawyers and other NPCs who have undergone years of education. Wizard 1/ expert 4 wouldn't be odd for an engineer or architect. Agriculture and the Undead The problem with the Great Limit is that people need to eat. Raising crops take sustained effort. A twenty second burst of strength isn't going to help get a field plowed any faster. Only a few options exists for producing sustained labor from magic. Unseen Servant lasts for hours, but lacks to strength for most agricultural tasks. A Golem is far too expensive to use to plow fields. On the other hand undead, especially skeletons, provide a cheap source of untiring labor that never needs to be fed. While Animate Dead is a fairly high level spells (4th level) once a skeleton on zombie is created control can be handed off to others. This allows for petty, first or second level, necromancers and priests of negative energy channeling gods (with the control undead feat) to roam the countryside with an undead draft animal and plowman. Undead can become even more prevalent with the introduction of a, non-RAW, feat allowing a necromancer to hand off control of (hit dice, hit dice * 2 or hit dice * 4) animated undead to a person unable to cast the animate dead spell themselves. If such a feat exists it's conceivable that undead are sold openly in the market, and that a nobles coach is more likely be drawn by skeletal horses (courtsey of a footman with this feat) than new live one. If animating dead (and possibly the theoretical strike infertile hex, or for that matter any spell with the necromantic description) have negative effects things get interesting. At the very lease all this necromancy might increase the level of negative energy in the world, giving rise to spontaneous undead and bring the universe close to its eventual death. On the other hand there are clear benefits to using undead labor. National that use undead labor are more likely to be able to feed their populations that those that don't. If animating dead isn't in itself an evil act, things become even more complicated. (This is especially true if you fiddle with the laws of thermodynamics a bit. Magical energy must balance. Necromancy brings something new into the universe and places it in an ordered state, staving off the heat death of the universe. Because the entropy equation must balance an equal amount of negative energy is created. Positive Energy results from magic destroying a bit of energy in the universe, hastening it's heat death. Since the universe must keep the same amount of energy, positive energy is created). Health and Healing The ability to cast cure light wounds is fairly common. Perhaps as much as one tenth to one eighth of the populations has access to this spell (the availability of the adept class being critical here). The Purify Food and Drink spell greatly reduces the chance of foodborn illness. Given the availability of cure spells surgical knowledge is likely limited. On the other hand very few casters have access to remove disease. At best if requires an 5th level cleric to cast this spell, at worst a 9th level adept. Most medical knowledge then focuses or herbal and alchemical remedies for disease. For the most part these are non-magical. The player character alchemist class echoes more common Profession Apothecary, experts. Perceptions of the Players Likely inhabitants of the average pathfinder world fail to make a clear distinction between natural and supernatural. Experienced combatants gain mystical abilities (crit feats and spells). The average inhabitant knows that casters with the favor of the gods can heal, and those without can't. The dividing line between arcane and divine magic is hazy at best. PC's exist as a type of mercenary or knight errant. The average party hinges upon it's access to potent supernatural healing. Supplementing this is more magic items than owned by most similar level nobles. Adventurer's exist, in effect, as a type of heavily armed troubleshooters.
Hello all. I'm thinking about getting an iPad. Doing a search I don't really see much discussion on how well Paizo pdf's display on the device. Does anyone have any experience with this? Can it handle the big books (Core, Bestiary, ect). I may be moving across country in about a year and would really like to keep from adding any more weight in books, especially as it already looks like I'll have to do a major purge of my current collection.
Some of the discussion about the Forgotten Realms has got me thinking, is there any chance of a 64 page or so book detailing a plane of existence that every so often meets some kind of recurrent doom. Some place to spill out refugee's onto the planes and give the PCs the ability to save the world, without actually blowing up the main game world is they fail.
I hope I don't come off as to PC here but if I'm remember correctly the Inquisition in the New World was horribly bloody boarding on genocide against native peoples. Maybe this class should be renamed? In a new world context having an Inquisitor class is something like having an SS Officer character class, its going to be seen by some as more than a bit offensive.
Just a couple of problems I see: 1. War Sight, take oracle as a one level dip class with rogue, get to roll initiative twice + at will detect magic, detect poison and your choice of two out of guidance, light, mending, resistance and purify food + drink. Lets also not forget great gems such as obscuring mist, command magic weapon and comprehend languages. Solution: Make War sight Oracle Level 3 and up. Steelbreaker Skin: One dip level in Oracle + a monk with bonus to unarmed damage. Again make this oracle level 3+. Other issues Mighty Pebble: What's the base damage of a pebble and why does this get an extra +1 to damage for every four levels? How long does this last? Can I charge pebble beforehand and toss all my daily allotment at one foe? Blizzard: Is this an unlimited use power? Punitive Transformation: While I know this is the same level arcane casters get baleful polymorph, giving a level seven character in effect a save or die attack seems a bit much. Fluid Travel v. Punitive Transformation: one lets you walk on and breath water the other transforms you into a water elemental that can... walk on and breath water. Um what's the point of Fluid travel, letting PCs fall in love with water nymphs? Armor of X: Can you be more specific do these stack with or conflict with regular armor? Bones path: being able to summon up one skeleton like an MMO character really doesn't say foul necromancer to me. Give this path some revelations to buff undead summoned or created. Also break the free animate dead out of the final revelation and make it a standard revelation. Consider adding an undead form revelation. Combat healer: Let an oracle take this at level 3. Character death is more likely to result from a lack of healing at low levels than at higher levels. Battle Path: I really don't see anything that strikes me as useful as the pick a feat power of the war domain. Cavaliers 1. Cavaliers are always flanked when attacked by a second opponent IN MELEE. Having two opponents on you very quickly becomes a flanking situation even when you don't challenge somebody. Also am I the only one to think use magic item + scroll + elemental form? Oaths: "The cavalier swears to bring one creature to justice... upon COMPLETION of this oath" generally when you bring the boss at the end of the adventure down you don't have much to do the next twenty four hours. Similar problems with other oaths, they only take effect AFTER you need them (unless you minmax and for example swear to slay J random Kobald during the first random encounter of the adventure). Banner: reminds me of the powers out of Exalted that caused a mystical banner to appear over the characters head. Um this is a bit much.
AD&D was very much a game based in the middle ages. The most common weapons & armor where chain mail, longsword (with the occasional bastard sword) and shield. Yes heavier armor's where in the game, but full or field plate was a rarity. It seems Pathfinder tends more towards Breatplates (+1 AC on armors), no shield and lots of crossbows (though lots of crossbows was also a 3.x thing). There's also more folks running around in plate (though that could have more to do with failure to enforce encumbrance rules among 3.x GMs or take them into account when posting on forums). I wonder if the common vision of Pathfinder (and 3.5) hasn't become more renaissance the medieval.
I've been looking at ways to play a non standard races in PFRPG. With leval adjustment effectively dead the best I've been able to do right now. ACL must equal the races starting HD (so if a monster has 4HD, the ACL of the group needs to be 4). A race gets +2 Physical, +2 Mental, -2 (either).
Each race also get two feat equivalent things:
A race can also have half feat trait equivalents these include:
Anything other abilities take starting gold as a magic item at 1/2 the cost of an equivalent item (so an Extra +2 str costs 2000 gp). Not great and more a rule of thumb but if the answer to "can I play an Ogre" isn't no, then charging GP seems an ok way of balancing.
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