I like a lot of the ideas presented.
In my campaign sorcerers are Goetic spellcasters, a kind of summoner. They contact spirits and whatnot and the type they contact brings about thier paticular bloodline. While not required, I encourage my players to have taboos and habits to please and avoid angering the spirits.
I don't have much to say about what your AC should be, but I will note what the monster's attack bonuses typically are.
For the first 10 CRs, the to hit bonus is typically CRx2 (a CR 5 critter usually has around +10 to hit).
After that, it's around CR+10.
Single attack monsters sometimes have higher, multi attack monsters have lower, but it's usually in that range (plus or minus 2).
My DM fiat for that is "Spell targeting requires being able to see the target".
So a blinded spellcaster is nearly helpless. I view it as a counterbalance to no hit rolls needed for fireball. I have yet to find anybody who is willing to give up auto target spells in exchange for a 50% miss chance with fireball should they be blinded.
I forgot my point.
In hack and slash mods, master summoners are okay. The fighter types still get more done. Your summons work better as meet shield. (choose high AC, high hp) but not too high or nothing will choose to attack it.
In puzzle mods, summoners of all types can pull out various tool summons. The long duration helps with scouting. Master summoners can just do it more ofter.
If you have any choice in the matter, do not allow summoners of any type without prewritten monster stats for at lest 3 monsters of each spell level. This is a class that requires homework and a player unwilling to do that homework will slow down the game.
Summary. Master summoner is Good. No gouda.
I have actually played a master summoner in PFS until it was banned.
I choose MS becsause I wanted to, you know, summon. Without it I had to spend a standard action to dismiss the eidolon or do without a major class feature.
1) except at low levels (when you can't summon much) 1/2 strength eidolons are not combat worthy.
2) I actually asked people if they wanted to play one of the critters, or if they felt I was taking too long. Both answers were no.
3) the most I ever had out at one time was 9 lantern archons.
4) If you have that many monsters out, pre roll attacks and damage then give the DM the numbers.
let my repeat number 4) If you have that many monsters out, pre roll your attacks and damages.
You have three options:
1) invent a new knowlege skill like Astronomy/Astrology
2) do what you did and apply them wholesale to an existing skill like Knowlege(arcana). As an aside I would choose Arcana because I feel that wizards are more likely to know about these options then priests.
3) use the existing skill structure according to type and raise the DC by 5 or 10 to account for rarity.
I myself would choose option 3.
Never bought a staff because they are too expensive and too hard to recharge.
In the two cases that I got a staff they were rarely used because I didn't want to use charge because they start with too few charges and they are too hard to recharge.
I like them better when they were non-rechargable and had 50 charges.
Just the viewpoint of your average PDF buyer. I have a number of SGG PDFs. Some I have really liked, a couple I have seriously been disappointed in, and most are useful when I need that sort of thing.
So when I saw talented fighters I thought "I'll check it out, but I doubt I'll be interested."
I read the review and the information on how it is organized made me completly lose interest.
But I read the above post and now I'm interested again.
My point is, how a product is organized is a big deal (at least for me).
Alphabetizion (sp) is a great way to find the *one* thing you are looking for. So it works as a reference work (like a dictionary).
It's terrible for concept refererence. I hate how in the core rulebook, if I'm interested in, say manuever feats, all the greater feats are in one spot (and who has all of them) and the improved feats are in another. I'd much rather have Trip, Greater and Trip, Improved next to each other. More like a thesaurus, all words related to a concept in one spot.
As a DM, if I create a shield fighter, the way Alexander organizes it places all of the talents I want (and need to reference) in one spot.
TL:DR Organize product according to the way people play the game. Organize like a thesaurus and not like a dictionary.
* Apologies for the spelling errors.
The booklets in the link by kyrt-ryder are what you are looking for.
There are two versions: the earlier printings use hobbit, ent, etc while the later (6+ I belive) substitute halfling, tree-ent, etc. The earlier printings sell for a lot more money.
Wizards of the Coast will be selling reprints of these in November, along with the 4 supplements (Greyhawk, Blackmoor, Eldritch Wizardry, and Deities and Demigods. They also come in a wooden box and have a nice set of dice.
I don't know what the offical byline is for this. But, having thought about it, I would allow creatures with ferocity to continue fighting. The summon tables are based off of CR and ferocity is part of what makes those creatures those CRs.
It would also be a nice change of pace from 1d3 lantern archons for SMIV.
This won't help all of your needs, but you can also use the various avatar images. As I go through the messageboards I pay attention to the avatars. When I see one that I need (or think I will need) for Maptools, I right-click-save, and some time later I gather them all up and put them in my maptools folder.
For Maptools this works great. Ocassionally these images pop up in my screen saver (cause that's the folder I save images to)and those images are fuzzy.
Depending on what you need, this may or may not be helpful.
As a second issue, do we really need to have the various knowleges as seperate skills?
Some, I think, should just be given for the appropriate classes. Religion should be trained (or possible a level check like concentration) for clerics and paladins.
For DnD purposes, people who know a lot about 1 subject are either specialists (like clerics) or generalist who know a lot about everything.
I don't know maybe condense down to 5 skills
and treat monster lore as Lore (specialization)
Overall I like it. It combines simplicity I need with the customization I crave.
That said, I've been thinking about it and Sorcerer/Wizards, etc shouldn't get acrobatics. I assume it's there for Fly.
Here's the thing: classes with climb, jumb, swim, tumble etc, spend a lot of time and energy moving around. They know how to move through the air, they know how to deal with gravity.
The other guys, do nothing but walk. And they wouldn't do that if they could figure out how to use Floating Disk as a sweet ride.
The only reason they get Fly as a class skill in PF is because they have fly on thier spell list.
As for Articulate I suggest renaming it to Adroitness or Finesse.
To address the OP's orginal question.
1) I don't think the additional feats are going to be a problem. Compared to spells (the real source of Tier disparity)feats are narrow and kinda weak.
2) The stat bonus sounds like a good idea, but it will only work if the player spreads them around. Most players won't do that. They just spike out whatever thier prime stat is.
3) Your progessions are a little confusing. Are these bonus feats?
Ultimately, I don't think it'll break the game, but I also don't think it will address the disparity between tiers.
This guy is in a power struggle with you. There is a payoff of some kine for him and as long as he gets it he will continue to play mind games with you. The problem with mind games is that nobody (and I do mean nobody) can win. The best result is a payoff that meets some sort of psychological need. The best way to "win" is not play at all.
When you answer and he says 'whatever' he is dismissing you. Saying that your opinion and knowledge don't count. Dismiss him back.
Do not anwer his questions. When he makes a comment or question reply
Odds are this wont work. Especially when you first try it.
Point out the behavior to others when it occures. If they are there when it happens they will start to see for themselves.
You could take a "vacation" for a week or two and see how both he and the group reacts when you come back.
You will miss the gaming. You won't miss the abuse.
Nobody has done an actual Pathfinder light. However there are a lot (and I do mean a lot) of retroclones out there that should meet your needs. A number of them are free. Go to rpg.net and look for 'retroclone' or 'osr' in the dungeons and dragons forum.
At low levels you should be able to run a Pathfinder adventure with no problems. At higher levels (6+) the ACs start to scale out of control (comparitively speaking) so you will have to apply actual thought to the conversion process. In most cases you can just ignore the extra PF details and/or scale the plusses back down.
Question 5 if said half ling is hiding inside the thrown object can he pop out to do a sneak attack.
My gut response is no, it's too complicated.
But lets make it really hard instead.
Stealth DC 25 to hide properly
Keep in mind, the better you make it, the more your players will use it.
After a quick think, and trying to keep it simple, instead of realistic, I came up with this.
1d6 to target and none to halfling. Throwing people is an ineffecient way of doing damage.
Question 2: Would the halfling have to make any sort of check to land properly?
Yes, an acrobatics check will do the trick. Sounds hard so I would say DC25
Sure, why not?
Question 4: Can the halfling treat the throw as a charge and then attack?
In general, players want to do this because it looks cool and they've seen comic book characters do it. In the real world it's ridiculously hard. Ask your players how much they want to invest in it (skills and feats) and go from there. In any case it shouldn't be more powerful than a first or second level spell.
Slatz Grubnik wrote:
I treat every ability as a feat. Racial, class, actual feat - doesn't matter. Except for the exceptions of course :)
power attack is a feat
but you can't take a feat unless you are of that class or race.
Everybody gains a race and class feat at first level plus an extra feat at every level and you can't take the same category twice in a row.
Haven't playtested it yet.
I too am interested in a PF+OSR breed (POSR?)
First, you have to decide what to keep and what to toss. In my case I decided
Keep skills, toss skill points, more consolidation
Saving throws and skills; keep the d20 toss the arithmatic
What I came up with was:
Saves - as 1st edition - look up number on chart and roll above that. Add bonuses for stats and magics (always less then 5)
Combat Manuevers - treat as saves Ex)trip is a Ref save
I treat these like saves too. From the chart that correlates class and level get a number. roll d20+stat above that number.
For surprise and initive and breaking doors I use the d6 since it responds to stat modifers more quickly.
First, do you mean stone or stoned?
Now, the answers, in order . .
Stone - nothing special
Stone - Fort DC 0
Stone - 0% stone doesn't burn
And finally, and I know I'm making some assumption here, I get that there can be a stone construct PC, but why is he drinking gasoline? Where did he even get it?
In first edition we were fighting a bandit leader. Our fighter (using The Equalizer of the Gran March) rolled a crit, confirmed and sent the bandit to the etheral plane. While we were all high-fiving, the bandit leader reappeared and said "You just made me use my wish, and now your going to pay." It turns out he had a luckblade.
In 3e, we found a ring of three wishes. We used to the first to save the life of one character who had just had his heart ripped out by a cleric of Orcus. The second was used to save our buts when we (foolishly in hindsight) frontally assualted a denfensive tower. Never got the the third wish.
In Hackmaster, towards the end of the campaign, we had finally put together all of the pieces and realized we had stumbled into a War of the Gods. So one of the gods backs us up to do what he cant and provides us each with a wish and a boon. My boon was for a neverending sandwich. It would regenerate whatever was eaten (and was a different type every time). For my wish . . Well I joined the campaign late and because of the XP rules I was always the lowest level character. Tired of that (and thinking the DM wouldn't grant it, but not careing) I wished to be the highest level character until the end of the conflict. Instantly, I gained like 8 levels. As it turned out, we failed the mission so the god of evil we were trying to stop continued the war. Which meant my characte would be the highest level for the next 10,000 years. :)
My favorite occured in GURPS. I was playing a dumb as bricks fighter who superstitiously grabbed onto many (non-magical) items because he thought adventuring would enchant them. (His favorite weapon was Slaying Stone, a spear that was really just a rock tied to the end of a stick. Totally mundane, but it did roll a lot of crits.) Anyways, we were in some Mi-Go ruins do some research. Most of it was in Mi-Go which nobody read. So the literate characters were reading what they could and my character was bored. Carelessly I said, "I wish I could read Mi-Go". The GM asked me if I really said that, and I said sure why not? Then a ring I had grabbed glowed and the Mi-Go language flowed into my mind. I as a player had no idea it was a ring of three wished (and that it was linked to Hastur.
When you drink a potion you become both the caster and the target. For spells that say Target: 1 creature this isn't a problem. For spells that have Area: 20' radius this means the spell originates in your stomach spreads out until it hits a barrier (the walls of your stomach) and stops spreading.
For a glitterdust this means that any invisible people in your stomach will become visible and possibly blinded. (Of course, it is dark in your stomach so that won't have much of an effect anyways . . .) For a spell like fireball you will get 5d6 damage worth of heartburn. For charm person you become your own best friend.
One more thing: pictures. Those lesser races have very little artwork. Even a pencil sketch of the Ratfolk Summoner (even just a head shot) would be nice.
And for my second request Class Acts Alchemists. Oh wait, I'm not allowed to do that am I?
By the way, I do like the no frills appearance of your products. I have gotten PDFs before, never used them and deleted them simply because they were to ugly to read. So Bravo! to your design.
"Race to Victory" works for me (although it does have a 'power gamers can use this to win the game' vibe to it. Dragon Magazine (the Paizo version) had a column called Race Matters. Don't know if you can use that or not.
Regarding what I would like to see? More options for the featured and uncommon races of the Advanced Race Guide. Especially to fill out the favored class options and some more replacements for the Alternate Racial Traits.
What I really want is for race to matter at higher levels. This means race only spells and feats (and maybe a mechanic to get more Alternate Racial Traits). And archetypes, espcially archetypes.
Since your products are short, you could try something like 'Elven Fighter' and include 1 archetype, 3 Alternate Race Traits, and 6 feats. Or "Ratfolk Summoner" with 1 archetype, 3 spells, and 2 feats and 3 new evolutions. Perhaps an eidolon build with a ratfolk theme. A disease ediolon? An alchemy Eidolon?
Damn, now my ideas are flowing and I want to start my own company. :)
I would like Class Acts; Witch Archetypes please.
I think monsters should be called what people call them. So if they are native to the area then the locals will have a real name for them like "cow".
If it is some sort of abberation that no one has ever seen then it will get a more descriptive name like "moo-moo" or 'udder beast' or 'horse-minotaur'.
On a slight tanget, because of this I believe catfolk to have been created by wizards or druids fairly recently.
Once upon a time I had all of the Monster Geographica books. Excellant compilations of OGL monsters arranged by terrain and CR. If I knew the terrain and CR of my encounter (and when did I not?) then these were my goto books for something different encounters.
And I never, not once, used a monster from them.
The reason is the lack of pictures. The books were made without illustrations to cut costs. At first I thought this was great-I like cheap books. But the illustration is what firsts catches my eye. Without it I just flipped the pages.
So, as a GM, illustrations of some sort are an absolute requirement.
An absolute requirement.
My groups have house-ruled that "detect evil" detects SUPERNATURAL or MAGICAL evil, not MUNDANE evil.
This is how I play it. In my opinion, paladins have detect evil not so they can spot shoplifters, and conmen, but rather vampires and werewolves and other "masqueraders".
So in general, human level evil doesn't register.
On the other hand I like to play what I call "Be smarter than the Rules"
If a first level Hitler comes along, he'll detect as evil. As would at least one NPC in Feast of Ravenmoor. It doesn't matter what their intent is, their mere prescence is enough to have consequences for others. They have bad mojo and being first level is not enough to protect them from paladins.
Again, this is just how I play it.
You make a good point with the summon monster ability too. I should probably just limit the level of "summon monster" spells they can use rather than getting rid of them outright.
That sounds like it would work. Something like "the summoner is considered to be 2 levels lower with respect to the summon monster sp"
Also, I would allow more than 1 eidolon out. This would allow flanking (and a sneak attack evolution). Plus some interesting tactics with transpostion.
Ideas - hivemind evolution or ability, allow eidolons with swallow whole to eat the others and gain thier remaining hit points. (this wouldn't count as destruction)
Now that I think about it, daleks do have a lot in common with Rovagug. I wonder if Davros has cleric levels?
Not being able to change EP means that you can only spend what you gain each level. Which is usually one. Is it your intent to lock out 2, 3, and 4 point evolutions?
I like the general idea of a "right eidolon for the right job", but you go to an awful lot of trouble to insure that doesn't happen. And in the meantime, the summoner can't rely upon monster summons because that is just *poof* gone. This is a problem if the eidolon dies because you can a) defend yourself with buff spells or b) spend 1 minute summoning eidolon B.
Also a normal summoner can change EP every level up, (an evolutionist) can do it more frequently. And add EP with the evolution spells.
Again, I like the idea, but I don't see it happening here.
The Black Bard wrote:
No. It does not bring me comfort. I weep for my lost sanity.