|Paizo Pathfinder® Paizo Games|
|About Paizo Messageboards News Paizo Blog Help/FAQ|
As the giver of the reward is a fey I'd go with a little mischief added to the personal reward. Like the thing does something cool (like the other's rewards) but makes the user's hair turn blue or something. Nothing that is too bad for the pc but that reminds him/her of what (s)he did.
As a side note: As you described the fey queen she sounded like a real jerk I could see some of my PCs have problems with, too. Perhaps you should talk to the player in question. Perhaps (s)he felt the same and just reacted according to the fey's behaviour.
How many combat feats are actually good? Good enough to compare to class features like Rage Powers? How wide a variety of abilities do they actually give you? And how many of the good feats are Fighter-only?
There are no real fighter only feats because all feats so called can be taken by a variety of other classes, as well. And not only obscure archetypes as is with getting rage powers without being a barbarian.
Depending on how low you want magic to be it is more or less difficult. The easiest path is to just increase all spell levels by 1. Meaning cantrips become level 1 spells and level 9 spells become epic no standard caster can cast. That leads to casters starting out with nothing but what are cantrips today.
It depends very much on the group's play style. If the group buffs in combat an option is to delay behind the buffer. That way you can at least get one buff without loosing a round of rage.For healing: Shield others pre combat and the healer heals himself. Or channel energy, which is no spell.
Marcus Robert Hosler wrote:
There is one that regenerates hp at a rate of one per hour or so which I have used. The cracked Pearly White Spindle.
For attacks it depends. It can make a full attack action (no move action) with one bite and two claws. All at full attack bonus and with the strength bonus applied to damage (+1 at 1st level)
For armor it has 10 base +1 natural armor (listed for the big cat)+3 (dex) = 14
It does have a separate pawn. Some groups play it with a shared initiative, some with a separate initiative.
the companion can learn tricks, later the druid can command it to use such tricks, for example Attack.
The lion starts out with:
Big cat wrote:
Modified by the 1st level column in the Table: Animal Companion Base Statistics under the link I've given.
It starts out with 2d8 hp plus con modifier, has a BAB of 0, 2 skills, 1 feat (from a special list under animal companions) and 1 trick.
Marcus Robert Hosler wrote:
That's the whole point of this discussion. Your side gives some abilities what the rules give them plus every thing you think it should logically do. While the other side just gives abilities what the rules give them and stay away from bringing logic into a fantasy world.
I'm really puzzled how hard it seems to be elsewhere to get gaming groups. When counting the last couple of years I had groups for PF, shadowrun, L5R, the WH40k games from FFG, Midgard (german system), 7th sea and would have had the opportunity to play WOD or others but declined.When looking at my whole gaming life I guess I played at least 50 different RPGs. As I had no group for some time I just joined my old pals (who were playing the traditional way around the table) via Skype. One place around the table. I could even see the battle-map and the other players, just not the GM, because he was sitting behind the camera.
The sad truth is that nearly every gaming system has a martial-magic disparity because nearly all of them assume that martials have to follow physics while the magic users don't.
For something else a sohei/urban barbarian might be good. Or a small sohei/hunter if ACG is allowed.
The first uses the rage to increase to hit or (via adaptive bow) to damage as needed when raging. The second one can ride his AC into battle when the terrain allows for that, gets to share teamwork feats with his pet and has some other nice stuff.
Edit: Forgot the alignment restriction on the first one. But Aasimar would work.
Just be glad its a female specimen or else you would have a harder time with preventing other bloodlines from being corrupted.
Side question: Would a paladin in such a case be allowed to smuggle bachelor snuff into the draconic sorcerer's body? If it was a male and he intended to be free with his love so to say?
The problem with this is that it encurages like "I use ray of frost to frees the wet flood to make it slippery." or "I pour water into the lock and cast ray of frost on it. When the water freezes its volume increases, cracking open the lock". Which have both things I actually read around here. And with that you can stop giving spells levels and limiting them per day. Why learn grease when ray of frost can do it?
1: The splatterman is a ghost, the lopper is, as far as I know, a wraith. The third, I could remember/find online.
2: We came upon the trial of the beast because we had the task to bring some books to Leppidstat. The woman we had to give the books to told us that she needs us to find out the truth about the beast and sh would pay us double she owed us if we were successful or nothing if we declinds. Not even what she owed us already for the books. No leads, just need for money have been our reason to help.
Being a little more clear:
About the genre:
Part 1: I liked this part except for tha fact that there were too few magical weapons and too many incorporeal foes. I could see myself GMing this first part as a standalone. But then I'd either replace the incorporeals with foes more sensible for a low level module or use other ways to make sure every player has a chance to contribute.
Part 2: I did not like that fact that the group was forced to abandon the search for the whispering way to help some construct. We got no roleplaying incentive to help except being offered money and the fact that he/it might be innocent. Very much NOT reason enough to stop persuing an undead cult that endangers more than a single life/soul.
Part 3: Again no reason given to go to the castle except for the beast having invited us. The search for the whispering way seemed altogether forgoten. The party was very much too low on cash and equipment, about WBL for level 2-3 at level 6, when we had to fight stuff like rust monsters that destroyed the only magic armor our party had.
Off the top of my head:Havoc of the society trait, liquid ice as power component, point blank shot, flagbearer in addition to being a crossblooded sorc. Orc and a second one which I do not remember.
And if your GM allows it take the mindlessly cruel (orc) trait. Either through adopted or through having the orc subtype through the bloodline.
Edit: Here is the thread about it.
So you would allow a water elemental (or druid in the form of one) to akt as a source for drinking water?
Or to irrigate a field?
at least some elementals have a language listed. And without the "understand only" some magical beasts have. And the general rule is that if you (your form) can talk you can speak every language you know.
Sean K Reynolds wrote:
My only problem with this is that they are not using this in the rules. By this the sanguine blooded sorc drinking blood to heal himself should be an evil act. But it doesn't have the evil descriptor that other similar abilities have.And yes, it should be no different with a dragon's blood. But remember: Doing a little evil act now and then will not change your alignment.
/offtopic: I'm always amused by the above quote because I happen to know someone named Rolf.
It has its drawbacks, yes. But calling it a trap is a bit strong imo.Just yesterday we had a fight where superstition could have killed my pc but I'd still always take it again, because there are more fights in which it saves my behind.
How do you want to get a real consensus if only those who liked the AP well enough to play it to the end are allowed to vote?
I for my part was a player in CC and left the group because, for me, the AP sucked. so for me the fun factor was 1/10.
2) until I left in book 3 there was no central theme apparent. First you hunt the whispering way, then you suddenly forget that to help the beast...
4)the hardest part of book 1 was sitting around several fights because of multiple incorporeals and only one magic weapon for the party.
Good to see that fighters can get something akin to pounce, too. But I don't see what this has in common with my statement that there are more different ways to buiold a barbarian than there are to build a fighter.
Is it possible, that you missread my posting? It was not about charging but changing.
To be fair, dropping Beast Totem for Spirit lowers the AC something fierce. Even moar damage though.
I just wanted to show that there are more ways you can go. Ways that are not open to the fighter. No feats let you change your pc that much like some rage powers.
But the one time I tired a spirit totem barbarian we had to fight a special tribe of lizardmen immune to negative energy and healed a little by it.
Build a dwarven inquisitor. You will not get trapfinding but you get lots of skills, good perception, bonuses to perception to notice traps in stone walls or floors as well as good saves vs some sorts of traps.
Ok how about if blinded etc would I just move 10' a round full stop? Is there any ruling for it?
I guess you could do a double move. But I'm not sure how your speed would be calculated in that case. i.e. is it two separate move actions for 10ft twice or is it one move for 25ft?
Insain Dragoon wrote:
And on top of that the barbarian can choose class abilities that let him get more use out of charisma, should you want to play a charismatic leader guy. (the spirit totem line and the rage power that lets you intimidate as move action for example) meaning that the barbarian class is more versatile than the fighter class, too. (If you go by base class without archetypes)
But one thing the fighter has going for him: He can take a trait to up his armor by 1, evening out the armor value in the first comparison. No such trait for the barbarian.
And we still have no ruling on how to treat non item buffs that grant an int bonus for longer than 24h. Like an extended threefold aspect.
If you cast this every other day, you always have one day when it is a temp buff and a second when it is a permanent buff.
Ricardo Pennacchia wrote:
If you use con or con +2xBAB then it is impossible to wound a level 1 char without killing him and it's even close for a level 2 one. The result would be that you can hit a low level pc, bringing him below zero and he's unwounded but the high level pc can be hit that bare nicks his hp but wounds him.Because of that I'd rather take con bonus instead of con but perhaps BABx3 instead of x2
K177Y C47 wrote:
For our games it will, most likely, replace rogue and fighter. But not the ranger.
I don't have my playtest document with me so I'm doing this from memory.
Example for a Dwarf Slayer:
I think PFS uses 20 point buy, right?
1st level Dwarf slayer
Alternate racial trait:
Weapons of choice:
So right now the differences between fighter and slayer are: One less feat, one more good save, two more special abilities, four more skill points, no heavy armor.
At second level we choose ranger combat style weapon and shield to get TWF.
The differences remain the same except that we could ignore the prerequisites for our 2nd level bonus feat and we missed out on bravery. Let's say that evens out track, which most dwarves will rarely use.
At third level we get sneak attack instead of armor training. While sneak attack is not what we are looking for it sometimes helps deal damage and as a dwarf we get little from armor training because we are slow and steady.
At fourth level we get our next slayer talent. Up until now the best fitting might be combat trick to get a bonus combat feat, same as the fighter. We can't choose weapon spec, but instead of getting +2 damage with one weapon we get +1 hit and +1 damage with all weapons just by using favoured target.
At fifth level your favoured target increases to +2 and you can have it active on two targets. We miss out on weapon training.
I left out the standard feats, because every char gets those.
All in all the slayer can be played and fluffed just as a fighter. He can't use heavy armor if he wants to use a ranger combat style (thanks to Imbicatus for pointing out) and you don't get armor training, weapon spec and weapon training. But you (in my opinion) more than make up for the loss through what you get instead.
With the ACG we will see some archetypes so we might even get something that's even better at being a dwarf man at arms.
Edit: Just to note it, until at level 5 he gets his earth elemental, the stone lord paladin can be seen as a rather stereotypical dwarf warrior, too.
Urban ranger, slayer, ninja, urban barbarian
The problem with gorum, while allowing you to take that nice trait, is that he gives a two-handed favoured weapon and as such you'd still not have a good one-handed weapon for sword and board.
On the other hand there ARE some simple one-handed weapons that can be used. The morning star for example.
For stats I'd go str > con = wis > int > dex > cha
Half-Orc Gorumite Inquisitor:
Going half-orc would allow you to use longswords through the city raised alternate race trait, would give you a bite attack through toothy and, if you like it as much as I do, endurance through shaman's apprentice. You are steel, you don't want to take off your armor at night, do you?
Without dumping you could have: STR: 18 DEX: 12 CON: 14 INT: 13 WIS: 14 CHA: 10