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Xaaon of Korvosa's page

1,350 posts. Alias of Xaaon of Xen'Drik.

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I'd chalk it up to Judges fiat, the more I read the comments, the more I realize how close I was. Next year I will make it.


Good progression Wicht, good luck with next years, hope we both make it to top 32!


Steven T. Helt wrote:

I also am 0-5, and have sometimes struggled to understand why x items make it and none of mine have. I'm sure I am not alone in that. Having said, that, I spent a lot of time trying to fix a flawed item for this year's contest, and felt less confident about the one I submitted than in previous years. I acknowledge I struggle with sexy ideas that have complicated mechanical implications. I tried to simplify the mold and......still didn't make the keep folder. Better luck next year, unless someone wants me to write a fat adventure, alignment supplement, or another monster book for them. Hint.

2008: prescience pillow A soft pillow that offered prophetic dreams once per week about upcoming dangers. In a year full of augury items. Was called good but not good enough, and received criticism for making more work for the GM.

2009: spell-share bracelets Came as a matching set
of 3 or 4. When the wearer of one bracelet cast a spell targeting himself, the other wearers within 30 feet also received the benefit of that spell. Don't recall getting feedback on it. I did think it was a little power-gamey, but we were still writing for 3.5 and the game had a lot of power creep.

2010: boots of can't remember their name Allowed wearer to stand and walk on water without penalty. Also, allowed wearer to stand on the underside of the water's surface for hiding or ambushes or whatnot, and flip back to the surface of the water. Maybe my most popular item with judges so far - was told it was good but not good enough, and probably would have made the cut if the boots allowed water breathing, which was one judge's (Sean's?) main gripe.

2011: scabbard of false peace Had a deceptive peace bond so that no one could draw the weapon but the wearer. Allowed the owner to summon the weapon and scabbard from a remote location once per day. Docked because players don't really allow their weapons to be confiscated that often, so players wouldn't get excited about it.

2012: ape-reach...

I almost did a gauntlet reach type item this year also...reading the feedback from the people who made top32, I wonder if my item had made the keep pile if that would have done it.


Tempest of Abendego 2012:

Tempest of Abendego
Aura moderate abjuration and evocation; CL 9th
Slot neck; Price 77,900gp; Weight 1 lb.

Description
This is a large deep blue opal pendant in an adamantine setting with seven mithral Azlanti glyphs. Tiny mithral wires crisscross the face of the gemstone connecting to minuscule platinum coils beneath each glyph. When viewed closely, the dark swirling clouds of a tempest can be seen brimming within.

The wearer is constantly surrounded by moderate winds. The wearer is never checked by, or blown away by, winds of hurricane strength or less, and ranged attack rolls suffer a -2 penalty. This effect may be suppressed at will.

The wearer may, upon command, surround himself in a cloak of winds, up to three times per day. While a cloak of winds is active, as an immediate action, the wearer may draw on the power of the storm within for one of the following effects. The user may either call a bolt of lightning from the amulet as lightning bolt for 3d10 damage (up to 9 bolts per day), or gust of wind up to three times per day. The wearer may choose to be pushed or lifted by the gust of wind, making a move of up to 60 feet in a straight line in any direction.

Construction
Requirements Craft Wondrous Item, call lightning storm, cloak of winds, gust of wind Cost 38,950gp


Judging by what they said during judging, they didn't get that the reason the bolts are 3d10 is because they're from the call lightning storm, the reason I use them as lightning bolts that do more damage is because they're being channeled through the amulet from the Eye of Abendego. I know I need to throttle back on the number of abilities.

Rings of the Master 2011:

Rings of the Master
Aura faint abjuration, necromancy, and transmutation; CL 5th
Slot wrist; Price 41,500 gp; Weight 5 lbs.
Description This set of ten mithral rings is engraved with mystical Tian characters. Mundane versions are known as chi sau rings, which are used in the monasteries of Tian Xia to condition the body through hours of form training; gaining power and speed from the extra weight on the arms.
A wearer that has the Deflect Arrows feat may avoid two ranged attacks per round, instead of the standard one per round. He also gains the ability to deflect magical rays by making a DC20 reflex save, once per round, in lieu of deflecting normal missile weapons.
Once per day, as a standard action, the wearer may use 2 points of ki to activate his inner reserves, gaining 10 temporary hit points for a duration of 10 minutes.
Due to the mithral construction of the rings, unarmed attacks are considered silver for purposes of bypassing damage reduction.
Construction
Requirements Craft Wondrous Item, entropic shield, false life, haste Cost 20,750gp

Perhaps a better name would have helped...

The year before I entered this....lost formatting since I had to pull it from the archives.

Ghostfire Torch 2010:
Ghostfire Torch

Aura moderate abjuration; CL 9th

Slot -; Price 1,800 gp; Weight 1 lb.

Description

This polished birch torch flares to life with a pale green incorporeal flame when lit. Within the 20 foot bright illumination radius of the torch incorporeal creatures become almost corporeal. This near corporeal state negates movement through solid objects and their attacks do not surpass natural armor, armor and shields. In addition they lose their 50% reduction in damage from corporeal sources and they may be affected by normal weapons. Within the 40 foot dim illumination radius of the torch, incorporeal creatures are reduced to 25% reduction in damage from corporeal sources, but maintain the rest of their incorporeal abilities. Once lit the torch quickly burns out, only lasting for 10 minutes.

Construction

Requirements Craft Wondrous Item, dimensional anchor, ability to channel positive energy Cost 900

it was pretty similar to the Torch of Solidity from the previous year's top 32. And...(Clark said:We all unanimously felt that this is waaaay too cheap for which it does - which is totally cripples every incorporeal creature - even with the time limit. It's also just way too powerful, making some of the trickier creatures in the game pretty much pushovers for any character and severely hampered in their ability to deal out damage. Any group would be fools not to have a few of these with them at all times.

Wes made a good point in another item that some design like players, some like fanbois and some like professional designers. This is designing like a player. If you make something everyone in the world has to have you need to step back and ask if you are making the right design choices. Wondrous items are limited.)

Weird because I'm a GM 99% of the time...

I will continue trying, I know I have good ideas, I know how to tweak the game rules, I can be creative, I just need to do all of it at once to make it superstar...I wish for once I could make it past the first round, because I truly believe this is the hardest design challenge. [Though monsters can be tough as well, since it's difficult to design something brand new in the realm of monsters.]


i was toying around with a dex based to hit system that had built in DR. Dex added to the To Hit, but Str added to DMG, surpassing the AC avoided the DR. So if you're accurate you can get around the DR, point for point. If you're not super accurate, you power through it...if you can hit.

Makes for more balanced characters.

Also consider adding base reflex saves to the AC. Should work quite well for E6.


Neil Spicer wrote:
Xaaon of Korvosa wrote:
Tempest of Abendego

Spoiler:

*The whole "surrounded by moderate winds" is straight out of the cloak of winds description, but they tried to tweak it to avoid SIAC territory by saying it holds up against hurricane-force winds as well. Then, they nerfed the penalty to ranged attacks by lowering it from -4 to -2.

*Then, they're giving you an actual cloak of winds ability up to 3 times/day. I'm not sure how long it lasts (unlimited?), but then you get to call out a couple more SIAC effects with a 3d10 lightning bolt (again, to make it "different" than the spell) and a gust of wind that can speed their movement (again so it's different).

*It seems to me that this designer had three very specific spell effects in mind. They then worried (rightly so) that they'd be dinged for SIAC. And then they made all sorts of adjustments to the spells so they'd operate a bit differently. I get their reasoning. I'm just kind of annoyed by it.

*Here's what I perceive, though. This designer really wants in the competition. They did their homework in reading about the auto-reject advice. They've worked hard on the presentation stuff (which is nearly perfect--still need a space between "gp" and the price/cost numbers). They've got a decent name by tying it to Golarion lore with the whole Eye of Abendego. I'm not sure if their pricing is spot-on, but with a number that specific, I'm sure they obsessed and worried over it. So, the real question is, given all that, is it worth rewarding this designer with an opportunity to prove their stuff in the actual competition? Or, is this item still viewed as too much of a SIAC or lacking in innovation to hold them back another year?

*I don't know. At the very least, I think we can move this to the Keep pile and give them hope by acknowledging their work paid off enough to get them there. But what I'd really like to see is some greater creativity and innovation. Show us something this item can do without...

Thanks for the feedback, great feedback, and now I know what to really avoid next year. I knew it was probably too many little SIACs.


Phloid wrote:

I've entered this contest all five years and have never made the top 32. I am really a pretty good writer, super creative, and a heck of a DM (so I'm told), but I just can't seem to crack the first barrier. Is anyone else in the same boat?

Maybe, if you have all five of your submissions, they can be posted here. Or summarize if you don't have them. If you didn't submit three or more years please don't post. Otherwise mark them with the year you submitted in the same post.

I'll try to dig mine up this weekend.

Good luck next year.

I have been at it all 5 years as well, first year I dropped a stinker of course, but we had no guidelines other than 3.5 books. My closest so far was my ghostfire torch....I'll keep trying.


I have a feeling this year I went too big, and it was still too SAIC...but I'd like feedback anyway. I had a theme in mind and I just kept adding, which added more to the price....

Tempest of Abendego
Aura moderate abjuration and evocation; CL 9th
Slot neck; Price 77,900gp; Weight 1 lb.

Description
This is a large deep blue opal pendant in an adamantine setting with seven mithral Azlanti glyphs. Tiny mithral wires crisscross the face of the gemstone connecting to minuscule platinum coils beneath each glyph. When viewed closely, the dark swirling clouds of a tempest can be seen brimming within.

The wearer is constantly surrounded by moderate winds. The wearer is never checked by, or blown away by, winds of hurricane strength or less, and ranged attack rolls suffer a -2 penalty. This effect may be suppressed at will.

The wearer may, upon command, surround himself in a cloak of winds, up to three times per day. While a cloak of winds is active, as an immediate action, the wearer may draw on the power of the storm within for one of the following effects. The user may either call a bolt of lightning from the amulet as lightning bolt for 3d10 damage (up to 9 bolts per day), or gust of wind up to three times per day. The wearer may choose to be pushed or lifted by the gust of wind, making a move of up to 60 feet in a straight line in any direction.

Construction
Requirements Craft Wondrous Item, call lightning storm, cloak of winds, gust of wind Cost 38,950gp


This is basically a reworked Tankard of the Drunken Hero from the Pathfinder Chronicles - Gods and Magic. Pg 61. It's like a Cup of the Almost Drunk Kinda Heroic Guy...


Beckett wrote:
Darkvision is nice, but it's not as great as it seems if you understand Low-Light Vision, which is more common. With Low-Light vision, if there is even starlight out, you see as bright as day and in color. Darkvision allows you to see in pitch black, but how common is that really?

darkvision can see through a darkness spell...derro casting darkness in the Curse of the Crimson Throne Only averted TPK by the dwarf being able to see the derro...


Catfolk Wizard with a mouse familiar....

Catfolk who contracts lycanthropy from a Wererat....

Catfolk Bard...Wait I played one of those in Everquest, Kakophonyx Katerwaul...

Catfolk Shadowdancer

Catfolk Monk

Catfolk Druid, Ranger or Cavalier riding a Dire Lion...or Celestial Lion.


One of my kids loves playing Catfolk, I actually let him play a Tibbit, now I'm sure he's going to want to play a catfolk. The Advanced Race Guide should probably have more info when it comes out!


Squawk Featherbeak wrote:

So I compiled the ones that I like in this list. link

There are some rules that I like that I didn't post, mainly because I thought they were confusing.

Ouch, not a single one of mine made it...I feel left out...heh.


Evil Genius Prime wrote:

A second edition of Pathfinder right now, would alienate me. I know I'm not the only one who feels this way. Lets wait another 5 years or so, and then talk about it.

I am the 99%!

And then take community feedback as to what is broken, and what absolutely needs to be fixed, and what can be bandaged.

Community feedback with examples for instance.


Sleet Storm wrote:
Is 5ed already that close? I thought its just a rumor until now.

It became official last week.


master arminas wrote:

Spoiler:
1. I don't allow any archtypes.

2. Alchemists, magi, summoners, oracles, gunslingers, and inquisitors don't exist. They are figments of your imagination. Witches are only allowed with my express permission.

3. Feats and spells not in the Core Rulebook are allowed only with my express permission.

4. Races not in the Core Rulebook are allowed only with my express permission.

5. 20- or 25- point buy is used to create characters. Unless the character has a negative racial modifier, no starting ability score can be less than 10.

6. The only favored class bonuses are skill points or hit points.

7. Sleeping in armor (even chain shirts or studded leather) is not a healthy activity. If you do so anyway, then you do not regain hit points for resting AND you are fatigued the following day. You can sleep in leather or padded armor.

8. Swimming in full plate armor (or carrying a heavy load) is contraindicated as hazardous to your health. Take a -1 penalty on Swim checks (in addition to ACP) for every 10 lbs. of armor, weapons, and equipment you are carrying and/or wearing.

9. The following class conversions and/or revisions are allowed in my game and may be chosen by any player.

warlock

assassin

warmage

monk

swashbuckler

soulknife

hexblade

psion aka mind mage

This is only a partial list of my house rules. But when...


So basically you're running a 3.5P game...


6 months to s year is pretty fast, that would require weekly sessions of 6+ hours I would guess. For most it would probably be 1-2 years.


How about the saddle instantly brings a live animal to an undead state when it is killed....say in battle. Now the animal continues to fight one and you're not steedless in battle. Especially useful if say flying a griffon...


Squawk Featherbeak wrote:

Xaaon, I went ahead and did the calculations for you.

with d20, there is a 5% chance to get a 20, a 10% chance to get 19 or higher, etc.

with 2d10, criticals are as follows.

(d20 equivalent) closest percentile= new equation range
(20) 6%= 18-20
(19, or 20 keen) 10%= 17-20
(18) 15%= 16-20
(19 keen) 21%= 15-20
(18 keen) 28%= 14-20

a natural 1 on a d20 is equivalent to getting a 1-3 on a 2d10

yeah, I've done the calculations, I just need to extensively playtest it before I make it a solid house rule.

I actually wrote I about it on my blog, with the full calculations heh.


Here's one, ask your players how their characters know about those items....

In Game knowledge?

Knowledge checks ftw!

If they want to take teh craft feats, make them have to roll to see if they know about those, or maybe they'll have to research it. (part of the research cost could be re-couped as being part of the cost to create items.)

Once they know about a let's say, a "soulstealer weapon" they might need an exotic item to complete it. Perhaps they need the essence of a wraith to complete it.

This is all old school of course, like when you needed to carry bat guano around to cast fireball...I personally LOVED that style of game play. I made spell books for my characters complete with spells I had failed to learn.


Squeatus wrote:
Montana MacAilbert wrote:
As for alignment as an objective force, I disagree. It causes more rules arguments than anything else and is played differently at every gaming table, and is therefore pretty clearly subjective.

...in a world derived from a game system where places like "The Temple of Elemental Evil" existed.

Law/Chaos Good/Evil are most certainly forces in this game, as much as Paladins are Lawful Good.

From what I gather, Paladins in your game should include all class features, no roleplay restrictions, and smite <no alignment needed>. That pretty much cover it?

I personally like the idea Jacobs provided, which is that Paladins should be a prestige class and nobody's "right" to play in the first place. That solves a lot of "Lawful Douche" issues.

A prestige class for Cleric or Fighter?

If a paladin starts murdering monster babies, he better be prepared to atone, that's all I have to say in my games.


This all could be easily settled with archetypes.

The first thing that would change would be the alignment

Champion of Shelyn (Paladin archetype)

Alignment Restriction: A Champion of Shelyn must be of Neutral Good alignment.

After that you go through the powers, determine what stays and what goes.

There could be a Champion archetype for each god. Lawful Neutral and Chaotic Neutral might smite chaotic/lawful respectively.

Some gods could possibly smite something else based upon their god's portfolios. A Champion of Nethys might be an arcane caster instead, that has spell resistance instead of smite.

The beauty of archetypes is endless.


mdt wrote:

Just another note to toss on the fire.

Killing everything with an evil aura can be an evil act.

Janus, the Human Cleric, worships Sevarious, a Lawful Evil god of revenge, in his aspect as justice bringer. Janus works as a bounty hunter, tracking down those who have prices on their head and returning them for the bounty.

Dumbly DidWrong, the bumbling Paladin, comes across Janus tying up a pair of women in the woods. He casts Detect Evil on Janus, and BING, Evildar goes off. Dumbly races out and attacks Janus from behind and kills him (the women had hurt him bad before he caught them). Janus, who is not evil, and is in fact lawful, is dead.

Dumbly frees the women (who are hags in disguise) and they thank him and leave to go eat the children they had tied up back in their cave before they cackle off into the sunset.

A) Dumbly has killed a non-evil agent of the law, performing a lawful deed (taking the hags in for hanging).
B) Dumbly has freed two hags to go kill more innocent victims.

I submit that Dumbly has committed TWO evil acts (three if you count the hags as one evil deed each on being freed).

All because he attacked something that pinged Evil without confirming what was going on. Maybe Dumbly should have bought a phylactery.

Oh I love this one...What a great example!


Montana MacAilbert wrote:
Azten wrote:
Montana MacAilbert wrote:
plenty of GMs love to throw difficult moral situations (the classic law or good decision especially) at the Paladin or cause the Paladin to fall over stupid stuff.
This is a problem with the GM, not the Paladin.
It's still an issue for SOME people who play Paladins.

There, I fixed it for you...

I have played paladins and they don't go all lawful stupid, I usually tailor the code of conduct to the deity I follow, a paladin of Iomedae is much different than a Paladin of Shelyn. Where the Paladin of Iomedae would be more about carrying out justice, Shelyn's Paladin would be about the goodness, the lawful part being the solemn vow they gave to Shelyn to carry out good acts in her name.

Too many people do evil acts in the disguise of good.

Murdering an innocent in a city without due process is not Lawful; no matter how evil that person was. However tracking down that criminal after he flees the city and bringing him to justice outside the laws of a city is just fine, though he should probably have any bounty rewards donated to the victims and their families.

I had a paladin who got hold of a helm of opposite alignment once...
"Do you want to change or shall I punish you for your crimes?"


I'm working some house rules up to do away with the d20. Using 2d10 instead, as you use 2d10, you at least have some semblance of a curve. This of course causes an issue with criticals, which is what I'm working out. Notably, that 15+ criticals happen 21% of the time to the 1% chance of the natural 20 critical. (no confirmation rolls) This gives an average roll of 11, instead of 10.5.

Criticals automatically cause max normal damage, plus roll the dice.

Knowledge (local) and Perception are class skills for all classes.

All classes have a minimum of 4+Int skill points (bump 4+ classes to 5+)
Yes, I like skills.

A class skill may be used even at 0 ranks but without the +3 trained bonus. (this is to off-set the x4 skill points from 3.5. With this house rule you can still use all your class skills, without having to worry about whether to focus on only 4 or 5 of them.)

My fumbles work this way, when you fumble, you provoke an AoO. Characters with multiple attacks must fumble all the attacks with a single hand to fumble. So a TWF fighter would usually fumble more than a 1H fighter.

Double ones on a skill check (using 2d10 mind you) is an automatic failure...[that's a 1% chance]

I'm borrowing something from the Dr. Who RPG also,
if you completely fail (5 or more)you fail "AND" something bad happens You failed to open the lock and broke your picks
if you fail a skill check by 1 or 2, you fail, "but" something beneficial happens. perhaps you partially succeeded on the lock, which would allow a second chance with a +2 bonus
If you just succeed "you succeed" "but" something bad happens.you unlock the chest but you broke your lockpicks.)
If you totally succeed (by 5 or more) you succeed "AND" something amazing happens. you disarmed the trap, AND gain an insight into the traps of this manufacture, giving a +2 competence bonus to all disable trap checks in this dungeon


Ah, is he "The Magekiller" bounty hunter, who brings down the wizards of the world when they get out of hand...for the right price...


Darkwing Duck wrote:
Xaaon of Korvosa wrote:


I don't know why you need to make melee classes more attractive, people who want to play melee classes play melee classes, I've never had an issue with everyone wanting to play a caster, in fact a lot of times I'm lacking arcane casters more than melees.

Know what fighter players call "social encounters"? "The time I'm useless and should make a Taco Bell run".

Maybe some people like to be useful only during combat. Many people don't ever want to feel like a wall flower. Not only that but because they don't want to feel like a wall flower, they may actively work to prevent social encounters (ie. "she's handing out muffins? I attack her with my ax!")

I have been advocating 4+Int skill points for all the 2+Int classes since Alpha. That's a left-over flaw in the system. However, Fighters have enough feats to be able to take feats that allow them to do more out of combat, plus since they're not a MAD class, they don't NEED to dump CHA.

A Fighter can be the face if they want. Having weapon familiarity means they don't NEED a 20 Str at 1st level.

It's about choices, and most of the time people get too caught up in optimizing their characters and less about creating nice rounded characters, that can do more than sword a sword "reelz guud."


Maligor:

I had a defensive reply all typed out, but I'm not going to get into a hostile or defensive discourse with you in open forums. If you'd like to contact me and have a civil discussion contact me at EpicRPGBlog@gmail

My first reply in this thread was my answer, I wouldn't make wholesale changes to the classes.

However I do have ideas but they don't have to deal with classes, but with making weapon specialization and focus be more than +1 to hit or damage. For example Weapon focus would give you access to a weapon mastery trick. Weapon Focus (Flail) would let you choose from several abilities, such as Disarm +2, Bell Ringer, etc. But Greater Weapon Focus (Flail) Plus Weapon Specialization (Flail) Might let you choose from more specialized tricks like critical stun, trip +4, disarm +4 etc.

I haven't touched my original idea since Ultimate Combat came out, so I might actually make changes to it now..

I don't know why you need to make melee classes more attractive, people who want to play melee classes play melee classes, I've never had an issue with everyone wanting to play a caster, in fact a lot of times I'm lacking arcane casters more than melees.


bigkilla wrote:

A cleric does not need to be aligned to any god, you could just pick 2 domains that you think would befit Aroden and call him/her a priest of Aroden.

Domains: A cleric’s deity inf luences her alignment, what
magic she can perform, her values, and how others see her.
A cleric chooses two domains from among those belonging
to her deity. A cleric can select an alignment domain
(Chaos, Evil, Good, or Law) only if her alignment matches
that domain. If a cleric is not devoted to a particular deity,
she still selects two domains to represent her spiritual
inclinations and abilities (subject to GM approval)
. The
restriction on alignment domains still applies.

Also having no deity means you have no favored weapon...including spells that enhance your deity's favored weapon...


Malignor wrote:
Xaaon of Korvosa wrote:
Malignor wrote:

My solution:

...

I would embrace that level 13+ is the realm of super humans, 6+ is the realm of superior normal humans...Special Forces, Martial Arts masters, and ancient warriors that trained 10 or more hours per day.

Lemme get this straight..So rogues would have 16d6 sneak attack at level 20??? EACH ATTACK...Can I please make a bow rogue in your game??? 80d6 damage just from sneak attacks in 1 round...yeah that's balanced...

You do realize that
casters RUN OUT OF SPELLS??
Casters can be interrupted
Casters can be silenced
Casters can be deafened

Meta magic items are only useable 3 times per day and meta magic spells that counter these generally have to be prepared ahead of time.

That only averages out to around 300-ish damage. A 20th level paladin, barbarian or fighter can eclipse that without having to hide, every round. Your rogue still has to hide. A Caster can deliver than much damage to an enemy force by level 10, about as many times per day as a rogue can (thanks to the complications of delivering SA). This isn't putting the Rogue at OverPowered, it's dragging it out from UnderPowered.

Casters don't run out of spells so easily in the higher levels. We're talking about higher levels.
Casters can do many things a non-caster could never dream of doing without specialized gear (which casters can also get).
Every caster I've played has laughed at things like being silenced or interrupted. Oftentimes a 5' step can thwart many anti-casting measures. The rest are handled by choosing your spell list carefully and thinking ahead.

1. rogues don't need to hide to be able to sneak attack...the other just needs to be denied their DEX bonus or flanked.

2. bleed damage on 16d sneak attack is 16??? ouch...talk about bleeding out.

3. You run your game your way...I'll run mine using mostly rules as written. Pathfinder as it is written is the least amount of house rules I've ever needed since I started in 1983.


Malignor wrote:
My solution:
  • Give martials theme-consistent abilities which add versatility.
  • Embrace, via the mechanics, that level 6+ is the realm of superhumans.
So, that said...
All classes with no spell progression get +1 stat point at double the normal rate (1 per even level), from levels 7-12. Low magic hybrids (such as Paladins and Rangers) start this at level 12.

All classes with no spell progression get +1 stat point every level, from levels 13+. Low magic hybrids (such as Paladins and Rangers) don't get this.

Here's what I'd also give to fighters and rogues, as examples.
I'd also give to Barbarians and Monks and Cavaliers, and a bit of something to Rangers and Paladins.

Fighter
From levels 7-12, get 1 combat feat per level. Odd numbered levels give feats with no feat prereqs. Even numbered levels give feats with feat prereqs. This ensures the Fighter will have almost all the first feats in every combat feat tree, and also have specialization in one or more feat trees.
From levels 13+, get 2 combat feats per level with none of the above restrictions.

Rogue
From levels 7+, Sneak Attack goes up +1d6 per level.
From levels 13+, get a rogue trait per level. Advanced rogue traits are only available on even-numbered levels.
From level 8+ and every even level, select a feat whose only benefit is a bonus to skills.
At level 7 select a combat style from: Steal, Dirty Tricks, Feint, Gang-up, Betrayal. Each provides a feat at levels 7, 10, and 13. When using these combat style feats, treat BAB and CMB from Rogue levels as if they were full BAB instead of 3/4.

I would embrace that level 13+ is the realm of super humans, 6+ is the realm of superior normal humans...Special Forces, Martial Arts masters, and ancient warriors that trained 10 or more hours per day.

Lemme get this straight..So rogues would have 16d6 sneak attack at level 20??? EACH ATTACK...Can I please make a bow rogue in your game??? 80d6 damage just from sneak attacks in 1 round...yeah that's balanced...

You do realize that
casters RUN OUT OF SPELLS??
Casters can be interrupted
Casters can be silenced
Casters can be deafened

Meta magic items are only useable 3 times per day and meta magic spells that counter these generally have to be prepared ahead of time.


I wouldn't. (except for changing the skills, I would increase skill points all around, more skills the better.)

Pathfinder and D&D in general are meant to be played as a cooperative group game. Wizards in the OD&D editions had 1-4 HP at first level and hit dice stopped before you got to those final 3 spell levels, so it took effort and lots of luck to reach those upper levels. They were all powerful back then because of said frailty. A Wizard's defense was making sure nothing lived long enough to damage him. A Wizard could 2 shot a dragon in 1e. Not at all likely now, since dragons have huge saves, hit points, and armor classes.


More and more the design of this game sounds less and less something I want to play. But considering my life, perhaps that's for the best, between freelance work, my blog and family, I don't have massive amounts of time these days.


Aelryinth wrote:

you don't have to nerf the spellcasters much, you just have to nerf the spells.

Remember, PF is an evolution of 3E, which was an evolution from 1 and 2E.

Casters received HUGE buff-ups from those additions, and Fighters received MAJOR nerfage.

If you want to equalize things, you have to hit both ends, and ignore the whining of the no longer uber casters.

It's noteworthy that wizard-lovers clamp up when the subject of 2e->3E buffing comes up. Casters didn't suffer in the earlier editions, but man, did they do well in 3E.

==Aelryinth

Wrong, hit point damage from spells has remained the same or gone down since 1st edition, as maximums have been instituted. Magic missiles did 1d4+level up to 10 missiles if I remember correctly without my 1e books with me.

Monster hit dice/hit points have gone WAY up. Dragons that had 120hp in 1E, now have 400+ hit points.

Save or die spells have been nerfed.

The damage that melee fighters can do has steadily increased, remember a fighter in 1e, with an 18/00 strength did +6 damage, only male human fighters could have an 18/00 strength if memory serves. Only fighters got 2 attacks per round. Today they can do 4 or more attacks have a 24 str power attacking, for a whopping +14 damage.


Also visit SSDC.com, they are currently in a revision phase, so they're going down the list of changes monthly on their blog.


Oh here's an idea, For players with black marks, they get a bad reputation score, the only way to log out is at an inn or your own fortification. The more black marks you have the more money it costs to stay at the inn, because no one likes you...Now, having a high disguise skill might help there as well...also this would prevent Charisma dump stating if the game is played that way.

Reputation Feedback in PvP could be handled anytime someone initiaites combat with a LOWER level combatant. Initiating combat with higher level combatants would not suffer the reputation penalty, and might actually make your rep go up. If you are attacked by lower levels you could defend yourself without repercussion as well.

Edit: With an appropriate knowledge roll, other players would be able to find out who a fortress belongs to, and what their reputation is...Camping a bad guys fortress...also one you reach a reputation low enough for a bounty, there would be no repercussions from killing you...no matter what level you are...thus high level bounty hunters can cash in on your evil ways...(and you would have your rep lowered slightly by your head being collected.)


A Man In Black wrote:
Alouicious wrote:
People keep bringing up the hypothetical "GM" in reference to this game, and I honestly want to know, how in the blue hell does anyone expect a GMing mechanic to work in an MMO?
The same way it works in every other MMO. When someone is exploiting a bug, harassing other players, griefing, or otherwise violating the terms of service of the game, you put in a ticket. GMs go down the ticket queue, investigate each one, and mete out a response as necessary.

I was griefed by a notorious hacking gnome in Everquest that stayed at level 14 to attack the noobs, he would always log off for a couple days before any tickets were resolved. Over and over this one player did this for well over two years...

Disappearing while running away was definitely not one of the powers...


Maxximilius wrote:
Xaaon of Korvosa wrote:

Don't forget Crusader's Flurry feat...letting you flurry with a 2H weapon...if you follow the right god...

I really just want a monk that can use a short sword/light shield, like real life Shaolin Monks, without losing their bonuses....

Wielding a 2HW has no impact on flurry, you only deal your strength modifier, not 1/1-2 times your Str modifier.

Sorry, 2 handed reach weapon, such as a glaive.


Don't forget Crusader's Flurry feat...letting you flurry with a 2H weapon...if you follow the right god...

I really just want a monk that can use a short sword/light shield, like real life Shaolin Monks, without losing their bonuses....


Remember a rogue doesn't only sneak attack when flanking, they can also sneak attack anytime their opponent is denied DEX bonus...

PFSRD wrote:
The rogue's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target.
PFSRD wrote:

Cross Narrow Surfaces/Uneven Ground

First, you can use Acrobatics to move on narrow surfaces and uneven ground without falling. A successful check allows you to move at half speed across such surfaces—only one check is needed per round. Use the following table to determine the base DC, which is then modified by the Acrobatics skill modifiers noted below. While you are using Acrobatics in this way, you are considered flat-footed and lose your Dexterity bonus to your AC (if any). If you take damage while using Acrobatics, you must immediately make another Acrobatics check at the same DC to avoid falling or being knocked prone.

Spells such as grease can cause checks that make cause enemies to lose Dex Bonus while moving through the grease...at Half speed...if they don't move they're not flat footed, but, then they're not closing either.

Also Blinded, and stunned creatures lose their Dex bonus.

If you have a rogue with a high UMD, a grease wand or glitterdust wand can really make a difference for them, or a multiclass sorc/rogue. How about a first turn ranged true strike sneak attack? Take the feat that lets you sneak attack from greater than 30feet and you're golden.

Is it as powerful as some of the others? Nope, but it sure can be fun, and the game is about having fun...well except for the people trying to WIN!


It's amazing, many of the 3PP are the same professionals who freelance for Pathfinder...

Perhaps others like their stuff because it's based upon their specific campaign world. S&S had some very cool ideas in their line of 3E books, just not everything was balanced...

Monte Cook's work from 3.5's experimental and eldritch lines have inspired a lot of PRPG....

I get the 3PP stuff so I can data mine it for monsters and NPCs, I love other monster books, so do others or Complete Tome of Horrors wouldn't be selling so well.

Some stuff isn't as awesome, but with the PDF revolution you don't need t spend $15 to buy it anymore...

Was there a glut of products released for 3.0, by the gods yes, and those products ran from complete crap to amazing. There were just so many of them, it was insane.


Vic Wertz wrote:
Seth White wrote:
The judges and developers have said they don't do this so they can steal our ideas. They all have enough talent to come up with their own awesome wondrous items. It's for legal issues in case they come up with something in the future that happens to be similar. They don't have time to search through the hundreds of submitted wondrous items to make sure they didn't accidentally come up with something along the same lines.

All correct.

Seth White wrote:
Now, considering that we are designing items under the Open Game License, I'm not sure how that works. To be honest, I'm pretty sketchy on the OGL and its full legal ramifications...
The OGL doesn't transfer or undermine copyright in any way.

So basically you submit Golden Torc of Antaaka. That name becomes the property of Paizo. The rest is basically crunch that is covered by the OGL and Paizo's Pathfinder Reference document. So if you really love your avatar's name and expect to use in in a future release of your own, DON'T use it in your submission.


#1 Hand Crossbows have no reason why they should be exotic except that it was a hold-over from it being a Drow hand crossbow.

#2 Historically, crossbows had various crank mechanisms,from a simple foot pull, which allowed the person to use their entire strength to draw the string to full crank mechanisms, which even the weakest person could eventually draw.

#3 I drop the dmg to 1d3 (small), 1d4 (medium) on a crossbow, then have the crossbow have a strength rating, say 100gp per bonus increase like a strength bow. However to draw it back would require the following

character str - crossbow str
STR = hand draw like a bow
STR - 2 = foot draw, like current crossbow
STR - 4 = Hand Crank, move action to reload
STR - 6 = Windlass Crank, Full action to relaod

So a STR 8 could use a STR 14 cross bow with a windlass, while a STR 14 character could use a STR 14 crossbow like a bow; but he could use a STR 20 crossbow with a windlass. it would do d4+5 damage.


I run DMPCs occasionally, to me they're more expendable than the rest of the party, they might run a holding action while the others flee. They can be advisors, "This might not be a good idea". Sometimes they're experts, as many players don't realize the importance of knowledge skills, a bard DMPC can be used to introduce more of the lore of the game.

The only DMPC I have currently is in the PbP I'm running. I took over the game because the DM dropped out; one player dropped out because the DMPC, but the others have no problem with her. I don't spotlight her, she's typically quiet, except when she was killing Gaedren Lamm...but, even then I let another player talk her down, because his sense of justice and my own vision of hers were different.


In the words of Yoda...

"You will be..."


The only character I use crossbows with is my Inquisitor, since she can get a repeating crossbow, without having to pay the feat tax.


It would be easy enough to modify in a desert based game,

a. Perhaps the intense heat evaporates the water unless it is in a suitable closed container.
b. Perhaps the local gods consider it an affront, and make it fatiguing to cast it.
c. Perhaps a local guild is in charge of creating water, and casting it without guild approval carries the death penalty.
d. Or make it a 1st level spell that creates 2 gallons/level.
e. Make the duration of the created water 1 minute. Thus is can be used immediately, but not stored.

Remember the water does go away after 2 hours if not used.


It's more like the fighter tries to break the leg with his swing, while the rogue attempts to collapse the leg at the knee joint.

The fighter tries to lop off the entire head while the rogue aims for arteries.

The fighter attempts to cave in the entire rib cage while the rogue attempts to eviscerate the opponent by cutting open his belly.

The fighter is stronger and more able to penetrate armor (STR+Full BAB), while the rogue has to attempt to hit vital locations with deadly attacks (lower STR+3/4 BAB)


So, after this one-shot, host your own epic one-shot! Create the game you were looking for...


Rogues were fixed, while they can do significant amounts of damage, there are many things which circumvent that damage ability.

Immunity to criticals is one. Unfamiliar anatomy is another...

In 3.5 they were only effective as trap monkeys and against a small amount of mobs.

If Rogues were limited to piercing only weapons, then we'd be right back at trap monkey dip class...

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