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I'm sorry, I just don't get it. My GM gave me a copy of the rules, but I just can't quite wrap my head around building or costing mounted units. Could someone show me an example of how to build a cavalry unit? Let's say normal goblin warriors (level 1-3) on normal wolves. How does that work? How about human heavy cavalry? We're gearing up for the last leg (the tip of the toe, really) of the last module for SD and my cohort has kicked off. As sad as it is, we don't have the time or resources to True Ressurect her ATM. So, I'm looking for a pretty simple and durable filler cohort to take her place. As far as party goes, my character is a LN kobold Bard/Dragon Disciple and there's a paladin in the party (no evil critters). I can attract an ECL 14 NPC/thing to be my BFFN (Beast Friend for now). We also have an evoker, cleric and duelist who are all CG and pretty easygoing. Any ideas? My kobold bard/green dragon disciple is taking Leadership at 15th level and he's recruiting a kobold Oracle 13 as his number two. Does anyone out there have any advice on a build? I've got the Beta Oracle download and the Flame, Nature and Wind mysteries are looking interesting. 15 point build (she's an NPC and not as powerful as the 25 pt PC's), with double the NPC wealth from the chart. Any advice would be appreciated. Feats, spells, choice of mystery and curse. Anything really since it's a new class that I don't have a lot of experience with. Okay, so we're playing CoT and we're knee deep in the Infernal Syndrome, and we've made a deal with a certain elf diabolist. My question is:
Spoiler:
So, why has this diabolist not turned into a drow? I'm also playing in a Second Darkness campaign and we've recently uncovered that elves can transform into drow when they commit extremely evil acts. I mean, she's probably consorted with many fiends, sold her soul (and likely others), and had been just generally really evil. What's stopping her from donning the purplie skin, white hair, and goth party clown attire? Not like it impacts the plot any, just wanna know. I understand there's been some discussion about this, but my rules-fu on this one is still a little fuzzy: Does and Amulet of Mighty fists +3 (+3 enhancement bonus) confer the ability to ignore DR silver and cold iron? If someone could link me to that or just quote the relevant ruling, I'd be much obliged. :) X (edit) That should be does it confer the ability to ignore DR silver/cold iron to natural weapons and/or unarmed attacks? If a spellcaster were to cast Grease on a wall or ceiling space occupied by a creature(s) with a climb speed, what happens? Do they: A) Roll a Reflex save as normal and fall to the ground if they fail, B) The surface is considered slippery for the purpose of making climb checks (+5 DC), C) The surface becomes too slick to stand on and they automatically fall, or? D) Something completely different that I'm missing. Stuff about campaign goes here. Comic 1 is done, comic 2 in the works! I'm enjoying letting my bard's kobold side come into play. The sadism inherant to the drow house we're working for really lends to letting his cowering, sycophantic suck up side run wild a free. So many plans, only eleven weeks of drow meat suit left to finish them in... PDK,
Knowledge Nobility to have some juicy rumours to trade: 1d20 + 14 ⇒ (9) + 14 = 23
Cheers! EDit: STupid crappy dice roller! :P
Disclaimer:* I know the ideas I'm about to present may not be well received by the community. I think these may be viable alternatives to the eidolon-centered Summoner. They are in no way intended as an attempt to devalue or disrespect Jason's or any other member of the Paizo team's work; they're just options to consider.* I can't say that I'm totally in love with the idea of a PC playing second fiddle to his NPC buddy. While it may be fun to play a monster for a while, I have read a few posts expressing concern about the power levels of the critter -i.e. being close to equal to another complete PC, plus you get another slightly underpowered (maybe) PC as backup. I'm also concerned about the RP consequences of having an alien being the dominant force of the duo in a humanocentric game world. To this end, I propose two alternatives to the Summoner class as is; the first adjusts the eidolon power level downwards, and turns it into a capable helper for the PC, but does not overshadow it. The second alternative would be to eliminate the eidolon altogether and retool the Summoner into a true master of the Conjuration [summoning] list. Option 1:
The only other thing I would do is reduce the number of Evolution points (that name still annoys me) to 3/4 of what they get over the 20 Summoner levels. I think that those two changes would reduce the power level of the eidolon sufficiently that the PC would become the dominant element of the duo (or at least an equal partner) without reducing it to the point of no longer being an asset for the party. Option 2:
Level 1: Summoner adds his CHA bonus (or half of level, minimum 1) to the number of rounds a summoned monster lasts for (spell or SLA).
I don't have much beyond that, but people much brighter than I could certainly fill in the blanks and recajigger the powers to fit. That's it. They're just suggestions, but maybe they can help make a great concept into an excellent, playable class. Cheers!
'The Orb Of The Waybringer' (Gods and Magic p. 58)
What is the cost breakdown for this item? Also, how many dice does the burning hands do? 1d4? 3d4? 5d4? Question regarding the item creation rules:
PRD wrote: ...This process can be accelerated to 4 hours of work per 1,000 gp in the item's base price (or fraction thereof) by increasing the DC to create the item by +5. and PRD wrote: The caster can work for up to 8 hours each day. Does this mean that an item crafter can create 2000 gp worth of an item in 1 day (8 hours) by raising the craft DC by 5? Is that the intent, or is it to only have to spend 4 hours/day crafting? (This is a player thread, so no spoilers please!) I'm a player in Purple Dragon Knight's CoT campaign and we just played the first part of the Six Trials module. We just finished the dress rehearsal, and boy, is it ever fun! I thought the idea of getting cast in a play to infiltrate the the mayor's house was a little contrived at first, but soon forgot all about that as our party got sucked into the pettiness and politics of the theatre scene. I loved how our success (or failure!) impacted the outcome of how the play turned out, and the characters with communications skills really had a chance to shine. It was nice to be engaged for an entire session without laying out the battle mat or rolling initiative. Our halfling rogue (cast as the paladin) and the cleric of Shelyn (Larazod, with a perform-act check of 40 at one point) had an ongoing rivalry as they competed for the affections of the rising starlet (who's name escapes me right now). The cleric threw an outright on stage spoiled actor fit worthy of Christian Bale when he lost out to the halfing. It was great! My character (a conjuror typecast as Dentris) mostly stumbled around and failed his diplomacy and acting checks (2 ranks in diplomacy is worthless when it's not a class skill and your Cha is 10). Every time I failed a roll (75% of the time thanks to dice hate), I would trip over my feet or bang my forehead on a doorjamb. Not very dignified, I know. I did, however, look cool during reheasals by floating my lines in front of me using prestidigitation, and managed to talk shop with the special effects master. The half orc barbarian (torturer) had a horseshoe up his butt and managed to do rather well, and even managed to make a few acting checks. "What Targar's motivation?", He also won the affections of the Deva/Chorus. "Targar like big women!" Next session, we go into the big new theatre and the perform The Murder Play. The players are game, so we're actually going to do a read through of the play as the session and adventure unfolds! Hopefully enough of us will survive to meet our real goal. Again, a great adventure and I've had a blast so far! Thanks to PDK for running it so well, and to Richard Pett and the rest of the Paizo staff for crafting such a memorable and fun game! Ian
[rant]
Shadow in the Sky: Trogs and Dretches
I'm gonna hafta start carrying around bags of sawdust just to keep from slipping on all the lost lunches! Was this on purpose?[/rant] Hi all, My CoT character is ex-military and I want to give him a rank. He's gonna be the immortal sergeant or regimental sergeant major type, but I don't wanna call him Sarge. :) I was wondering if there were any ranks for the Chellish military out there, or if I should go digging in historical sources (roman legions maybe?). Hi all, My character has written a book about his harrowing experiences on Devil's Elbow. "Tiny Zim and the Island of Devils" is sure to be a great hit with all of the treasure seekers headed for the island. It'll contain detailed maps and illustrations, as well as journal entries about the exotic flora and fauna of the island (including the space monsters). Problem is that kobolds are paranoid and he doesn't want bootleg copies surfacing before he can cash in, so he wants to produce the book himself. In order to do this, the plucky little Cyphermage has designed a magical pen to copy his original manuscript into blank books. We are currently using only the Beta rules with no splatbooks or Spell Compendium, so I needed to find a way to replicate Amenuensis (sp?) without delving into non-Beta sources: New Item:
This finely crafted pen has an adamantine tip that never dulls or seems to run out of ink. Upon command, the pen will magically animate and transcribe any non-magical written work at a rate of one page per minute for up to 100 pages per day. The pen makes exact copies of all visible, non-magical writing and
Requirements: Craft Wondrous Item, Prestidigitation or Arcane Mark, Mage Hand, 900 gp, 2 days, Craft DC 6 I priced it using a command word (unlimited uses at will), but limited the amount of pages per day for balance. It also has the potential to run amok if left unattended (keeps writing even if out of paper, so you could come home to writing all over the wall). So, fire away! :) Hi folks, I'm posting this in the Off-topic area too since it gets lots of traffic and I'm trying to turn this around quickly. I do this little comic book style chronicle of my D&D group's Second Darkness campaign. There's no chronicle this week due to our summer gaming schecule, so I am taking reader's questions to do a filler comic, like what R.K. Milholland does with his Something Positive webcomic (actually, I'm totally ripping off his idea, but imitation is the most sincere form of flattery, right?). The question I choose will be in the filler comic. Please don't ask anything that would violate the messageboard policies. Be prepared for a snarky answer (Zim's a sarcastic bastard). :) Oh, and go read Something Positive. It's a great comic. A little PG-13 most of the time, so consider yourself warned! Deadline 2pm EDT :) If my PC actually survives long enough, I plan on taking Craft Construct at Level 9. Problem is that the constructs in the OGL are either lame or really expensive. Are there any Golarion-specific constructs that can be built by the kobold on a budget that won't be a total waste of time crafting? I'd like to steer clear of splatbooks, but the best answer I can come up with on my own is the Effigy Creature from CA. The three factors I'm looking at in order of importance are 1) Price under 20,000 gp (10,000 gp to make)
Right now, I'm still mid level 5, so there's a while to go. It's just good to be prepared with some schematics when the time comes. :) I'm toying with idea of following this PrC with my kobold bard, but before I talk to the DM about it, I'd like to see what the general impression is about whether it's a worthwhile PrC. Are the new special abilities worth sacrificing the caster levels and higher level bardic abilities? If anyone's played the class in the Beta rules, or has crunched the numbers, I'd appreciate the feedback. PS I like the bard class just fine and don't mind going all the way to the end of the progression, I just want to keep my options open. Hi there, PDK and Galnorag, scram! :) I've begun doing some prep work to run D0 using the Beta rules and I was wondering what the total xp gain for this adventure should be. I ran the numbers using the Beta XP rules and it works out to about 8800 xp or 2200 xp per character if the encounter everything (I counted the wolf sentries and the ones in the den as the same, so they're only one encounter). Does this sound about right? What kind of XP gain can I expect from D1? Will they power through it if they level up too soon in the adventure? Would it be better to use the medium XP progression? Don't like to skimp on the XP if the PC's earn it, but I want to make sure they're challenged later on too. Thanks in advance for any input. PS Does anyone have any stats for the zombie virus? I'm working up to a zombie outbreak/modified Hungry are the Dead and I'd like to make the zombies contagious. >:D Here's an item I'd like my character to craft using the new magic item creation rules. It's more of an item of convenience so that I don't need to lug around 10 MW toolkits and gives an occasional save against screw ups. Please comment, especially on crunch. Artificer’s Astounding Toolkit
Hi all, Player posting here, so please avoid future spoilers. We just wrapped up Shadow in the Sky and have ended up with a lot of flooding in certain underground locations that we want access to. To remedy this situation, my tinkering kobold bard had come up with the following wondrous items to help remove the water. Any feedback and help with costing/mechanics would be appreciated.
Option 1:
Just hook it up to some hoses and let it go! I'm not sure about the costing and duration of the pump though. Maybe it should have a limited functional lifespan before wearing out or require fuel (whale oil?). Option 2:
Just build a normal bellows pump and set the servant to work or have it carry a bucket and dump it out. I can see this taking a while though. Thoughts? I'm working on the script for the next comic to chronicle Galnorag's Second Darkness campaign. The events I'm coving in this comic are the party's assault on the GG after Saul sold them out. The comic will end with them decending to the cave area beneath the arena. Rather than have my character narrate this page, what I'd like to do is have a quote from The Asmodean Disciplines on how to deal with traitors and oathbreakers. Problem is that I suck at poetics/prose. Does anyone have any ideas? Events of note for the session to use for inspiration:
All I need is about 100 words of narration and it doesn't have to include all of these events. The only image I have locked into my head is the last panel with the dead guy in the water. Please note that I'm a player in the game and don't want any spoilers of future plot, although I expect a confrontation with a sniveling Saul in the immediate future. I anyone wants to take on this challenge, I'd be grateful! I didn't see a note on this in the magic item thread (must admit I didn't look too closely), but the prices on the Bag of Tricks (all of them) do not match between thier table entry and the magic item description. I hope that can still be fixed. Also, is there any chance of seeing an alternate bag using vermin? Hi all, I'm working on my latest chronicle of our Second Darkness campaign and I need to be reminded of a name. If anyone has a copy of Shadow in the Sky handy can you please tell me
Spoiler:
the names of the 4 monstrous scorpions in the boxes in the flophouse/church. That would be really helpful. Thanks!
The following are my ongoing comments on Galnorag’s Second Darkness play test campaign. It’s mostly observations about whatever game mechanics come into play at any given session and won’t contain a lot of fluff. That’s kept to the campaign thread and any character journal entries/comics I decide to post.  I play the bard; so much of the commentary will be on that character’s rules and stuff he does. I’ll try to avoid spoilers, but some things about the campaign will be disclosed as a matter of course. Commentary from other players and the DM on rules and game play should go here too. We generated our characters using the PF 25 point buy system and coordinated our efforts to get a reasonably balanced party. We actually ended up with the classic 5 character mix: Human Fighter –sword and shield
About character traits: Do the rules for researching the blot change using PFRPG? Any other changes to traits we should consider? There was only one combat in the first game and the fighter and bard were blinded for 4 of the 5 rounds of combat due to a pyrotechnics spell. It ran smoothly with the hired goons going down easily. I noticed that hand of the apprentice made the wizard extremely proficient in melee with a +4 to hit and damage with his longsword (elf weapon familiarity). The party bard was blinded, so he wasn’t able to fight until the final round, but still attempted some actions: First was moving while blind. You have to move at half speed when blind (no blind fight) and the terrain counted as difficult (covered in prone bystanders), so my question is does that count as triple cost (using the same doubling system for critical hits), or do you count it as quadruple cost (2 squares per rough ground, doubled again for blinded)? Second was using a bardic performance. I can’t seem to find a reference to using countersong to disrupt the bardic performance of another bard. That would seem like a great application of the ability. Maybe opposed perform checks or something, I dunno. Since we couldn’t find a rule for that, the character just bolstered the efforts of the non-blinded party members with inspire courage. Third was using arcane strike with his small light crossbow when the blindness wore off. That made a satisfying hole in a hired thug when combined with the inspiration! The rest of the session was spent in role play and making various diplomacy/gather information and knowledge checks. That’s always nice when you get into the interaction with the campaign world a bit. The bard has to remember to take 10 more often to avoid the plague of 1’s rolled! More skill points for knowledge and perform would be a good thing since those things eat up most of the basic skill points. Something like 2 skills get bonus skill points and/or you add your bard level to checks (instead of half). A free rank per level in one perform skill would also go a long way. On the subject of skill points, I think it’d be great if there was an allowance for hobbies and professions. Each character should get one free skill point in either a profession or craft skill to represent either hobbies or non-adventurer training they had. The limited number of points in the new system (which I like, don’t get me wrong) makes this kind of character background impossible. That’s it for now! Thanks for reading. Hi Folks! This time, I playtested an air elemental bloodline sorcerer. All feats were PFRPG and the character started at 5th and is currently 7th level. I selected one or two non PF spells, but they don't really come into play and I'm probably going to sub some out as levels go up. This post is more feedback on the use of the character rather than a narrative of specific combats. Relevant info:
Race Commentary:
Class Commentary:
The elemental bloodline has a solid list of bonus spells and the movement modes and resistances are great, but I wonder about how useful the bonus feats are and the number you get. Power attack, for instance, does not make much sense for a low BAB, usually low STR class. Point Blank Shot would be much more useful, as would Deadly Aim. I also think that the spacing and number of bonus feats are given out on could increase by 1 more in 20 levels and the interval could be altered to 4th, 9th, 14th, and 19th level (or some other regular spacing -it just feels tacked on to fill dead levels right now). Question about elemental ray: Is it 1d6 plus one (point) per 2 levels, or 1d6 +1 (die) per two levels? The former feels too weak at higher levels and the latter too strong at low levels. What about 1d6 + 1d6/3 caster levels above 1st (2d6 @ 4th, 3d6 @ 7th, 4d6 @10th, 5d6 @13th, 6d6 @ 16th and 7d6 at 19th)? It should also have close range instead of a fixed one. Not a bit deal, but it would make sense to me. Ray of Enfeeblement: I know I've been vocal about keeping ROE as written in the Beta, but I'm beginning to rethink that now. I've only tried the spell out once, and it didn't have a huge impact on the combat (creature died before it could really do anything), but I think the implications of it's use were pretty staggaring. My character shot an Umber Hulk with ROE before it's initiative (he was 35' away at time of casting) and it resulted in a roll of 5 on a d6 plus 3 (half caster level) for a total of an 8 point STR penalty. -4 to hit and damage is a pretty punishing blow for a I level spell. If I had empowered it as a full-round casting (does that happen just before my next turn or mean that I can only do that plus 5' shuffle?), it could have been between 10 and 12 poins of STR penalty (depending on how you interpret the Empower Spell feat -I think it's the former). That's about right for a III level spell, but the basic I level concerns me. What if we just change the die that we roll or spread out the additional caster level based penalty? I suggest going with either 1d4 + half CL (max 5) OR 1d6 + 1/4 CL (max 5). I like the latter since it gives the spell increases right up to 20th level instead of plateauing at 10th. Minor Image (an all other figments by extension): How do you define interacting with something in order to disbelieve it? Must you touch an illusion or only see it? How do mindless creatures (constructs, vermin, oozes) treat figments? What about extraordinary senses like blindsense or tremorsense? That's it for my feedback and questions. Hope the information is useful. This is a question regarding the magic item creation rules and meeting the prerequisites for making them. Do spell-like abilities count if you want to make a magic item? Eg. If a cleric with the trickery domain want to make a ring or potion of invisibility with their 4th level (sp) invisibility, can they? What about spell completion items? Can same cleric make a scroll, wand or staff of the same spell? (stupid forums ate original post) So, I had the opportunity to playtest the PF monk in a friend's game tonight and I thought I'd put in my 2 cents on the various rules we used. Spoilers abound, so consider yourself warned! The character is high fantasy point build intended to have a high AC and avoid getting hit: Spoiler:
LG Medium Humanoid (Augmented human -Dragonborn, Damaran) Init +7; Perception +17 Languages Common, Draconic, Damarran, Chondathan AC 21, touch 19, flat-footed 18 hp 52 (6 HD) Immune Frightful Presence (dragons) Fort +10, Ref +8, Will +8 (+1 vs. fear, +2 vs. enchantments) Speed 40 ft. (8 squares); fly 30 ft. (Average) Melee Unarmed Strike +7, 2d6+2 (magic), P/B/S Or Flurry of Blows +5/+5, 2d6+2 (magic), P/B/S Ranged MW Mighty Composite Longbow +9, 1d8+2, P Or Shuriken +8, 1d2+2, P Or Flurry of Blows (Shuriken) +6/+6, 1d2+2 Space 5 ft; Reach 5 ft. Base Atk +5; CMB +8 Atk Options Stunning Fist 4/Day (DC 16 F or Stun) Special Actions Combat Expertise (-1 to hit +1 AC), Mobility, Ki Pool (magic) 5 points Abilities Str 14, Dex 16, Con 15, Int 13, Wis 16, Cha 10 SQ +2 Dodge AC vs. Dragons, Bravery +1, Evasion, Fast Movement, Still Mind +2, Slow Fall 20’, Maneuver Training Feats Dodge, Mobility, Improved Initiative, Combat Expertise, Improved Unarmed Strike, Weapon Focus Unarmed Strike, Versatile Unarmed Strike, Stunning Fist, Improved Natural Attack Unarmed Strike Skills Acrobatics +14 (+28 Jump), Escape Artist +3, Fly +12, Heal +5, Kn: Dungeoneer, Engineer, History +5, Linguistics +2, Perception +17, Perform (dance) +6, Sense Motive +7, Stealth +12, Survival +7, Swim +6 Equipment: Weapons, Bracers of Armour +2, Belt of Incredible Dexterity +2, Vest of Resistance +1, Boots of Elvenkind, Eyes of the Eagle, Belt Pouch, Monk’s Outfit, 1 Potion CLW, 6 daylight pellets, Drow house token (shield 1/day -forgot to use!) We only had one complete encounter which was the showdown at the shadowgate in the Lost Refuge in Cormyr:The Tearing of the Weave. Enemies were a handful of Shadar-Kai goons, Shadar-Kai Caster, Undead half-black dragon Lizardfolk Tank. The following PF features were tested out by one side or the other, my feedback is below each: Ray of Enfeeblement
The shortened duration meant that by the end of the combat, the monk had recovered the loss of STR and was able to fight effectivly again (such as it was). Taking a -3 to hit and damage was a pain, but it wasn't an overwhealming obstacle. I think keeping it the same wording it is right now is fine. I would suggest, though, that a clarification on the fact that the penalties don't stack but overlap instead should be noted. Ki Points
Fly Skill
Fighting Defensively
Trip
Monk Class in General
Hit points from Favoured Class option was nice too. That's it for my (considerably long) feedback. Thanks for reading, and thanks to PDK for the game! I think that Brigandine should be added to the armour list as Medium or High-end Light armour. It's a common RW armour type and is different than scale in weight/coverage and less cumbersome too, but less costly than a breastplate. Maybe something in between Breastplate and Scale? Either that, or make it light armour, but a little more cumbersome than a chain shirt and slightly less expensive with the same armour value? Hi All, I know this has been beaten about forever now, but I'd like to throw my hat in the ring. I've tried to distill the discussion on the PF kobold and come up with what I think is a reasonable design. Couple of design notes:
Anyhoo, opinions would be great. I know this is not likely to ever become official, but someone may get use of it in thier home games. Spoiler:
Kobolds
A kobold’s scaly skin ranges from dark rusty brown to a rusty black color. It has glowing red eyes. Its tail is nonprehensile. Kobolds wear ragged clothing, favoring red and orange. A kobold is 2 to 2½ feet tall and weighs 35 to 45 pounds. Kobolds speak Draconic with a voice that sounds like that of a yapping dog. Kobold Racial Traits
I find it a bit odd that the rules around ability drain has not been revisited and it's still permanent in spite of the changes to energy drain/negative levels. With negative levels, you can regain them with a successful Fort save, and permanent ones (like from being brought back from the dead) can be fixed with Restoration. Ability drain still can only be fixed with Restoration, period. This feels like these two drains have been treated unevenly. I suggest that Abilty Drain be recoverable with a Fort save to recover 1/day. That way it recovers at a rate similar to Ability Damage, but still reflects the severity of the condition. I'll tell you what! PANTS! There is no magic item slot for pants. Sure, you can have a belt of giant strength to hold'em up, you can and you can have boots of elvenkind to tuck the cuffs into (if that's the way you roll - I'm not judging here), but your actual pants (stylish or no) cannot bear any sort of magical enhancement. Why is that? Is there some sort of interference generated by zippers and button flys that prevents the safe enchantment of clothing for your lower body? Is it a conspiracy created by kilt-wearing aberrations from beyond the stars? What? Seriously, I think that we should consider adding this as an item slot. Stop leg discrimination now! Hi All, I've started this new thread because I want to discuss options for spellcasting for paladins. LastKnightLeft, this is the thread I was talking about. :) As I see it, there's a few different paths to take here: 1) Leave it as it is. Spellcasting is a minor ability of the class and it's fine as written. 2) Change it to make it more flexible. Should the paladin be able to cast spells from his entire class list, or is this too much power? Personally, I think making them like a spontaneous caster with a clutch of known spells to choose from is a better option. 3) Dump it altogether. The paladin is getting enough new abilities and SLA's that the handful of spells they get are not needed anymore. Discuss? Hi Everyone, My archivist character is rapidly approaching level 9, and I'm seriously considering taking leadership for my next feat. The character is an archivist of the forge god, and I was thinking about having some sort of construct or construct-themed cohort, but I have no idea what's out there. Does anyone have any suggestions? I'd also like to keep the LA below +4 to make it fairly robust. As I noted in my platest report, I think it's unfortunate that Track, which was a bonus feat for the ranger, has been changed into a simple Survival check. This IMO takes away one of the class's defining freatures and turns it into an everyman skill. Sure, the half level bonus is nice, but it doesn't equate with the secondary class abilities of other core classes (eg. bardic knowledge, fast movement, trapfinding, channel positive energy). To remedy this, I suggest that we change the track class ability to reflect the ranger's special expertise in woodcraft. Master Tracker (ex): Rangers are such experts at tracking foes that they can glean information about them just by looking at the trail they leave. Upon making a successful track check to find and follow a trail, a ranger can determine the number and size of creatures she is following. If she exceeds this roll by 5 or more, the ranger learns what type of creatures (eg. small humanoid) left the tracks. If the ranger beats the DC by 10 or more, she also learns what subtype the creatures are (eg. reptilian). Finally, if the ranger beat the track DC by 15 or more, she is able to determine exactly what kinds of creatures she is following (eg. kobolds). Although this check does not yield much information about the specific abilities of the quarry, it does not require the ranger to have skill ranks in the relevant knowledge skill to identify the tracks. If the ranger successfully identifies the creature being followed, supplimentary knowledge checks can be made to gain further information as normal. If the ranger has ranks in the relevant knowledge skill, add those ranks to the result of the track check. My friends have started a new campaign using the Pathfinder setting, starting out at level 1. The DM has set the game in the area of the River Kingdoms, but we started with a mini "pre-game" adventure just to get our feet wet with our new characters. I chose a half-orc ranger and rolled well (19,16,15,12,17,11 after racial mods). Here's my thoughts so far. I'll try to keep it class-specific, but the odd note on other rules is bound to sneak in. Character generation:
DIDN'T LIKE -Allocating skill ranks was fast, but I did miss the old system where I could have a smattering (1 or 2 skill ranks) in a larger field of skills. LIKED -The boost in HP was welcome. The party has a lot more HP than the usual 3.5 group, thanks to the upgrade to Toughess and favoured class rule. The dwarf cleric had the highest count at 17, but 12 HP for a level 1 ranger was still respectable. Class Abilities:
DIDN'T LIKE -Changes to Track. This bonus feat used to be a defining role for the class, but now everyone can do it with a survival check. The bonus is okay, but does nothing at level 1. Play Begins
Skill checks:
DIDN'T LIKE -Once we found the ankheg tracks (burrowing marks, footprints, acid slopped on ground), he was unable to identify what kind of creature it was (knowledge arcana is not a class skill and the few skill ranks prevented taking a smattering in knowledge skills). Thankfully the wizard made his roll to ID the beastie. PROPOSED RULE CHANGE: If Track is becoming a skill check rather than a feat, why not give the ranger a class ability to identify creatures by their tracks? Perhaps not going as far as the exact creature (eg. kobold), but what about size, type and subtype (small humanoid, reptillian)? Combat:
The fight was fast and the beast died when I rolled a natural 20 and confirmed the critical with my axe (did 35 points of damage when it had 2 left). We saved the day, and the kids! The aftermath involved the cleric using a heal check to heal an injured child (bleeding out from an ankheg bite) and channeling positive energy to heal the party. This is a good bump to the cleric's skill set! The ranger cleaned goo off his axe. There you go! Hope my feedback helps. PS this is my 3rd attempt to post. Server keeps eating it. If duplicates appear, please delete them. (Thank goodness for copy/paste)
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