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Armistril's Shield

anthony Valente's page

Pathfinder Society Member. 1,370 posts (1,371 including aliases). No reviews. No lists. No wishlists. 1 Pathfinder Society character.


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Shensen wrote:
Yeah; no cheating involved, to be honest.

I nominate this to be the quote of the day!


Another thing to keep in mind is how trivial 1 hp/hit minions can be in this system, depending on party makeup. It's been pointed out how archer minions can pose a serious threat… what happens when the shoe's on the other foot? A decent archer PC can drop at least 4 in one round by 11th level; a wizard of the same level can down 5 with a single magic missile, a barbarian with lunge and great cleave will toast all minions near him… so how many minions do you need to add to an encounter to not make them trivial?


Vult Wrathblades wrote:

The whole Idea that the paladin can not use his weapon bond to increase an +10 item past that point makes little sense to me.

Lvl 20 Paladin has a +10 sword (without the stupid rulling) he adds +6 to it effectively making that weapon a +16.

Lvl 20 Fighter has a +10 sword, on top of that he has his weapon training (what +5 at that point?) then the weapon focus/spec tree. Effectively making that weapon +17 all the time without doing anything other than picking it up?

When you stip away all the cosmetics its about the numbers in this scenario and they should be roughly equal.

On another note, I've read a lot of people talking about the other class abilities in comparison. All of these abilities are not given point values so it is hard to compare what is worth more. I would argue that the freedom of movement a fighter gets from armor training is possibly his most powerful class ability.

Truth is if an equal level paladin and fighter face off with each other, who have had an equal amount of gear/optimization thrown their way the fighter only looses to the paladin if he is evil (which he should right?) The good fighter that somehow fought the paladin wins, and so does the neutral one.

Im just tired of the fighter/paladin debate. They are not the same class, they both have areas where they shine. The fighter does not have as many shiny little class abilities but he shines where he is supposed to. The continued comparison is growing old, they are not equal but they are balanced with each other.

These paladin "nerfs" are not coming from a balance issue they are coming from a people complaining about the paladin issue.

This "nerf", most certainly comes from a balance issue, as well as being a rules clarification. It doesn't only affect the paladin, it affects all instances where you can go above +10, especially the more infamous and prevalent casting of greater magic weapon to exceed the +10 limit.


Stéphane Le Roux wrote:
anthony Valente wrote:
Besides, who says the paladin needs to pay 250gp?
It's the cost of the material component to create 5 vial of holy water. And I don't think you can find a font with 250+ gp of holy water in any temple of Heironeus.

Once in a while it's nice to step outside that box labeled "The Rules" and stretch your imagination a little. You should try it sometime.


Stéphane Le Roux wrote:

Oh yeah. He didn't refuse. He just ask 250 gp to do his duty.

"Yes, I can cure this plague victim. But I would have to touch him for that, holy crap ! I won't do this except if you give me money."

A paladin do his duty because, hey, it's his duty. If he gets a reward afterward, he probably won't refuse, but that's not what he has in mind when he's doing his duty. And things like "it's dirty", "I deserve a more shining armor to do that", "I do that only if you pay me a bath", and the likes don't cross his mind.

Relax. The whole thing has been in jest from the beginning. Heaven forbid I actually inject a little humor into my own games.

Besides, who says the paladin needs to pay 250gp? The paladin has had to deal with this uppity spirit before. He'll just dip it into the font in the local temple to Heironeous when next he visits.


TriOmegaZero wrote:

It was a simple game because you ignored the rules?

Oooooooh, I get it.

Yeah, pretty much. If we didn't understand a section of the rules, (or didn't like them like the psionics stuff) we didn't use them. :)


Stefan Hill wrote:


Ok then... Now I see that people are purposely avoiding explaining the 1st ed. AD&D initiative system. Let's say neither party is surprised and I want to hit the Drow with my Fireball (3 segment spell) and the Drow wants to hit me with his Long Sword (and you thought I was going to say twin scimitars, at of course speed factor 5). He has a d6 and I have a d6. Again show all working for he wins, I win, and we tie...

Good luck!

S.

Please only open the spoiler below if you have a sense of humor :)

Spoiler:
That's was easy too… I was 12 years old when I played that edition. I looked at all that confusing text back then and said, this stuff doesn't make any sense. Let's just roll initiative; whoever rolls highest goes first. If there's a tie, everyone gets to act even if they die before the end of the round. If there was a dispute as to who acts first on a tie, I would use as much common sense as 12 year old could muster.

1E had complicated rules. It was still a simple game to play because we played it fun and simple.


Kinda reminds me of that talking sword in Baldur's Gate, that was always complaining about something. What was the name of that sword?


Stéphane Le Roux wrote:
anthony Valente wrote:
GM (me), ponders for a moment. Then says: You hear the voice of the holy spirit who's bonded with you inside your head… "Wut? You want me to go into that? I'm a spirit in the service of Heironeous! I deserve a better vessel to spread my wrath!" The voice continues in disgust… "Ok, fine. But I'll require you to bathe me in 5 vials of holy water at first opportunity, to wash away any trace of impurity."

Except that a spirit who refuse to do his duty only for the sake of his own comfort isn't Lawful Good.

Can you imagine a paladin saying : "hey, I agree to rescue the innocents hostages, but not if they are imprisoned in a dirty dungeon" ?

But… but… the holy spirit didn't refuse to do its duty. It was just being an uppity snot about it.


LazarX wrote:

I really don't see a problem with a Paladin doing this with a club. If anything it's a gesture of faith in the divinity which empowers him.

I don't either. It would be a comical and fun scenario if you have a player who likes to roleplay and likes having a bonded spirit with a personality.


Quelian wrote:

So my gaming group is ramping up for kingmaker.

The GM throws the idea out there that we could run a full group of “demihumans” (i.e. Gnome/Halfling only). The rest of the group gives it the tentative “this could be entertaining”. Personally, I'm fine with the idea, though I think playing gnomes in a “Build a civilization” party would end badly.

Anyway, I had to leave town the next day so I started rolling stats early: Standard die roll, 4d6 drop lowest.

I generated one of the most mediocre stat sets I've ever had to play:

10, 10, 14, 11, 10, 10

...

These would be totally reasonable scores in my campaign.

If you're still interested in a non-caster because you've played them to death, I think a straight halfling rogue would be a lot of fun.

Str 8 (10-2)
Dex 13 (11+2)
Con 10
Int 10
Wis 10
Cha 16 (14+2)

I'd focus on using alchemical items that have different effects so you're not relying on damage, and using touch attacks to contribute. Perhaps invest in the Craft (alchemy) skill to make your own particular items. Craft (trapmaking) would be a very interesting avenue to explore as well.

However, investing in Cha type skills will serve you very well in this particular adventure path, if your GM plays up all aspects of the game and not just hack n' slash. As you can imagine, with a name like "Kingmaker", diplomacy will get you just as far, if not farther, than solving everything at the end of a sword.


hogarth wrote:
Stefan Hill wrote:
Chewbacca wrote:
D&D 1st ed was much much simpler.
Cool, explain the initiative system to me then... :)
Specifically, a ranger (3 in 6 chance of surprising) encounters a drow (1 in 8 chance of being surprised). Please show all your work. ;-)

Sure ;)

Converting to %
3 in 6 = 50%
1 in 8 = 12.5%

Add together: 50% + 12.5% = 62.5%

Divide by two: 31.25%

Closest die equivalent: roll a d6, with the ranger surprising a drow on a 2 in 6 chance (33.3%)

Just having some fun Hogarth ;)


ProfessorCirno wrote:

What, is the holy spirit a diva now? Can it only be added to weapons that stay at least to a proper amount of wealth cost, and has to provide a bowl of M&M's with the brown ones removed whenever it makes an appearance? :p

The holy spirit bond isn't attached to any one weapon, it's the paladin bringing the power of Good into his weapon for some Evil Smacking.

I've gotta use that someday:

Player with a weaponless paladin: I pick up the biggest stick I can find and use it as a club. Oh, by the way, I'll use my smite evil ability and then attack the ghoul.

GM (me), ponders for a moment. Then says: You hear the voice of the holy spirit who's bonded with you inside your head… "Wut? You want me to go into that? I'm a spirit in the service of Heironeous! I deserve a better vessel to spread my wrath!" The voice continues in disgust… "Ok, fine. But I'll require you to bathe me in 5 vials of holy water at first opportunity, to wash away any trace of impurity."


I like the concept of minions, but I don't think porting over the 4E rules for minions is the best answer. Sure, they could work, but by and large, they don't fit well within the PF system. At higher levels, the really low level minions (such as orcs and such) will still be useless, so there is no benefit there, and higher CR minions will often produce undesirable results: fireballs and other AOE spells still won't reliably take out swaths of minions (due to higher saves), and may in fact not kill any sometimes.

I'd prefer minion rules that build upon the existing rules… a template is a great idea. I also like the idea of introducing an outnumbering rule. There's also plenty of flexibility with HP being variable. I also get the impression that many people seem to adhere to the notion that monsters must always have average HPs. IMO, an average HP # is listed in the bestiary and adventures merely for convenience.


Set wrote:
Blayde MacRonan wrote:
There are ways to get a horse to be used as a mount that do not constitute breaking its spirit. These method usually involved treating it...

Having been raised on a farm, and broken horses to ride, I can assure you that this is not how it is done, and while I have seen *one* experimental farm run by a professional psychiatrist that used positive reinforcement, it wasn't a working farm, and the B.F. Skinner wasn't around to teach the mongol's about positive reinforcement back in the day. Breaking a horse to ride is still, to this day, called breaking a horse. Not 'being really nice to a horse.'

Similarly, when I killed and butchered animals to eat, even a big friendly pig named Dooley that I had ridden as a child and considered more of a pet than a walking slab of bacon, I didn't stop to wonder if it was moral or ethical. It's just what is done. I didn't enjoy it or take any pleasure it the act, but I didn't lose sleep over it, either. He was an old pig, at least 12 years old, but the bacon tasted fine.

It's hardly a joke or a straw man argument to point out that the world is and always has been full of killing and death, and that our society has pretty much forgotten that, while we stand on soil made from dead bodies, eat dead bodies, cloth ourselves in dead bodies and run our cars on dead bodies. Even soap has ingredients from dead bodies, so that we *wash ourselves* with the products of death.

Icky, unclean, unwholesome, desecration, blah-blah-blah. We live off of the deaths of other creatures. We always have. Even plants, that get the bulk of their nourishment from the sun, benefit from minerals deposited into the soil from the decay of other living creatures.

Cue Mufasa's dad singing about the Circle of Life.

Hmm…

That's what my interpretation of "why is a skeleton evil?" builds off of: the circle of life thing. Taking a dead body, and infusing it with "unlife", creates an actual creature that defies the established life cycle: it cannot die, it cannot create life in any fashion, it cannot decompose, it has a sentience, in other words, it's an abomination.

And to contradict your post a bit: we don't stand on soil made from dead bodies. It's the other way around. Living things are made from "soil" and just simply turn back into "soil" when they die. :)


In regards to the OP:

Didn't see this post earlier. Sorry I'm late to the game. So without reading the entire thread:

I actually ran a similar scenario but at around 14th-15th level, but I think I used an enhanced kraken. To make a long story short, I thought outside the normal rules of the game, and gave an AC and HP to the kraken's tentacles. The kraken itself wasn't attacking individuals running around on the ship's deck (that didn't make sense to me… its body was submerged beneath the waves as well and couldn't really see the creatures running about on deck); rather it was attacking the ship itself, in an attempt to crush & sink it. Some of the PCs could attack it by going into the water and did so while others attacked the tentacles themselves, and yet others made attempts to save non-party members (i.e. the crew of the ship). Needless to say, they managed to drive off the kraken, but not before it destroyed the ship. Fortunately for the players, they had the forethought of taking two ships. It was a memorable fight.

So in summary, I think your GM could have handled it better as it was an a-typical encounter.


Nemesis_Rex wrote:

anthony Valente wrote:

#######################################################################
Also, the tengu has climb +5. It should be +7 (+1 skill point, +3 class bonus, +3 Dex)
#######################################################################

Climb adds Str bonus, no Dex.

smacks head

You're right. What was I thinking?


The above being the case:

Svirfneblin (ranger 1) don't seem to have a favored bonus factored into their stats, nor does the tengu (rogue 1).

Also, the tengu has climb +5. It should be +7 (+1 skill point, +3 class bonus, +3 Dex)

@ Wraith: Please see my other thread asking about whether or not favored class bonuses are granted to NPCs. I broke down one NPC so far with NPC levels from the NPC guide that DOES have a favored bonus factored in. Go figure…


Further research:

Duergar (with errata factored in)
Warrior 1
HP: 7 (1d10, +2 Con)

Skills (2 from warrior)
Intimidate +1 (+1 skill point, -3 Wis, +3 class skill)
Stealth -3 (+1 skill point, -1 Dex, +4 racial, -7 armor check penalty)

Svirfneblin (no errata that I’m aware of)
Ranger 1
HP: 15 (1d10, +2 Con, +3 Toughness) There should be a +1 here from favored class

Skills (6 from ranger)
Craft (alchemy) +6 (+1 skill point, +3 class skill, +2 racial)
Heal +4 (+1 skill point, +3 class skill)
Knowledge (dungeoneering) +4 (+1 skill point, +3 class skill)
Perception +6 (+1 skill point, +3 class skill, +2 racial)
Stealth +12 (+1 skill point, +3 class skill, +2 racial, +4 size, +2 Dex)
Survival +4 (+1 skill point, +3 class)

Tengu (no errata that I know of)

HP: 9 (1d8, +1 Con) There should be a +1 here from favored class

Skills (8 from rogue)
Acrobatics +7 (+1 skill point, +3 class skill, +3 Dex)
Appraise +4 (+1 skill point, +3 class skill)
Bluff +3 (+1 skill point, +3 class skill, -1 Cha)
Climb +5 (+1 skill point, +3 class skill, +3 Dex) This should be a +7 bonus
Knowledge (local) +4 (+1 skill point, +3 class skill)
Linguistics +8 (+1 skill point, +3 class skill, +4 racial)
Perception, +8 (+1 skill point, +3 class skill, +2 Wis, +2 racial)
Stealth +9 (+1 skill point, +3 class skill, +3 Dex, +2 racial)

All these stat blocks are missing a favored class bonus, unless my math is off.

An NPC from the NPC Guide:

Mercenary Captain
Human warrior 2

HP: 15 (2d10, +2 from Con(12), +2 from favored class)

Skills (4 from warrior levels, 2 from human racial feature = 6)
Craft (sculpture) +4 (+1 skill point, +3 class skill)
Diplomacy +1 (+1 skill point)
Intimidate +4 (+1 skill point, +3 class skill)
Perception +1 (+2 skill points, -1 Wis)
Profession (cook) +3 (+1 skill point, +3 class skill, -1 Wis)

Here is an example of an NPC class with favored class bonus factored in.

I think, without breaking down more stat blocks, that Karui Kage has it right, that the intent is that ALL classes, save prestige classes get a favored class bonus and that the bestiary stat blocks are a little screwed up, even with errata.


Again, I like printing the most current rules with each new printing. It's a great approach. To help alleviate concerns of people in the same groups having different printings/rules, would it be too difficult to print on the back cover of new printings something to the effect:
"This is the # printing of the book and contains the most current rules. To find specific changes, go to paizo.com…"


Well, so much for having it solved. :) I was just perusing the bestiary errata today (missed the +1 hp for the hobgoblin). I just posted a discrepancy in the errata for kobolds in the thread for the bestiary errata indicating that they forgot to include favored class bonus for the kobold.

So back to my 1st questions:

1) Do NPCs with PC class levels get favored class bonuses?
The answer is presumably: YES.

2) Do NPCs with NPC class levels get favored class bonuses?
The answer is presumably: NO.

Is this right?

P.S: I think I'll look in the NPC guide and try to reverse build those stat blocks.
This favored class bonus rule is becoming more of a headache than it's worth.


There’s a kobold discrepancy on p.4 of the errata. I don’t think the errata takes into account a favored class bonus for 1 level of warrior.

Kobold: warrior 1
Hp 5 (1d10)
2 skill points from warrior class.

Craft (trapmaking) +6 (+1 skill point, +3 class skill, +2 racial)
Perception +5 (+1 skill point, +2 racial, +3 Skill focus (Perception), -1 Wis)
Stealth +5 (+1 skill point, +3 class skill, +1 Dex, +4 size bonus)

Stealth should read +9 by my reading, not +5 as the errata states. Or, the kobold should have 1 more hp. Unless NPCs do not get favored class bonuses. This discrepancy, among others prompted me to post earlier today asking that question. The very few replies I received in that post indicated that All classes save prestige classes get a favored class bonus, but it’s nowhere to be seen in the kobold stat block, nor its errata.


Kolokotroni wrote:

But what happens when the DM doesnt know there are changes? If he or she bought the book in september, and his player buys the book next week, neither will have any idea there is any difference unless one of them frequent this website.

As I said above, I agree, that it could be a problem if a GM doesn't keep up to date on current rules and he has players who buy more current versions of the rules. :)

I don't believe that to be the norm however and quite far from it. It's pretty hard to be completely oblivious to rules changes these days, especially in Pathfinder. And if a GM finds himself to be in this predicament, it isn't really that hard to rule one way or the other, and from then onward, keep to that rule. It really is not that different from having a dispute amongst a group as to how a rule is to be interpreted (for instance the Stealth debate) IMO. In all my years of gaming, when I've experienced people playing the same game with different rules for the same situation, (this happens alot in Warhammer Fantasy), the person with the most current rules, is considered to have the right rule.


Kolokotroni wrote:

I think there are many responsibilities a GM has, and the same for the players. Following a website about a game provided in print books is not one of them. I highly doubt it says anywhere in the gamemastering section of the core rulebook 'check paizo.com/paizo/pathfinderrpg for potential updates to the core rules'.

Don't mistake my statement for something it is not. I did not say that a GM must follow a website. If a GM makes changes to his rules set, whether they be from a website, new printings of the rules, from a 3rd party source, or of his own devising, it's the GM's responsibility to inform his players.


Kolokotroni wrote:
…an in game example…

I can see your point, but I still prefer this solution to all the several others that have or haven't been tried in the past. I can see it being a problem for GMs who don't keep up to date on the rules.


Kolokotroni wrote:
And i know that 1 in that subset already has the book, and 1 is buying one next week (or plans to). Neither would ever print the errata and keep it with them, but starting next week 1 will have them incorporated in their rulebook and 1 will not. If i dont tell them, neither will know where the difference comes from.

What this indicates to me is that the GM is responsible for the rules set he is using and is also responsible for telling his players of any changes to it. Conversely, if a new player has a newer version of the rules and the GM prefers to play with his older version sans updates, it's his/her responsibility to inform his players.


Kthulhu wrote:

This is silly. You want them to continue to print incorrect information in the books. No...just no. Far better to make the corrections as we go. As for the debate over which is correct: the most recent printing of the book is correct, or previous printings with the appropriate errata applied is also correct.

Also, it doesn't matter at all what the book says: the GM is right. Even if he has his facts incorrect, he's still right.

Right. And on top of that, let's all jump into the future with 5th, 6th, and 7th printings, just like those posts: "so what would you change for pathfinder 2nd edition", when the 1st edition was just released.


Kolokotroni wrote:


When the list of rules changes is small, its not a big deal. What happens when it grows? How often will you REMEMBER that there was a change even if you have the errata on hand? How deep into the argument will you be when you finally realize it? How much table time is lost because of it?

In my particular case, Paizo reminded me of the update through e-mail with a link to the errata. I in turn, informed my players of the relevant changes. It was very easy. If I don't have/don't like the current update, there's always the all powerful house rule. Heck, people are still using Beta versions of the pathfinder rules despite new versions.

If I don't remember that there was a rules change, and noone detects it in that particular session, who cares? The rules are complex enough that this happens all the time in play, without any changes in the rules. If someone does detect it, and we have the relevant text readily on hand, we review it to get it right, and move on. If someone detects it, but noone has the relevant text on hand (or it would take too much time to look it up), I make a judgement call on the spot to keep the game moving, and then review the rules after the session. Our group has been operating this way for years.


Kolokotroni wrote:
Like i said, typo corrections, clarifications, i am ok with, but genuine changes being adopted into the rules is a very dangerous path for a rulesystem that could potentially continue to get errata for many years going forward

I think it's a better route than WOTC's "let's just make new rules that obsolete old ones where we screwed up. And when the system gets too bloated, let's make a new edition and start over."


seekerofshadowlight wrote:

I am kinda with the OP here. I do not mind including typo fixes and such or charts that where messed up. But when you start including changes to classes that is when your using a diffident version of the rules then everyone else.

I do not care what your book says, I am using Pathfinder not your pathfinder.1, sorry you have the wrong book.

Rule changes are not errata, they are rules changes.

I'm even fine with that, as long as someone with an older printing of the rules can obtain a copy of the updates (which they can). Saying "I don't like the rules change in your printing of the book," is no different than saying "I don't like fighters having 2 skill points per level, so I'm giving them 4." If your rules preferences differ with the most current rules, they're simply house rules. Nothing wrong with that at all. I like that Paizo is making the effort to keep tweaking their rules without making a new edition. I couldn't stand WOTC (and Games Workshop for that matter) stonewalling us for years when it came to rules changes.


I have no problems with printing errata in new printings of books along with updating the PDFs. All players can easily be on the same page even if they have different printings of the core books. Those players with older versions simply need to download the updated PDF if that's what they use, or they can print out a copy of the errata and keep it with their book. A GM can keep their lazy players informed of the updates by giving those with older core books a printed copy of the errata.

I like striving for perfection, even if it can never be reached.


Thanks Karui Kage. I'll take the fact that you received confirmation from Mr. Jacobs that favored class bonuses are intended to be applied to NPCs as well, regardless of my personal number crunching of stat blocks from the bestiary serving only to confuse me on the matter. :)


I was trying to reverse engineer some of the NPCs in the bestiary, namely hobgoblins, goblins and orcs. What I found when doing so was that:

Orcs: had too low an Int score to know for sure.

Hobgoblins: (fighter 1):
Hp 11 (5 from HD, +3 Con, +3 Toughness)

2 Skill points total (2 skill points per level, no Int bonus)
Perception +2 (+1 skill point, +1 Wis)
Stealth +6 (+1 skill point, +2 Dex, +4 racial, -2 AC penalty)
This last bonus doesn’t add up, but the errata changes the +6 to +5 fixing it.

Goblins: (warrior 1):
Hp 6 (5 from HD, +1 Con)
3 Skill points total (2 skill points per level, no Int bonus, +1 favored class)
Ride +10 (+1 skill point, +2 Dex, +3 class skill, +4 racial)
Stealth +10 (+1 skill point, +2 Dex, +3 class skill, +4 racial)
Note however there is a -1 AC penalty to Ride and Stealth from the light wooden shield in the stat block. It’s presumably factored in the hobgoblin’s stat block, but not so for the goblin.)
Swim +4 (+1 skill point, +3 class skill)

So looking at these 3 creatures, I can’t tell from the orc stat block, the hobgoblin stat block indicates that there is no favored class bonus, and the goblin stat block indicates that there is. I haven’t looked closely at other stat blocks in the bestiary yet. The situation with the 3 monsters above prompted me to post the question.


I know I could rule it either way, but it would be nice to know for those people who might entertain the thought of publishing their own work some day through the OGL terms.


I'm currently doing a conversion of the original The Keep on the Borderlands module, and would really like to know if NPCs get favored class bonuses. I can't find a definitive answer in the rules and my 15 minute search in the archives turned up a lot of half-baked posts on the issue.

So:
1) Do NPCs with PC class levels get favored class bonuses?
2) Do NPCs with NPC class levels get favored class bonuses?

Thanks in advance. There's a lot of NPCs in that module!


TriOmegaZero wrote:
You make a good point. Why does it not extend to an animated object? Why does it not extend to golems? After all, those are animated by captured elemental spirits, bound into an unnatural service. The golem has as much sentience as a skeleton does. Does the material used make that much of a difference? If so, what about the flesh golem?

On further reflection, I don't see any evidence that an animated object is animated by a captured elemental spirit.

It's true that a golem has as much sentience as a skeleton. However, having sentience isn't proof that something's alive or a mockery of life. Intelligent weapons have more sentience than golems or skeletons. Yet they aren't alive. I'm not convinced it is bound into "unnatural" service… just service. I think that unless something is infused with energy from either the positive material plane, or the negative material plane, then they can't have life (or unlife).


I'm not convinced an animated object is truly alive. The animating force itself that gives it a "semblance" of life does not come from any of the "building blocks" that make up life. And "semblance" doesn't necessarily mean "actual".

Golems are a different matter. I'm not sure how to explain them quite fully.


Thanks TOZ.

So how can a soulless corpse given a state of life, be neutral if it defies the entire cycle of life and death?

The building blocks of the material plane are the elemental planes and the energy planes. All are neutrally aligned. The positive is the beginning source of life, the negative the end of life, with the elementals the building blocks. All makes sense so far.

So now you have a spell that funnels energy from the end of life source (i.e. negative energy) to create an unliving creature that defies the entire life/death cycle which in turn was presumably set up by higher power. The entire act itself creates an abominable act that has created an abomination as a result. It's a creature that without interference, cannot actually die. The fact that negative energy merely happens to be one of the main ingredients to bring about such a phenomenon is beside the point. True, the creature has no soul, no intelligence, but still is in effect alive – or a mockery of life – that rejects the order of things in the universe. It doesn't matter that it can't think on its own. It still has mental stats of Charisma and Wisdom, so it must have sentience on some level.

Again I say, there is a fundamental difference between animating dead on a corpse vs. animating object on a corpse.


What happens when a skeleton is brought to unlife with the spell animate dead in regards to the deceased creature's soul? Does it remain somewhere in the outer planes? Or is it suddenly wrenched back into the body somehow through the spell's magic?

I see a fundamental difference between using animate dead on a corpse and using animate object on it.


@ Ice Titan

Spoiler:
You can't combine spectral hand with plane shift. Using reverse gravity to shove something through a prismatic wall is extremely difficult – it's a vertical plane. Hold spells and their ilk are useless against dragons & undead and are certainly no proof vs. outsider BBEGs who consistently have great saves and SR. Hideous Laughter allows for SR and 2 Will saves, and while the target loses it's actions it still defends normally. All you did was guarantee the target can't run away from the smiting paladin… who WILL kill it inside of the two rounds IF the save was failed and SR overcome to begin with ;)

Look, I get your point. A wizard will on occasion trivialize a BBEG encounter. But a paladin will with great consistency trivialize a BBEG dragon, undead, or evil outsider. So what if he does it in two or three rounds instead of one. The encounter was still trivial and non-challenging.


Joey Virtue wrote:
anthony Valente wrote:

I like the template idea. Instead of beefing up a BBEG in general general offense, perhaps looking at the flip side and concentrating on purely defensive measures to give the BBEG more staying power? Economy of actions becomes less of an issue if those multiple actions have diminished results.

I like the idea of a Boss template. Make if focus on purely defense. That way you avoid TPK territory by upping the BBEG through advancing it in general.

For instance, it could provide:
+2 HP/HD and +2 luck bonus on all saving throws, skill checks, and AC.

I like the idea I already give my bad guys hp per dice or max minus 2 and if the party is just walking through all the mooks I max out the BBEG HP

In the end, it's just an alternate version of the advanced simple template, with a slightly different purpose:

Advanced simple template: use it for beefing up otherwise weak monsters in relation to the party

Boss template: use it for beefing up a monster with an already capable offense, that you want to weather the PC's storm through economy of actions.


@ Ice Titan:

Off topic:

Spoiler:
Yes, but: putting to sleep up to 4 1HD creatures? That's hardly BBEG territory. A 1st level wizard could put to sleep an Ogre… an example more in line with what the issue here is, BUT, he generally gets only one shot at it, while a paladin who invokes smite evil gets it pretty much the whole encounter. Sleep still looks better at this level, but then again, a paladin's smite ability isn't a problem at low level, but higher levels.


And still after all this debate, I still don't see what the problem is of skeletons and zombies being evil or animating the dead being an evil act. The two defenses are: they're created with negative energy which is neutral, and they are mindless and are not capable of moral decision making. So?

Unholy weapons are evil.
The desecrate spell is evil.
A talisman of ultimate evil is evil.
A mace of blood is evil.

None of these have intelligence. All can be linked to the negative energy plane. A skeleton is animated with negative energy. Can it simply be that the use of negative energy to further one's goals is an abomination to the powers of good (deifically speaking)? There's a reason that a good aligned PC using an unholy weapon (even to defeat an evil foe) gains a negative level while doing so. There's a reason good aligned clerics can't cast desecrate. There's a reason a mace of blood can cause you to become chaotic evil. And there's a reason good clerics shouldn't try to cast animate dead… deities of good don't like it. So you're a neutrally aligned PC? Your particular deity may not be diametrically opposed to your use of the spell, but certain others certainly are, just as evil aligned deities probably applaud it. It's irrelevant how you use the spell. It's still evil:

– Good considers it evil and an abomination
– Neutral considers it evil, but may or may not care
– Evil considers it evil and likes it

Where are the writers screwing it up?

EDIT: In other words, a skeleton (with a sword) is SORT OF like a +1 unholy sword with the dancing property, if you get my meaning.


I like the template idea. Instead of beefing up a BBEG in general general offense, perhaps looking at the flip side and concentrating on purely defensive measures to give the BBEG more staying power? Economy of actions becomes less of an issue if those multiple actions have diminished results.

I like the idea of a Boss template. Make if focus on purely defense. That way you avoid TPK territory by upping the BBEG through advancing it in general.

For instance, it could provide:
+2 HP/HD and +2 luck bonus on all saving throws, skill checks, and AC.


ProfessorCirno wrote:
I can see Aura of Justice being smacked down a bit, as well as the double smite to some enemies. I think if the first was brought low a bit and the second cancelled, paladins would still be awesomebroso.

This is also exactly what I'd like to see.

In addition, I feel a paladin should have some combat advantage EVERY time he finds himself in combat with evil opponents. As it stands, he remains average with respect to other melee oriented classes when fighting evil, EXCEPT for when he smites… and then he is overkill. In other words, when fighting the following, mechanically speaking he should feel:

1) Owlbear: average
2) Orcs: competent (with the option to be extraordinary)
3) Lich: extraordinary (with the option to be competent)

Because as it stands he looks:

1) Owlbear: average
2) Orcs: average (with the option to be overpowered)
3) Lich: overpowered (with the option to be average)

Two comments:
1) "Just throw more foes at the party to use up smites." That gets to be very routine if overdone and it kind of defeats the intent of smite evil: it's obviously an ability that's meant to be invoked when fighting the direst evils, yet routinely, as a GM you'd be taking it away from the paladin in such circumstances.

2) "Don't let the BBEG go it alone." All this does is indicate that solo BBEG battles are not an option. I like having the option of a solo dragon encounter.


Evil Lincoln wrote:
But there is truth in this: High ability scores mean that the GM has to do some statblock surgery. That can be fun, but I would prefer it not be mandatory.

Exactly. It's fun to tweak special opponents, but not every opponent. Encounters that feel like speed bumps are hard to make fun and memorable.


I like 15 point buy with a limited rolling option as well. They're both tight and force players to make tough decisions about PC development. To compensate, I let ability score increases happen every other level instead of every 4 levels with cap of +5 to any one score from your original.

I agree with the OP, in that if you let the PCs start with high scores, you get into an arms race with the monsters, and have to keep revving them up to compensate.


ProfessorCirno wrote:
Lord Twig wrote:

See, I go a different way with the EK. Yeah, it requires a lot of Wizard, but that doesn't mean you have to keep taking more Wizard. I would do something like this:

1: Fighter 1
2: Wizard 1
3: Fighter 2
4-7: Wizard 2-5
8-17: EK 1-10
18-20: Fighter 3-5

By 20 you have BAB 17, Armor Training +1, Weapon Training +1 and you are effectively a 15th level Fighter for feats. You also have a Caster Level of 14 giving you 7th level spells. You can take the Fighter levels earlier or later, depending on preference, but if you want to be a melee EK, this is the way to go.

Now, you could look at this as "Your BAB is 3 worse than a Fighter and your Caster Level is 6 worse than a Wizard!" or you can say "Your BAB is 7 better than a Wizard and your Caster Level is 14 better than a Fighter!" After all what level spells can a strait Fighter cast? Yeah, that's what I thought.

So you're someone who can't fight like a fighter, nor can they cast like a wizard.

Um.

Well honestly, if you could, that would be a problem. I mean c'mon, the bard who is often brought up as a better alternative for warrior/arcane caster can't fight like a fighter, nor can they cast like a wizard either. The problem with the EK isn't the EK, it's the journey getting there, as has been discussed thoroughly in other threads. That's not to say one cannot make an effective EK, nor provide good advice in building one.


Well, so much for giving the OP advice.


Cold Napalm wrote:
meatrace wrote:

I mocked up an EK build I thought would be fun to play a while back.

Elf. 13 str, 16 dex>18 from elf, 14 con>12 from elf 14 int>16 from elf 8 wis 9 cha. 20 points.

Take power attack and weapon finesse, specialize in elven curved blade. 1ftr5wiz/10EK. Transmutation specialist gives you bonus spells you'll use like bulls strength and haste and gives you a free +2 a physical stat, probably con. Arcane strike is a must. Take your weapon as your bonded item and enchant away.

My strategy for combat was rely on crits (imp crit elven curved blade) and extra attacks from cleave/great cleave. Con will be a tad low, enchant your weapon with spell storing and always have a Vampiric Touch in there for emergencies. Once you get Fire Shield, combat becomes all too fun.

I don't agree with your int being so low for something that is so caster focused. I would rather do str 13, dex 16, con 12, int 17, cha 7, wis 9. Then apply racial stats...make sure the int gets boosted to 19.

The main issue with PF core only fighter/mage is that unless your going the archery route, there is no way you can make a viable fighty focused one.

edit: Also two handed weapon is a BAD option to arcane bond as it has been cleared up that you much have the weapon in both hands to be considered wielding them for the purpose of spell casting...which doesn't leave a hand free. Yeah PF core is rough for making fighter/mages.

This eldritch knight doesn't need too high of an INT score. The purpose of this type of EK is to augment fighting ability with arcane magic, and that particular EK shouldn't be trying to be a wizard if you catch my drift. The build only needs enough INT to cast his buffs. I've made an EK which I think might look very similar to meatrace's.

To add to meatrace's advice, if you can work one or more of the following feats in: Extend Spell, Brew Potion, or Create Wand in, you should have no shortage access to buff and melee tactical type spells. Of course you already have Scribe Scroll going the wizard route.

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