I thought the "blood" in the class name was blood as in heritage, like "bloodline", "blood will tell", and so forth.
Bloodrager does sound and feel like a D&D 4e class name, but it is evocative. Berserker doesn't sound like an arcane spellcaster, nor does tempest. I can't think of anything better.
Warpriest, though, I hate. As a two word class name (war priest), it would be okay, except I think it would be the only two word class name in Pathfinder. Shoving the words together into a clumsy portmanteau is ridiculously annoying to me, for some reason. I think I will pronounce it "warp-ri-est" in protest. ;)
Maybe it is because there are better options for it. "Templar" is a perfect class name for a fighter-cleric hybrid.
Initial $0.02: I'd like to see the Slayer get 6 skill points a level, too. I'd also like to see Uncanny Dodge as a talent.
On the other hand, I don't think Trapfinding is necessary for a base slayer; they are killers, not looters. However, a trapmaking & disabling slayer archetype would be awesome. It might be doable as a set of talents, but the traps would probably have to be pretty weak. I think a full-out archetype could be interesting, focusing on laying traps and ambushes rather than killing in simple fights.
Dave Gross wrote:
Yes! Fourthed. Azra & Malena, and then Keren & Zae. Or vice versa. Or at the same time!
Nah, on second thought, save the team up for a sequel.
"I hope you'll remain confident of your strength, intelligence, and highly developed skills as a professional warrior, whatever ordeal you find yourself facing."
- from a letter written to then US Army Captain Jason Amerine by his father, quoted in The Only Thing Worth Dying For, by Eric Blehm
brock, no the other one... wrote:
I'm pretty sure "halfbreeds" and "mongrels" would be way more objectionable than "bastards" here in the US. When applied to people, those terms have a history of bigotry behind 'em, at least to me.
For me, the title reminded me of Scott Lynch's Gentlemen Bastards books. I'm still hoping for some scoundrelry in the book.
The PRD wrote:
An incorporeal creature can enter or pass through solid objects, but must remain adjacent to the object's exterior, and so cannot pass entirely through an object whose space is larger than its own.
Diego Rossi wrote:
Where in Ultimate Campaign does it say that? I see where you can spend 1 point of Labor to get a +2 to a Craft check (p. 84), but you have to have the capital. A Forge room gives you a +10 to generate gp or Goods, but that's not the same as crafting a specific item, AFAICT.
You can also spend capital to boost a skill check by up to 5, per the box on p. 81, but I'm not sure how that's supposed to interact with the Craft Mundane Items procedure on p. 84.
Also not sure if p. 84 is intended to limit you to just spending 1 pt to get a +2, or if it's limited by settlement size (in which case, if you had enough Labor points and were in a metropolis, you could spend 65 Labor and get +130 to your check!).
Matthew Downie wrote:
Assuming your GM allows you to cast Bear's Endurance on someone who is currently dead...
Bear's endurance says "Target creature touched", and breath of life says "Target creature touched". So if you can't cast bear's endurance on the someone, the same circumstance would seem to indicate you can't cast breath of life on the person either.
I hadn't thought of that before.
Not quite. This graveknight was a 7th level fighter; he thus has 7 hit dice. The CR increase from being a graveknight doesn't increase his hit dice, it just increases his CR.
You also always round down.
So his Devastating Blast save DC is 10 + (7/2) + 4 = 10 + 3 + 4 = 17.
Edit: also, the graveknight template changes racial HD to d8s. The hit dice from levels of fighter aren't racial HD, they're class HD, so they remain d10s. Humans (and elves, dwarves, halflings, etc.) don't have any racial HD.
Yeah, I think I don't like that ruling, as it means no PC will ever bother rolling Spellcraft to make an item. If 10+their Spellcraft modifier isn't high enough, they won't bother trying (50/50 odds or worse are a bad bet). And that is nearly as boring as the 3e magic item creation rules. I'm not sure it's worth the word count spent on them, if it all boils down to "you can make any item with a (modified) caster level of your skill modifier+5 or less; caster level is +5 per missing prereq, and +5 to halve the time."
Plus, no PC will ever actually make a cursed item. I guess they all come from dumb NPCs.
Are the minis KS exclusive? Are they all repaints of existing minis? Will there be another way to get them, without getting all the PFO stuff?
I'm interested in them and in the mega dungeon, but the PVP sandbox MMO has no real interest to me (it just doesn't sound fun), so I don't want a copy of it. I'll pledge to help get it made in return for PF (not O) stuff, though!
So if you are water walking in the midst of a perfect storm, you shoot to the top of a 40 ft wave, then it passes, and you fall, right? How much falling damage do you take? Same as falling on firm ground?
Then another wave passes, you shoot to the top, it goes on, you fall -- this could get painful!
Note that in the world of The Walking Dead, Night of the Living Dead, and hence the entire zombie genre, never existed, per Mazzara and I believe Kirkman. They had no popular concept of shambling dead things until they actually showed up. Notice ho no one ever says the word "zombie".
So no one had ever spent one second pondering how to oppose the hypothetical threat of zombies. Thus, they're making it up as they go.
The higher of the roll or the average (rounded up - so 4, 5, 6, or 7).
Monster and NPC hit points vary. I tend to use average-rounded-up per die, with big threats getting 65% to 75% or more of max, or rolled like PCs.
I think it's easy to see that Monkey Lunge and Elephant Stomp are supposed to be beneficial, and it's not too hard to fix them (you get an attack with the lunge, you get an attack in addition to overrunning).
Prone Shooter, on the other hand, is just exceedingly dumb. It is intended to remove non-existent penalties. It is designed to be useless, making it irredeemable.
James Jacobs wrote:
Before I start answering these... where the heck is Wyroot from?
I'm not the OP, but wyroot is from the Advanced Race Guide (elf section), reprinted in Ultimate Equipment (p. 52).
Edit: the book with the table of holy stuff could be in a big hardback that expands religious options for PCs, details some demigods, and collects all the herald stat blocks. You can call it Advanced Deities and Demigods.
It says bonus damage dice from bombs aren't multiplied on a critical hit, which implies that the bomb can critically hit, and that the basic d6 and Int bonus are multiplied.
Edit: Ninja'd due to familial delay!
master arminas wrote:
That's not the case; you don't need greater magic weapon or any spell to make a magic weapon with just an enhancement bonus to attack and damage.
There is a paladin mercy to remove sickness. Spell-wise, heal. Remove sickness and surmount affliction (temporarily), from Ultimate Magic. Cleanse from APG. Nine lives, from ARG.
I've been thinking the bracers of the falcon are about 12-15,000 gp too cheap, at best. That's assuming the critical hit enhancement is worth 10,000 gp by itself; then add 5000 gp for the attack bonus, 900 gp for the skill bonus, and possibly add +50% to those last two.
4000 gp is way too low, though.
1. Keep in mind, one of the Fighter's class features is being able to throw away low level feats every 4th level to get higher level ones he could not have previously qualified for. Use this. For example, at level 4... you can take Weapon Specialization. But then there's Point Blank Master, which is awesome but requires WS. Guess you just have to tough it out one more level, eh? Nope! Drop an earlier feat and pick it up right then and there! You have the big 3, so you're pretty set. Just as long as you have Weapon Focus and [expendable feat] before level 4, you'll be good. Also keep in mind, nothing is stopping you from say... taking Deadly Aim, swapping it out at 4, getting it back at 5, swapping it out for another new shiny at 8 and getting it back at 9... Just for example.
Note that fighters can only swap out bonus feats. If you take Deadly Aim at 5th level, it isn't as a fighter bonus feat, so you can't swap it later.
I don't think he means "start a full round action in the midst of a Spring Attack", but rather "Spring Attackmis a full round action, and isn't run, charge, withdraw, or full attack, so can you use a standard action to start a Spring Attack and finish it next round?"
Technically, it appears to be possible, but I'd disallow it. It involves discrete actions that are bundled into one full round action as a mechanical convenience, just like run, charge, withdraw, and full attack; ergo, I'd say no on the same grounds.
coyote6: Please tell me which Class Act you would like to receive for free.
Whoops, sorry, I thought you'd be done with the freebies already! I'll take the Class Acts: Witches.
I'd like to see some swashbuckling classes, archetypes, and/or options for classes. Stuff so fighting types can get along without heavy armor but without taking the AC hit.
Also, some system that would provide an alternative to the "big six" class of magic items, a la the ideas in the D&D 4e DMG 2. Inherent bonuses or boons or something that would let me ditch the magic items that give plain numeric bonuses so PCs have more use for other kinds of magic items.
My current favorite game systems are M&M (2e, though 3e is fine), Savage Worlds, GURPS (4e), and Pathfinder, roughly in that order, though it changes based on the genre.
I had fun running the new Mistborn game at Pacificon this last weekend, but I doubt any of my regular groups are going to go for a campaign.
I love the fluff of Shadowrun and Exalted, though the rules aren't my favorite. Exalted 2e is too damned much work to GM for; I'm hoping the upcoming 3e really fixes that. If it does, we might fire up another Exalted game after the Deadlands Reloaded campaign wraps up.
FATE is pretty fun, but I've only played one-shots at cons, never ran it or played a campaign.
I've always wanted to try Earthdawn, but never had the chance. Maybe when FASA comes out with new books, I'll be able to figure out which ones to get.
At current rates, it looks like it might be an hour, maybe two if everyone goes to sleep, before that $100 will also get you 2 storm giants.
I think they've raised $120k in less than 5 hours. If that somehow keeps up, they'll get another million dollars.
Edit: And 37 minutes later, they've hit the next stretch goal. Giants for everyone!
Move up to the ladder, make a DC 0 Climb check to ascend at 1/4 speed per move action. With a DC 0, most characters should take -5 penalty to make an accelerated climb, and double their ascent rate.
If the PCs are awesome enough, they could also fly, levitate, or teleport up. I guess it might be possible for them to make the DC 80 Acrobatics check to (running) jump up, too.
(Let's see, 7th level barbarian/rogue, Acrobatics as a class skill, Dex 18, with expeditious retreat and a CL 9 jump spell active, and wearing boots of elvenkind -- that gives a 4+7+3+4+12+30+5=+65 to Acrobatics for jumping, so it's possible, though not terrifically likely.)
It might be a good idea to get some concealment -- smokesticks, obscuring mist or fog cloud, if possible, or (better) invisibility. That way you don't take quite as much fire while you're climbing/jumping/flying. Wind wall will stop the arrows, but not spells.
Maybe let it act as a (or several) page(s) of spell knowledge, which is a new magic item in Ultimate Equipment. They are kind of like pearls of power for sorcerers, except instead of recalling cost spells, each one gives a specific spell known. They're priced like pearls - spell level squared times 1000 gp.
So, maybe a +1 armor bonus, and a 1st level spell known. Maybe endure elements, or a cold spell, if there is a 1st level cold spell.
I got lucky; the scimitar-using fighter PC got engulfed by a mold, and rolled a 4 or some thing on his save. I was worried it would be the monk/wizard-to-be, or the elf ranger who had the Reclaiming Your Roots trait and was carrying his dead daddy's bow.
Drag, reposition, & bull rush on the rider all ought to work, as they can move the rider from his mount's space, and it's hard to be mounted if you aren't actually on the mount.
I let someone use trip to unseat a rider in a 3e game; not sure if I would do the same in PF or not. Probably -- all those polearms with trip got their hooks in order to pull down riders, IIRC. It's not like the game needs another combat maneuver and the traditional chain of feats (Improved, Greater, Quick, etc). (I tend to think bull rush, reposition, and drag are too many separate options to move a person around, & could use some combining.)
I'd likely let the rider add any military saddle bonus to Ride to their CMD, or even use 10+ their Ride score in place of CMD.
I think I would want to stagger some of the every 3/4/5 level bonuses, so there aren't those big bumps at those levels. E.g., +1 to armor or shield at level 3, increasing by one every 4 levels thereafter, with the bonus to the other starting at level 4. That way the boosts are a little more spread out.
I'd also start the ability boosts later - generally, no one has a 4k +2 ability item at 3rd level, IME. At 3rd, they usually are still working their way to that first real BBEG, who will. Have that first headband/belt. So, start them at 5th level, maybe, then every 3 levels or so. Though everyone will probably pump their prime stat first, and a +6 by 9th or 11th seems fast. Maybe treat it like a favored enemy? +2 at 5th, then at 9th that goes to +4 and you get +2 to another stat?
I do hope Ultimate Campaign has some concrete Xmas tree reduction and low(er) magic item options.
Fortunately, that nausea has a cure when you're a PC -- kill them. Kill them all.
I think the players were most disturbed when, after all the earlier stuff, they fought Mammy and she cast black tentacles (I switched her to a witch, so her spells had to be switched up some). They really really didn't want anything to do with any tentacles she conjured up.
I liked the comic overall - the story and characters were fine. It was a good start.
I wasn't fond of the art, though. It seemed overly ... muddy? That's the word that comes to mind. I need to read it again, and give the art another try. I definitely preferred the art on, say, the Fell's Five D&D comic.
I assume the Dracolich is more of a shelf dresser showpiece? Can't see THAT hitting a table :0
Eh, I used WotC's colossal red dragon in a game, along with (separately) the gargantuan black and the gargantuan white. I'm going to try to fit the gargantuan blue dragon into my Legacy of Fire game somewhere. That dracolich would fit -- somewhere. :)
The oh-crap look on the players' faces when I set the colossal red dragon on the table and said, "This is Ashardalon. Yes, that is the correct size relative to the PC figures" -- magnificent.
Demon Blight Crusade -- the next AP after Reign of Winter. Mentioned in the Mythic thread.
Chronicles of Righteousness -- covers angel lords, sounds like the good version of the Books of the Damned. Mentioned here.
Champions of Good -- part of the Player's Companion line. Also mentioned here.
Munchkin Pathfinder -- not from Paizo, but licensed from Paizo. Munchkin the card game, with Pathfinder flavor. License signing here.
You should be able to search the boards for those titles to find out more info, and lots of speculation.
So I haven't tried painting a mini since the '80s. Can someone tell me if those $18 starter paint sets on the Kickstarter are good deals or not? Can I get decent paints cheaper elsewhere? [/newb]
The tables are split as "lesser minor", "greater minor", "lesser medium", "greater medium", "lesser major", and "greater major". Potions, scrolls, and wands are also divided into common and uncommon categories.
So, if you have a scroll, you roll a d100 on a table classified as lesser/greater minor/medium/major; that gives you a spell level. Then you roll once to see if it's common/uncommon arcane/divine (45% common arcane, 15% uncommon arcane, 30% common divine, 10% uncommon divine). Then you roll on the appropriate specific table to see what spell.
That's not what Large and in Charge did. It let you make an opposed Str check to push your foe back if you hit with an AoO provoked by movement. Essentially, it let Large creatures with reach hold people at bay.
Edit: it was the Knock Down feat. It let you make a free trip attack whenever you did 10+ damage in melee.
Hmm, that kind of sucks for Ultimate Equipment -- the dwarven longhammer isn't in the weapon tables, and isn't listed in the fighter weapon groups. Yet the rod of dwarven might is in UE, and can turn into a longhammer. But if you just have UE, you wont have any info on a longhammer. D'oh.
Personally, i'd say the longhammer goes in both the hammers and pole arms groups.
If you're talking about the Shift ability of the Teleportation School, it's not a spell. It's a supernatural ability, so no AoO, no concentration checks, none of that -- it just works.
As I understand it, the freelancer turns over their work, then development and editing go over it, and often (sometimes? Usually? Rarely?) make changes. How can a freelancer possibly playtest that?
Personally, the existence of something like the Prone Shooter feat in a published book makes me doubt the existence of any inherent superiority of quality of that publisher's material over all other publishers. That's like Fast Forward Entertainment levels of bad.
Adamantine Dragon wrote:
Staves should be to wizard spell casting what magical enhancements are to martial combat attacks. They should make your spells more effective.
Have you seen Super Genius Games' Rune Staves & Wyrm Wands? It's pretty awesome, I think. Easily expanded, too.