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I stand corrected on that.
You got it.
Here's the amended plan for tournament:
Every 3rd duel is the end of a "day" and you are both leveled up three levels and restored to full hit points before the 4th duel. Consumable items and ammunition are still gone. You may buy what you want as listed in UE (no custom items*) with standard WBL.
Is this fair to both martial types and casters?
I made the changes above. Reload the page to see them.
Yes, There will be random maps (About 6). One will be completely flat like a Roman arena. One will be a maze filled with traps. One will have islands in a arena filled with water. I'm working on the others. In all of them, you start some distance away. I'm thinking somewhere between 30' and 100' depending on the map.
If we don't get more people by 11:59 pm PST on the 7th, then you I'll start allowing secondary characters.
Yes, casters start with all their spells prepared. Keep in mind this tournament will take place during a single day, so you won't be able to recover spells.
I was under the impression that the "animal" type was supposed to be used for real-world animals, both extant and extinct.
As far as I know, the gorthek is completely fictional. Why is it an animal and not magical beast? Other combination animals like griffons are magical beasts.
Can anybody explain the reasoning for making it an animal?
Core Races only:
Books allowed for Feats, Class Features, Class Abilities, Familiars, Animal Companions, Archetypes, Weapons, Items, and Spells:
Class -- Player
This is an idea I've had for a while about a class elimination tournament.
Contestants would choose a class and submit the best character they can make. They are then teleported to an arena where they fight each other one-on-one. The winners advance to the next round.
Each class will be represented by one contestant. Once a class has been chosen, other players must choose another class.
Those that advance to the next round are advanced in XP by one level.
At the end, the winner and the class played will be crowned the winner of the year.
I'm trying to find out how much interest there is for such a game.
I'm still very sceptical. I've never seen another class "out-rogue" a rogue and in fact, more often than not, I have seen rogue characters dominate the party as the most useful member.
It makes me wonder how much of this "rogue needs fixing" notion is based on hypothetical situations and how much is based on actual play examples.
It still doesn't make sense that those who are not engaged in constant, strenuous, physical activity are counting down at the same rate as those that are.
When dealing with a life and death situation, your adrenaline goes up through the roof. You are also looking around for danger and constantly making sure you don't get hit.
Those that are up swinging weapons usually have all their training helping to make it easier for them. That's why martial type classes have higher fort saves and usually higher con. They can naturally last longer most of the time.
Wizards, for example. who spent most of their time not doing strenuous exercise but reading books would not be as used to all this stress and activity and would get tired faster.
Ok, so rogues are not broken but if I were to remake them I would make a couple changes/
Everything else stays the same.
Things to tweak for the Fighter:
* Bravery is now a bonus against all mind-affecting magic
Fighters are OK as they are but if I were to change anything those would be it.
In fantasy movies and TV shows, you don't see characters walking around with as much gear as on typical Pathfinder character sheet. It makes you wonder why you can't be more like Xena or Aragorn.
I often want characters to be more like that so I intentionally keep my gear limited to a few things in exchange for giving up loot.
For example, instead of also getting a magic bow to go with my magic sword, I forsake the magic bow and apply the cost to upgrading the sword. If it is not enough to add another +1 or ability, I notate off to the side. When I accumulate enough gp in the virtual "bank," the sword just spontaneously gains another enhancement. So not totally gearless, but gear-lite.
Now for the truly gearless monk, I would use a combination of a couple different things.
I found those combination of things to work pretty well.
I'm not aware of anybody saying that. Where did that happen?
Unchained is not coming out "explicitly to fix the Rogue." It's a collection of alternative rules on a variety of topics similar to Unearthed Arcana.
Maybe if you can explain why you think it is "broken" we can start there and discuss solutions.
Yeah, it's ironically difficult for an alchemist to make alchemical golems.
Paizo said they realized this part of the rules needed work and would revisit later. That was quite a long while ago.
Simple fix would be to house rule that for purposes of qualifying for item creation feats only, alchemists may use their alchemist level as a caster level.
If you want a little gritty realism how about this instead:
Anybody with an initiative count during combat (including spellcasters, healers, etc) will eventually become tired.
You can be in combat up to a number of rounds equal to your Con score without any chance of tiring naturally.
After that, you must make a DC 10 Fort save each round. Each additional round, the DC increases by +1. Failing a save makes you fatigued. Once fatigued, failing a second check makes you exhausted.
Fighters add their Bravery bonus to this Fort save. Endurance feat adds an additional +4 bonus to the save.
Rolling a natural 20 gives you a "2nd wind" and resets the count to the beginning.
Unlike regular fatigue or exhaustion, battle fatigue can be removed by 1 minute (10 rounds) of inactivity while exhaustion from battle can be downgraded to fatigue by 10 minutes of inactivity.