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deinol's page
Pathfinder Roleplaying Game, Adventure Path Subscriber. Pathfinder Society Member. 2,317 posts (2,636 including aliases). 10 reviews. 2 lists. 1 wishlist. 4 aliases.
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Here's what I worked up for my Pathfinder game, with variants based loosely on the options from Classic Monsters Revisted:
Kobold Racial Traits
• -2 Strength, +2 Dexterity, +2 Charisma.
• Small size: +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, -1 penalty to CMB, lifting and carrying limits ¾ those of Medium characters.
• A kobold’s base land speed is 30 feet.
• Darkvision out to 60 feet.
• Racial Skills: A kobold character has a +2 racial bonus on Craft (trapmaking), Profession (miner), and Search checks.
• Racial Feats: A kobold character gains feats according to its character class.
• +1 natural armor bonus.
• Light sensitivity (Ex): Kobolds are dazzled in bright sunlight or within the radius of a daylight spell.
• Color: Kobold characters gain a special racial bonus based on their color:
Black: +1 bonus to the DC of acid spells and +2 bonus on Swim checks.
Blue: +1 bonus to the DC of illusion spells and +1 bonus to fortitude saves.
Brass: +1 bonus to the DC of compulsion spells and a +2 bonus to Bluff checks.
Bronze: +1 bonus to the DC of electricity spells and a +2 bonus to Swim checks.
Copper: +1 bonus to the DC of earth spells and a +2 bonus to Climb checks.
Gold: +1 bonus to all saving throws.
Green: +1 bonus to the DC of compulsion spells and +2 bonus on Stealth checks.
Red: +1 bonus to the DC of fire spells and +2 bonus to saves vs fear.
Silver: +1 bonus to the DC of air spells and +2 bonus to Fly checks.
White: +1 bonus to the DC of cold spells and +1 bonus to will saves.
But then again, I like the dragonic heritage of kobolds, so your mileage may vary.
I've been thinking about what I'd like to see in future adventure paths, and I thought it would be nice to have a thread for people to talk about what they would like.
I'm hoping Council of Thieves has a real urban campaign feel to it, because there aren't nearly enough of those. Something really political in nature. Power Behind the Throne, the old Warhammer FRP module is the best example I've ever seen.
I also want to see a planar adventure path. I love Planescape, and now that Golarion has its own planar cosmology it should have an adventure path that takes characters to the planes from book 1. I know this won't realistically happen until adventure path 7 or 8, but it really should be explored sometime.
So what would other people like to see in future adventure paths?
I'm really hoping this path has an "Ill met in Lankhmar" sort of feel, with more city adventures than the usual adventure path. Something like the old "B6: The Veiled Society" would be cool too. I'm sure whatever they do, it'll be great.
joela wrote: deinol wrote: Check out kobold quarterly. Also I'm tempted to pick up Razor Coast from Dark Vistas (Sinister Adventures is the web site I think.) Has Nicholas released DV yet? Not yet, but I believe it should be very soon. Last I checked it still said October for the release date.
Check out kobold quarterly. Also I'm tempted to pick up Razor Coast from Dark Vistas (Sinister Adventures is the web site I think.)

Jesse Heinig wrote: As an ancillary question, I have a little confusion regarding the usability of the 3.5/OGL/d20 system indica. The license agreement (1.0a) doesn't prohibit the use of the term "d20 system," which is fine and all, except that as I recall Wizards requires publishers to have their permission to publish - I forget all the details; some fallout from the Book of Erotic Fantasy, I think - so couldn't WotC theoretically refuse approval and then "suggest" that approval would be forthcoming if the references to d20 system were stripped out and the license updated to 1.0c? You do not need permission to publish an OGL product. You did need permission to produce a d20 licensed product with the official d20 logo on the book. That's what happened to the Book of Erotic Fantasy. They reprinted it without the d20 logo using just the OGL. I saw a new copy at Borders just the other day.
Paizo hasn't published their products using the d20 license, so the whims of Wizards doesn't effect them. The "3.5/OGL Compatible" logo they use is their own creation.
I personally think their new pathfinder/OGL logo should have a goblin head in place of the O. ;)
Gailbraithe wrote: Does anyone know the actual reason the 3.5 OGL compatible logo is gone from the Beta? My first assumption was "oversight," as in "Someone forgot." But then I realized maybe it was some issue stemming from the Beta's nature as a replacement for the core rules. My suspicion is simply that it isn't intended to be a supplement. It is a playtest document. The final version I am certain will have Paizo's 3.5 compatible logo, along with whatever new Pathfinder RPG logo they create. The beta is too transitory (even though it'll be used for a year) to be considered a real product.
Kalyth wrote:
I don't think this is what was meant by those that wrote the Empower Feat.
Any thoughts?
I think this is exactly what was meant. This hasn't changed since 3.0, if it were a mistake it would have been corrected by now.
That isn't to say that allowing it to multiply static numbers as well is not a reasonable and valid house rule.
I don't see anything in the rules that mentions whether or not you can combine Two Weapon Fighting with Flurry of Blows. Certainly the rules seem to imply that the Flurry use attacks from the primary and secondary hand (or both sides of a quaterstaff, etc.) But I don't see anything that explicitly disallows this combination. So can a 1st level monk with Two Weapon Fighting and Flurry of Blows make 3 attacks at -4?
I think the fighter feats from book 2 are the solution to buffing up the fighter. I think the disciplines would have to be folded into the domain powers somehow, but that would take some work. I plan on using his versions of the metamagic feats though, they just make more sense to me.
Skeld wrote: There were 2 copies of Classic monsters at my local Barnes & Noble when I checked the other night.
I found several Barnes & Nobles had it in stock in my area using their online "find in store" tool. If you are interested in the product, and Paizo is running low, grab it while you still can.
I was never that fond of the T20 system. I love D&D (and now Pathfinder RPG!) but not everything needs to be shoe-horned into the same mechanics framework. I love the Gurps Traveller supplements, but I think going for either a hybrid of CT and MT or trying the new Mongoose rules are probably your best way to go.
One of the things I liked about the Beta is that all of the mechanics that are normally found in the DMG (magic items, encounter building, traps, etc) are now in the main rulebook.
That said, I'd love to see a Paizo DMG "Revisted" that has advanced advice, tips for easy preparation of encounters, and possible variant rules like what was in Unearthed Arcana.
I'm making a cleric villain for my game and I had a question about determining the save DC for the domain abilities. As an example, he gets Aura of Madness (Su) which effects everyone within 30ft with confusion if they fail a will save. Confusion isn't normally a Cleric spell, and depending on where you get it, it has a different spell level. So should I assume Wizard 4, and give it a DC of 14 + Wis? Some clarification on this sort of thing will be needed in the final rules. I apologize if it exits somewhere and I missed it, but it wasn't mentioned under Cleric or under Domains. I'd put the DC's in the abilities themselves, just to make you not have to hunt.
Wolfgang Baur wrote: I tried to resist, I really did, but I can't help but mention Wrath of the River King. It is a 4E adventure with a rich set of NPCs (some of them recurring), several big skill challenges and roleplay encounters, a decent sandbox-style plot, plus a ton of new monsters.
As a patron for Wrath, I've seen the work in progress. I can say it has turned me around on the potential for 4th edition adventures. A great story and good examples of how to do skill challenges well. I'm really looking forward to the finished product.
In addition to an index, I would also like to see a reference list for wondrous items listed by slot, similar to what the Magic Item Compendium had in the back of the book. It is very handy to be able to see everything that is a belt in the same spot.
Not to open a whole new debate, but my problem with power attack is not how the feat operates (although I do like some of the changes suggested, like basing the bonus on how much strength is applied and making it a core mechanic.)
I dislike that bonuses to damage from feats/abilities are applied with damage multipliers. I think that damage from critical hits or other multipliers should only multiply weapon damage + strength/enhancement damage, and all other damage bonuses (sneak attack, power attack, warblade powers, etc) are constant. It also evens out the way some other feats and powers are balanced.
Power Attack as a -5 to hit for +10 damage seems fine. -5 to hit for +30 damage while charging with a lance on horseback seems too powerful. Many of the power builds I've seen are based on getting a high power attack and being able to multiply it greatly.
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