What games are you playing right now? What's the general plot for the game that you are currently playing and PC levels (if you're running one at all).
On more of a design note: are there any plans to have an AP on another continent like southern Garund, Azlant or Casmaron, or even a Campaign setting book to expand on previously unrevealed regions?
Kaas are a little too good for martial classes. Str and Con plus Natural armor pretty much makes them the best race for Fighers/Barb/Pals/Monks, heck even for Clerics,Rogues and Bards they're a good choice. You should try to avoid making a race too tilted toward physical vs. magical classes.
It's because they just don't have room in 6 books to get all the way to 20th level.
They won't do the longer APs you suggest because they want to have a new AP starting often enough that people don't get too bored and wonder off, if you will.
For instance, Skull & Shackles or Jade Regent aren't necessarily for everyone, but if pirates isn't your thing that's ok, just wait 6 months and there'll be a new one out. Wrath of the Righteous is going to be a full 1-20 AP, because with Mythic you can fighter stronger stuff and level up a bit faster than a Core only AP.
I actually really appreciate retraining rules (at least the idea, got to see how it actually works before final approval), I think of a PC who has a defined history, but finds himself in an unusual situation.
James Jacobs wrote:
As a huge fan of the Pathfinder Tales line, I have to say I'm pretty excited about a JJ Tales book. Do you think you would write it, or just do a story outline and then get a more established novel writer to fill it in. Also, are there any plans to increase the release rate for PFT? I know writing a novel takes some time, but I can't get enough of them.
So I have a question on who gets an SR check for Plague Carrier.
Plague Carrier wrote:
If I cast Plague Carrier on myself, and then attack a creature that has SR, does the creature get an SR check to not contract Filth Fever
Is the SR check only for the target, i.e. the carrier of the plague, and any creature I attack with natural attacks does not get an SR check, just a fort save v disease.
James Jacobs wrote:
Is it just me or does this strongly imply that Paizo is planning a psionics book?
On an unrelated note: do you expect to do any books expanding on the material from Distant Worlds, maybe even a AP that travels to Castrovel or Eox?
You also have to take into account that by level 10, your total damage is already maxed, with diminishing returns as you level up. A spellcaster or martial character will increase their DPR as they level where Weird Words goes down (increased chance to save, more likely to have DR etc.).
JJ has already weighed in on this issue here
James Jacobs wrote:
2) Yes, the sounds do bludgeoning, piercing, or slashing damage, and are thus subject to normal damage reduction.
I actually really like the Archeologist (which is as much a non-SA Rogue as non-singing Bard). Really the only reason to play a rogue over a fighter or ranger or bard is sneak attack. It's also an optimization guide, and the optimal Rogue will try to be sneak attacking as much as possible to maximize their Damage output. Nothing here should discourage you from playing a flavorful character that is a dynamic and interesting person in their own right.
As far as I know j b the rules allow early access spells. It comes down to GM discretion but RAW allows it. Because I'm not just bumping down the level. I am taking the lower version of the spell from a different caster.
You can't add a spell if it is already there. Haste is Haste, just because a summoner can cast it at level 4 instead of level 5 doesn't change the spell, it just changes the level that class gains access to it.
You can't take spells already on the Wizard spell list (like Haste or Maze) for early entry with the Samsaran racial trait.
Mystic Past Life wrote:
You can add spells from another spellcasting class to the spell list of your current spellcasting class.
You can't "add spells...to [your] spell list" if they are already on your spell list. You can only use this to gain access to spells not on the wizard list already.
Alex Mack wrote:
Thug is widely considered one of the best Rogue archetypes due to it's debuff ability and paired with the Enforcer feat it can be outright broken as any hit that deals at least 3 points on nonlethal damage will send your opponent running if you wish to do so. You give it a red rating. Maybe you should reconsider...
Maybe red is a little harsh. But no higher than yellow. I agree that the debuffing is pretty nice, but none of it helps you sneak attack. Since pretty much the entire guide is about maximizing your sneak attack opportunities, it still doesn't rise above a yellow.
The reason it says land speed is to distinguish it from other forms of movement. I.e. Merfolk Monk does not add fast movement to their swim speed, or a Strix to their fly speed, or a Catfolk's climb speed, but only their land speed.
Your speed when using the Swim or Climb skill is separate from a swim speed, therefore yes the Monk's Fast Movement does increase their speed when using the swim or climb skill, but not if they are using a swim or climb speed.
F. Wesley Schneider wrote:
Damn it! Why do you make me wait so long! Please take my money NOW!!
I like the idea of character background generators. Admittedly, a powergamer will use any excuse to powergame (Pathfinder means pumping combat, in a more RP heavy system it just means pumping social stats). But, just because a tool can be abused doesn't mean that everyone will abuse it. I expect I would use the background generator to build a background and then build an interesting PC around it, not the other way around. Some players will always select the strongest option, and some players will play an evoker wizard with 9 con and hangups about blasting.
I'd second Serpent Skull if you're willing to look at an AP you don't own yet. A rival group would really help to drive the slow portions of that AP (in books 2 and 3).
especially since the whole plot is centered around staying ahead of the competition (or catching up as the case may be).
Second Darkness also has some significant undead components in book 3 and some minor points in books 2 & 4.
You go to an echo of the elf city with burning undead all over the place. Book 2 has "zombies" that are infested with alien larvae. In book 4 you run around in some dead guy's skin.
Caster level and Class level are completely independent from one another. 2 examples:1) A Ranger or Paladin has a class level of 5 but a caster level of only 2.
2) A better argument is if you look at prestige classes. Dragon Disciple and Arcane Archer both increase your caster level but not your class level, therefore a Sorcerer 8/Arcane Archer 5 has a Caster level of 11, but their bloodline powers are at class level 8.
I don't think magical knack increases your bloodline power. MK increases your caster level, but the bloodline power is based on your sorcerer level, not the same thing.
You can see it in the different language for Magical Knack and the Favored Class option. One says "caster level" and the other says "effective sorcerer level."
For your spells your caster level is 2 from sorcerer and 1 from magical knack and rogue HD = 3. For your bloodline power, your effective sorcerer level is 2 (sorcerer)+ 1.5 (3 levels of favored class)= 3 (rounding down) so your damage is 1d6+1.
Petty Alchemy wrote:
I would suggest insteadCantrips
Jubal Breakbottle wrote:
The main page is the original guide by Rogue Eidolon, the additions are mostly in the subpages, the links are in the text.
Not yet, but it's definitely on my radar. I need to finish up the equipment section first.
Added a list of the non-ki tricks so that they are easier to find.
Clerics of Iomedae can select 2 domains from the following list of domains offered by Iomedae: Glory, Good, Law, Sun, War
You can't select both a domain and it's subdomain as your 2 domains. For example, You cannot select Glory as one domain and then Heroism as a second, because heroism is a subdomain for Glory. Selecting Glory and Archon is an acceptable selection, as is Glory and Good, or Heroism and Archon.
So to clearify, you can select from the following list of domains:
You only get two domains total. You can choose from the list for Iomeadae. What is your Wisdom, because that determines the total number of bonus spells you have. Also are you level 1?
A level 1 Cleric gets 4 zero-level spells per day. You receive one 1st level spell for being level 1. This spell you prepare once per day and can be any spell on the Cleric spell list. A cleric knows the entire Cleric spell list.You also get one additional first level spell, but this spell must be one of the first level spells from your two domains.
Additionally you receive a number of bonus spells per day dependent upon your Wis Modifier. Look at Table: Ability Modifiers and Bonus Spells, that will tell you how many bonus spells you receive for each spell level. An 18 Wis will mean one additional 1st level spell per day at level 1. You only get the bonus spells if you can cast that level of spell already. i.e. at level 1 you do not get any 2nd level bonus spells because you cannot cast 2nd level spells, but at level 3 you do gain those bonus spells as you can now cast 2nd level spells.
Out of curiosity, how optimal is a Dex-based brute rogue, using a weapon like a Spiked Chain or an Elven Curved Blade?
I could see it being done. I have actually considered that myself, if only because Furious Focus a) makes Power Attack usable for 3/4 BAB classes and b) requires a THW. It also opens up Cleave and Surprise Follow Through as viable options. The only drawback is that you lose the bonus 1-1/2 Str damage. Be careful that your Str isn't completely dumped since it is needed as a pre-req for many of the more "Brutish" feats.
I would say that a Finesse-Brute should have a 20 point buy that looks something like this(assuming +2 in Dex):
James Jacobs wrote:
Leave it up to James Jacobs to take a perfectly orderly and civil discussion on the finer points of inter-planer politics and turn it into a massive nergasm super fawesome campaign ideas. I CAN HAZ NOW!!
The main reason I decided to have the new sections in sub-pages is because I wanted to try and maintain the integrity of the original guide as much as possible. Additionally, putting everything on one page can start to get very long and more difficult to find specific sections (for example see my massive 1 page ninja guide).
Maybe he meant raise dead.
If my group have any game that has limited access to treasure (not just APs) we usually allow a new character but the DM will limit their new treasure. In my game I was running last year I had a period where we had a revolving door of players and PCs, having 1 or more new PCs each week. I just asked the existing PCs to calculate their wealth and then tell the new player to purchase accordingly. Conversely if you feel it's unfair for a new PC to have hand picked treasure instead of piecemeal from the loot, just tell the PC what their equipment is, or give them a smaller list to choose from. Can be a little more work for you, but it's likely fairer for the other players.
As far as looting comrades. Our group, no matter who is DMing, has a strict no looting of PCs policy, for obvious reasons. If a PC dies in our games we can take only McGuffins or "party loot" i.e. we gave him our scroll of raise dead because he's the only one who can use it not because it now belongs to him, or he's carrying the bag of holding with all the loot in it, but it's not "his" bag of holding, it's the party's.
Since Rogue Eidolon's guide is the only one out there for the rogue and it hasn't been updated since the CRB came out, I decided to do an update.
I included the original guide (because why reinvent the wheel), but added new sections for new rules from the APG, ARC, UC, and UM. I plan on adding more on the equipment section, but I haven't quite gotten there yet. Any comments are welcome, but please try to keep them constructive.
Guide is HERE
As for my preferred system, I'm actually rather fond of Aberrant. The system certainly has a number of issues, and the setting is pretty difficult to untangle from the system, if you want to use it for something else, but I keep coming back to it. Something about it really appeals to me (and I also really like the setting, so I don't have a problem with how much it influences the system).
+1 for Aberrant. I really like the flexibility of the system. It really lets you do just about anything you wanted.