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Hi, title explains it all, I've got my first society game this thursday and just had some general questions 1 Where do i get cards for new players who haven't already registered? I won't have internet access at the store, so I want to have a few printed out and ready to go. 2 is there a pregenerated character for ultimate magic classes? I couldn't find any but just making sure. If I have any more I'll post them later Sorry new to society and that's really confusing as all the stuff says choose faction first but then the intros say they shouldn't have a faction. But the register a character page has the factions to choose required and no option that says playing the intros, so how do i register it for tracking without having a faction chosen? If you live in or around the Area in between Orlando and Daytona Beach, You may be interested in the new Orange City Meetup Group This is an incredibly sad tale that actually weakens my faith in humanity just a bit. Senseless destruction at its worse. Go out and hug an old tree in your neighborhood and let it know that we aren't all as awful as the worthless dretch of a human being that did this. My parent took me to see this tree as a child and my wife used to visit it all the time. I always wanted to take the time to go see it as an adult, but now I know that it's too late. There's a lesson in this for me, but most of all this just depresses me. This is cool for me as Herman Cain and Ron Paul are the only GOP candidates I'm interested in, I just wanted to hear other paizonian thoughts on this. It would certainly make for an exciting election, two black men, no one able to make claims of racism. but I know the media is trying to act like this doesn't change the race. I for one sure hope it does. Okay, so in this thread, I was inspired to take up a challange, create a by the rules foolish cleric using 15 point buy. I have done so and this is the guy. Terry Hammerstein
Gentle Rest: 1/day; melee touch staggers living creature for 1 round, if creature is already staggered, it falls asleep for 1 round. Death's Kiss: 1/day; melee touch treats creature as undead for the effects that deal with positive energy, lasts 1 round
I'm working on his backstory now, I'll post it when I've finished but basically he's a cleric who focuses on melee combat and channeling, he doesn't comprehend the strehgth of will it takes to cast spells, but he genuinely wants to keep people alive so that they'll come to revere pharasma before ultimately facing their judgement, so he channels in order to keep his allies up. Okay, that's an exageration, but the player switches weapons like every other session because he wants to try new different ones, he's not doing it to be optimal, I've been trying to make him focus on one optimal weapon for him, but he'll pull out a dagger one session, then a handaxe next, then a bow, then a slingstaff, then a horsechopper, then a different dagger, then a club. I want to make some feats and (eventually) a PrC for this guy if he contiues to do this so that he can have his fun switching weapons and not be left in the mechanical dust. For the record he plays a halfling ranger with the archery path. and is currently level 3, he might eventually settle on a weapon but for now I want to be prepared in case he doesn't So any suggestions or already exiting stuff, or made up stuff you have to share? This is just a funny thing I noticed, so for the first time ever, a player in my games wanted to play a cleric. I haven't seen a cleric played in DnD, ever. So even though I know about cleric spontaneous casting when putting together her character (she was a new player, and I had 2 new players for the game) I was rushing, and just used the chart. Honestly because spontaneous casting is listed nowhere in the cleric chart, I forgot about it until I read a thread here that mentioned it. Our cleric is now level three, so she's been missing out on spells this whole time. Wow, so why was spontaneous casting removed from the chart, Orisons are listed, so you'd assume that spontaneous casting would be there too. [sarcasm]Do clerics just never get it, do we pick what level they get it?[/sarcasm] So in another thread a poster talked about naming the +1 +2 etc. Magic properties so that you could ask for them in game, I like the idea so I came up with this... for weapons
For armor
I didn't go with any particular theme, I just looked for words that in my head sounded to have more weight even if some may not have any particular difference (i.e. bolstered vs. reinforced or master vs. sovereign) I just tried to get words that also sound cool. So a player could go to the weaponsmith and ask that his blade be made a stinger or a sovereign blade. Plus I think in game calling it a flaming talon or a sovereign vorpal longsword just sounds better. I realize that this is just flavor, so what about your lists, or thoughts on using this for your own games. Okay so I've run a game for RotR before, and have an older campaign journal for it, that game fell apart with the economic collapse (One Gamer lost his job and had to move for school, two others had to focus on getting their higher education completed, and the last decided to call it quits) so I haven't gamed at all in almost a year. Well as luck would have it, I finally got some people interested in playing. They're both new to the game, so I'm teaching them as we go. They are playing a Halfling Ranger, and a Half-Elf cleric. My wife also joined so she is playing a Half-Elf Paladin. So first session begins, the Swallowtail Festival starts off with a bang, the players get their choices of starting positions either in the center where they were listening to the speeches, to the left at the lunch tables where there's free food and drink, or on the right where the butterfly cart has been released and there are children running around. The paladin and ranger go for the free food. The cleric wants to be around children. So combat begins, one goblin hidden underneath the butterfly cart, one hidden in the food stalls, and one coming in from an alley into the speech area. Goblins attack commoners in the first round and people all start panicking and running. Cleric goes for the goblin from under the cart who is attacking children and hits it, getting its attention. Kids get away from it, but one falls when running. Ranger and Paladin gang up on goblin in the food court, and a civilian goes after the one in the center. The goblins fight but attack lots of targets trying to go after children instead of fighting the bigger people, one commoner gets killed before he can run away, but it's not a hard fight and afterwards, the paladin sees smoke and immediately goes running for it, the halfling doublechecks that all the goblins are dead before following, and the cleric takes the time to check the two fallen citizens and channels energy to heal the one survivng as well as the hurt child. This causes them to get to the next scene at different points. The Paladin gets to the burning cart and sees two people down and the goblins cheering as the fire on the cart starts to grow, she uses her surprise round to shoot a goblin, one hit kill. Then she wins initiative, and shoots another, one hit kill. The other two normal goblins start charging her while the warchanter stays back and sings. One hits her one misses. She drops her bow, draws her falchion and attacks, missing. Goblins attack, one hits one misses, the warchanter tries to daze the paladin, and fails. Paladin attacks kills one goblin. This is when the Ranger catches up and joins combat complaining that she'll be done by the time he gets a chance to do anything. He throws his starknife at the last goblin missing. Goblin sees starknife and wants it because its pretty, the AoO from the paladin kills him, leaving the warchanter. At this point the Cleric catches up, and all three gang up killing it. The paladin sets off immediately in the direction of a scream along with the Ranger. The cleric stays behind and checks the two people who had been left alive, aparently the goblins wanted to watch them burn. She pulls them from the fire and channels to heal them. Then sets off after the party. The poor paladins luck is getting bad because she tried to heal herself with lay on hands and for three uses of lay on hands she healed 3 hp. The Ranger and Paladin get to the goblin fight and split up to go around a building and hit them from both sides. This causes the commando to go after the paladin while the gobbos try to get the halfling, although two stay behind trying to get at aldern who hides in a barrel. The halfling drops one goblin but the paladins luck got used up in the last fight and now she is missing with every attack, while I am rolling 18, 19, 17 so she wind up in the negatives, the goblin commando decides to go after the halfling now, who manages to take out a second goblin, meanwhile the cleric finally arives and starts heading towards the paladin to heal, but when two goblins go to surround her she decides to jump through a window into the house and cut through the house to get behind the commando. She takes some damage from this so she grabs a chair and smashes a window on the other side, in the meantime the goblin climbs in after her, and sees a family in the cowering in the house, goes after the family. the cleric throw her acid at the commando missing but hitting him and another gobbo with splash damage, meanwhile Aldern goes running for the paladin and starts feeding her a potion, the goblin chases after aldern, and the commando turns and attacks the cleric who because of jumping through the window was down hp and drops her. The paladin gets up and starts fighting the goblin Aldern cowering behind her the entire time. Now it's very hard to hit the ranger (AC 19) so I keep missing, and the rolls are turning bad all around. Which gives the cleric time to bleed out and die. This marks a point where I have a decision to make, do I have a new player sit out the rest of a session and then go through the process of creating an entirely new character? Also the fight is very close to a TPK with both the ranger and paladin at low HP and the commando with about half his total. I decide to take the cleric player into the next room where I describe for her, the herald of Iomedae who warns her that the runeforges have awoken and that a great evil threatens the land, Karzoug (I named him because I know that he doesn't really come up again for a while, so throwing this bit of forshadowing in will keep her guessing. Also she has just been asking everyone "who's Karzoug" so she doesn't really have a clue and it will help me tie it all together later) She is warned that if she dies again within a year, there will be no help for her (in game terms she has one year in game that if she dies she can't be brought back with raise dead etc.) and she wakes up with half her HP restored her hair turning blue as a sign of her covenant (something the character wanted). After the cleric is up they flank the commando killing the dog and then dropping the commando while the paladin cleans up the last goblin. Afterwards they start asking around to see if anyone knows why an attack would take place, but with no real leads, things wrap up and we end for the night. So I'm thinking of making stats for humanoid creatures cap at 20 (something along the lines of their physiology just doesn't get any better), I'm tired of seeing int 28 humans and str 25 dwarves etc. Personally, if there's ever a new edition I want it to focus a lot less on pumping stats as high as they'll go. I was just hoping to get a discussion on what effects this will have on the game. I know that at higher level this means that there'll be more lost saving throws as the game expects players to use magic items to boost stats to blah blah blah. What else could I expect? yeah, I'm fairly regular on these boards, but last month was insane, and I just thought I'd share the kind of crazy that I've been dealing with. On January 31st I go into work like any other day. Right as I'm walking through the door to my office, my phone is ringing. That's unusual, we usually don't start getting calls till around 9, but whatever. I answer it and it's my mother. "Nathan, don't worry, deer are considered an act of god so your insurance should cover everything." Now keep in mind, that's the first thing she says to me, and I have no idea what she's talking about. Turns out that my wife who was driving to my parents house to watch my grandmother while my parents work swerved to avoid a deer and ran head first into a power pole. The car was totaled, the engine compartment smashed all the way to the firewall and her momentum carried the vehicle into a ditch where it landed sideways. The road she was driving on was in the country so there were no lights and it was 6:30 in the morning. Miraculously she was completely unharmed in the wreck and got out of her vehicle so that she could flag down help in the road since she was worried that in the dark no one would see her vehicle in the ditch. When she got out of the car the power line that had been dislodged from the pole hit her arm and electrocuted her, knocking her across the ditch. Amazingly she was okay. The emergency responders didn't even know she had been electrocuted, they thought the burns on her arm were road rash from the airbag. They checked her vitals and when she checked out okay they sent her home with my mother who came across the wreck when driving in to work. My mom took Tamiya (my wife) to her house and when she got there, she tried to clean up and that's when she discovered that the electricity had burned her feet, socks and shoes where it exited her body. At that point she decided to go to the hospital. They observed her overnight, but she was fine. They even tried to give her delotin (sp?) for the pain, but she refused because she wasn't having pain. She does have very bad third degree burns on her arm and her feet, but it's been a month in recovery and the most she's needed is IB profin for the pain. She talks daily about how blessed she is and I am so thankful to god for protecting her from something that doctor after doctor told horror stories about their experiences with electrocution deaths, and even injury which is always supposed to be a terribly painful recovery. That was monday, then friday, my grandmother wound up in the hospital for a week with some stomach virus that was making it impossible for her to hold her waste. So for the first two weeks of February I was run ragged, exhausted daily trying to take care of my wife, while at the same time attending to my family and my normal responsibilities. Thankfully the rest of February was a lot more manageable with my settlement for my accident coming through which ends my wife and I's financial worries at least for a while. We're a little stressed now because we're a one car household, and she is still in recovery (she lost half a toe to burns about three days after the accident she peeled off her toenail, but it's healing nicely, just slowly). My grandmother is also recovering, and I'm just posting all this to vent and get it out of my system. Just want to add, god blessed us on January 31st in a way I cannot describe adequately nor express. The fact that I could have easily been a widow from not one but two separate incidents on the same day and instead have to nurse my wife's almost pain free recovery from 3rd degree burns which I've had before and can tell you hurt like a mother &#$#. I can't express how much joy I've been able to maintain despite the frantic mess this has been for me. Anywho, that's it for now, I'll post updates on her recovery here. Really, with archtypes I was really hoping we would see less of the glut of base classes that 3.5 had. But nope, ultimate combat comes with 3 more classes. ultimate magic with 1, advance players guide with 6. I was excited about advanced players guide because I thought okay this book will have new base classes and that'll be it at least for a while, but no, in the two years you've been making rulebooks we see the release of 10 new base classes. Well, I can say I'm dissapointed. Odds are I will not be picking up ultimate combat, or ultimate magic (which bugs me because I liked words of power) because I just can't bring myself to support this kind of class bloat, which is the exact kind of thing that started wearing on me in 3.5 I'd love to be able to create custom tabs or folders for organizing my downloads page, the longer I've used the site the harder it is to find things. I'd love to be able to cordon my APs to one area, my rulebooks to another, my companions to a third, and my 3rd party stuff to a forth. What is the chance that we'll see something like that for the my downloads section? EDIT: by the way, I just used the new my downloads page and it's sooooooooooo much nicer than how it used to be, still organization wise it's just as bad for me to find older downloads. so today I went to type my screename in and accidentally switched the e and l. After I caught it I read it out loud, it made it sound like I had been violated by the forestfolk yesterday evening. "What happened to you?"
This led to a few minutes of hillarity as I thought up a whole scenario where my players have to escape from an elven rapist in the woods at night, that just got funnier the more I thought about it. So has this ever happened to you? where a simple thing like the mis-spelling of one of your names lead to hillarity? feel free to share. Hi, I'm working with a PC to create a PrC for his monk character. His goal is to increase his defense/utility and to have more options, he also wanted us to work in some stuff from the Tome of Battle, which is where the counters and Ki stances come in, they're all pathfinder re-writes of ToB maneuvers and stances. Here is what we've come up with so far. I'm looking for review of abilities for balance, especially at higher levels, I don't want him to be at a lower point then he would be as a monk at the same level. Also I've lost all creative juices and need ideas on abilities for levels 7, 8, and 9. So I can take all suggestions, and as the player wants to take his first level now, I'd like to get it as polished as I can ASAP. Also the player and I are having a discussion of what monk abilities should continue to progress. The only one we're 100% sure on is flurry since that gives him more attacks to forgo for counters. If its a stance or a counter, it's from the ToB just modified slightly to work with the system I set up, so I don't really need an opinion on whether or not it's good, just whether or not it's balanced at the level you're getting it, in which case if it's not I'll just pick different maneuvers. But everything else is up for discussion whole hog. Spiritual Focus (spoiled for length):
Spiritual Focus
Some monks forgo the martial training of their brothers and choose a path of spiritual wholeness. They study the flow of ki through the body and work towards enhancing it, learning to shape it, channel it, and even block the flow ki in others. They begin this training by becoming less outwardly offensive, by taking a defensive stance they are then able to focus on the energies flowing around them and by using that awareness, respond to any attempt to break that flow of energy. When they reach the penultimate state, a spiritual focus can never completely deplete their ki energy and can shape it in multiple ways. Alignment: Spiritual Focus are always lawful, it takes rigid self control to shape and manipulate the flow of ki, however they can vary in all other aspects of their personality, however most tend towards neutrality. Hit Die d8 requirements
class skills The Spiritual Focus class skills are Acrobatics (Dex), Heal (Wis), Knowledge (Nature) (Int), Knowledge (History), Sense Motive (Wis), Use Magic Device (Cha) Skill Ranks at Each Level 4 + int modifier lvl BAB Fort Ref Will Special
class features Flurry of Blows: A spiritual focus adds his focus level with his monk level to determine how many attacks he can make during a flurry of blows. Counter Sense: A spiritual focus may choose to forgo an attack during his round. He must declare which attack he is forgoing during his action. For the rest of the round, if he is attacked he may make an immediate counter attack after the attack is resolved. This counter attack (with the exception of scorpion parry) does not interrupt the attack that caused it but may interrupt further actions the enemy would take. He can make a number of counter attacks up to the number of attacks he gave up. This counter attack uses the attack bonus of the attack that was forgone as well as any relevant modifiers (power attack, fighting defensively, etc.), starting with the attack that had the highest bonus and ending with the counters with the lowest bonus. In addition a Spiritual Focus may declare fighting defensively and forgo all attacks while still gaining the fighting defensively bonus (normally you have to make an attack to gain the fighting defensive bonus), when doing so he will still take the penalty to attacks on any counterattacks made. If a counter attack requires a specific action, the monk must have had the ability to make that action when he gave up the attack. For example if he gave up one attack of a flurry he could not then use a counter that required a standard action be forgone. Ki Growth: A spiritual focus has a much stronger connection to his chakras, spiritual focus levels stack with monk levels for the purpose of determining your ki pool. The formula for determining ki points also changes to monk level + wisdom modifier. Ki Focus: A spiritual focus can channel the chaotic energy of a battle to replenish their ki, while in combat a spiritual focus can take a move equivalent action to replenish a ki point. Ki Surge: Once per round a spiritual focus may spend an additional ki point to lessen the action type of a ki ability by 1 step using the following graph: full round - standard - move - swift - free. You cannot reduce an ability more than one step even if you can reduce more than one per round. At 5th level a spiritual focus can do this twice per round by spending 1 point for the first and 2 points for the second. At 9th level a spiritual focus can surge as many times as he can afford to pay each time he uses this ability it costs an additional ki point (3 for the third, 4 for the 4th etc.). Counter: At 2nd level the Spiritual Focus learns to spot the flow of ki in those around them. When an opponent ki flow would disrupt the Focus’ own ki flow the Focus can instead redirect the opponents flow of ki as it makes contact with his own resulting in viscious counters that are even more devastating than normal attacks. Counters can only be used with attacks that result from the countersense ability, spending ki to perform a counter requires no action although the counter itself may require a specific type of action to use. Disrupting Blow: The first counter a Focus learns is to temporarily halt the flow of the opponent’s ki. This leaves the opponent momentarily disoriented and unable to move. As part of this maneuver pay 2 ki points and make a melee attack. If this attack hits your target takes normal damage and must make a will save (DC 15 + your str mod) or be unable to take any action for 1 round. The target does not suffer any other drawbacks or penalties. He can still make Attacks of opportunity but is unable to take immediate actions until his next turn. Scorpion Parry: The second counter a Focus learns is the ability to predict the opponent’s moves by the subtle variations in the flow of their ki, knowing where their blow is aimed allows you to redirect it where it wasn’t intended. As part of this maneuver pay 1 ki point and make an opposed attack roll. If your foe’s result is higher, he attacks you as normal. If your result is higher, you can choose a creature adjacent to you and within your opponent’s threatened area. The chosen creature is the new target of your foes attack. Use your enemies original attack roll result to determine if he strikes the new target. Scything Blade: The third counter a Focus learns is to channel the opponent’s ki into a preternatural burst of speed for himself that can be used to against unsuspecting targets. As part of this maneuver pay 3 ki points and make a melee attack. If the attack hits you can immediately make a free attack at your highest attack bonus against a different enemy you threaten. You can only gain one free attack each time you initiate this maneuver, regardless of how many successful attacks you make in the round. Comet Throw: The fourth counter a Focus learns is to read the flow of ki in an opponents body to learn how he shifts his weight and balances. Using this knowledge a focus can then use the opponents own equilibrium against him, pulling him off balance and sending him flying. As part of this maneuver pay 4 ki points and make a CMB check against your opponent, this CMB does not provoke an AoO. This resolves as a trip attempt against your enemy. You gain a +4 bonus on the CMB. If you succeed in tripping your foe you can throw him up to 10ft away from you in a direction of your choice. You select your enemy’s destination square. The target falls prone in that space and takes 4d6 points of falling damage. For every 5 points by which you beat the CMD, you gain an additional 5 feet or throw range. You can throw your opponent into a space occupied by a second foe. In this case, the opponent in the target square also takes 4d6 non-lethal damage and is knocked prone. A Reflex save (DC 14 + your Str mod) halves this damage and allows the second target to remain standing. The thrown creature then falls prone in a clear space of your choice adjacent to the second target. Tombstone Strike: The final counter a Focus learns is to use the opponents ki in a blow that stops the opponents heart. As part of this maneuver pay 6 ki points and make a melee attack using a standard action. If this attack hits, you deal 2d6 points of Constitution damage in addition to your normal damage. Ki Blast: As a standard action a Spiritual Focus can channel his ki into a sphere of force that he sends hurtling towards the enemy. A spiritual focus may spend an amount of ki equal to his focus level to perform this maneuver he makes a ranged touch attack. If successful, he deals 1d8 damage for each point of ki spent. The ki blast has a range of 25 feet + 5 feet per two levels, monk levels and spiritual focus levels stack for the purposes of determining range. For the cost of 2 additional points the monk may also use one of his daily stunning fist uses to modify the blast as if it was an unarmed strike. Ki Stance: As long as a spiritual focus has at least 1 point in his ki pool, he may enter a ki stance as a swift action. Ki stances are active as long as the Spiritual Focus remains standing and in combat (falling prone or fleeing ends a stance), although a focus may only have one stance active at any time. Step of the Wind: The first stance a Focus learns is a meditative stance that allows the Focus to easily pick out steady spots in rough terrain and to gauge how an opponent distributes his weight on uneven footing to give yourself an advantage. While you are in this stance, you ignore penalties to speed, movement, or skill checks associated with movement incurred by moving through difficult terrain. If you attack an opponent standing on difficult terrain while you are in this stance, and if that opponent takes a movement penalty for moving through difficult terrain, you gain a +2 bonus on attack rolls, and a +2 bonus on CMB vs. bull rush or trip attempts against that enemy. You also gain the same bonus to your CMD vs. trip or bull rush attempts that opponent makes against you. Hearing the Air: An opponent can conceal himself from your eyes, but he cannot conceal the flow of Ki around him. By entering this meditative stance you are acutely aware of the flow of Ki around you, allowing you to pinpoint the presence of concealed foes. While you are in this stance, you gain Blindsense out to 30ft and a +5 bonus on perception checks involving non-construct creatures. Aura of Perfect Order: While in this meditative stance a Spiritual Focus is a sea of calm in an ocean of chaos. This stance allows you to treat a potential d20 result as an 11. You must decide to use this ability immediately before rolling the d20. You can use this ability once per round. Using this ability does not take an action. You simply decide to invoke it before rolling a d20 for any reason, such as an attack, save, or check. Spiritual Reactions: As an immediate action following a saving throw a spiritual focus may spend 4 ki points to reroll any saving throw. This roll must be made after the initial roll but before results are adjudicated. Block Chakras: As a free action on a successful strike a spiritual focus may spend 1 ki point. If he does so the enemy struck looses one random supernatural or spell like ability for the round. By spending two points he may instead target a specific ability, but the enemy gains a fortitude save equal to 10 + spiritual focus level + cha modifier. If the monk targets an ability that is not supernatural or spell like, or if the the recipient of this effect has no abilities of those types the effect is wasted. Ki Mastery: The spiritual focus has mastered his ki. Any ability that says “As long as he has at least 1 point in his ki pool” now operates even if there are no more points. Whenever the spiritual focus uses his ki focus ability he regains 2 points instead of one. He also adds his wisdom modifier to his ki blast damage and deals an additional point of damage per ki point spent (for example if he spends 5 ki points on a ki blast he deals 5d8+5+wis mod damage) and is no longer limited in how many points he may spend on this ability. Any ki effect with a listed duration has its duration doubled. Hi, I'm working with a PC to create a PrC for his monk character. His goal is to increase his defense/utility and to have more options, he also wanted us to work in some stuff from the Tome of Battle, which is where the counters and Ki stances come in, they're all pathfinder re-writes of ToB maneuvers and stances. Here is what we've come up with so far. I'm looking for review of abilities for balance, especially at higher levels, I don't want him to be at a lower point then he would be as a monk at the same level. Also I've lost all creative juices and need ideas on abilities for levels 7, 8, and 9. So I can take all suggestions, and as the player wants to take his first level now, I'd like to get it as polished as I can ASAP. Also the player and I are having a discussion of what monk abilities should continue to progress. The only one we're 100% sure on is flurry since that gives him more attacks to forgo for counters. for length:
Spiritual Focus
Some monks forgo the martial training of their brothers and choose a path of spiritual wholeness. They study the flow of ki through the body and work towards enhancing it, learning to shape it, channel it, and even block the flow ki in others. They begin this training by becoming less outwardly offensive, by taking a defensive stance they are then able to focus on the energies flowing around them and by using that awareness, respond to any attempt to break that flow of energy. When they reach the penultimate state, a spiritual focus can never completely deplete their ki energy and can shape it in multiple ways. Alignment: Spiritual Focus are always lawful, it takes rigid self control to shape and manipulate the flow of ki, however they can vary in all other aspects of their personality, however most tend towards neutrality. Hit Die d8 requirements
class skills The Spiritual Focus class skills are Acrobatics (Dex), Heal (Wis), Knowledge (Nature) (Int), Knowledge (History), Sense Motive (Wis), Use Magic Device (Cha) Skill Ranks at Each Level 4 + int modifier lvl BAB Fort Ref Will Special
class features Flurry of Blows: A spiritual focus adds his focus level with his monk level to determine how many attacks he can make during a flurry of blows. Counter Sense: A spiritual focus may choose to forgo an attack during his round. He must declare which attack he is forgoing during his action. For the rest of the round, if he is attacked he may make an immediate counter attack after the attack is resolved. This counter attack (with the exception of scorpion parry) does not interrupt the attack that caused it but may interrupt further actions the enemy would take. He can make a number of counter attacks up to the number of attacks he gave up. This counter attack uses the attack bonus of the attack that was forgone as well as any relevant modifiers (power attack, fighting defensively, etc.), starting with the attack that had the highest bonus and ending with the counters with the lowest bonus. In addition a Spiritual Focus may declare fighting defensively and forgo all attacks while still gaining the fighting defensively bonus (normally you have to make an attack to gain the fighting defensive bonus), when doing so he will still take the penalty to attacks on any counterattacks made. If a counter attack requires a specific action, the monk must have had the ability to make that action when he gave up the attack. For example if he gave up one attack of a flurry he could not then use a counter that required a standard action be forgone. Ki Growth: A spiritual focus has a much stronger connection to his chakras, spiritual focus levels stack with monk levels for the purpose of determining your ki pool. The formula for determining ki points also changes to monk level + wisdom modifier. Ki Focus: A spiritual focus can channel the chaotic energy of a battle to replenish their ki, while in combat a spiritual focus can take a move equivalent action to replenish a ki point. Ki Surge: Once per round a spiritual focus may spend an additional ki point to lessen the action type of a ki ability by 1 step using the following graph: full round - standard - move - swift - free. At 5th level a spiritual focus can do this twice per round by spending 1 point for the first and 2 points for the second. At 9th level a spiritual focus can surge as many times as he can afford to pay each time he uses this ability it costs an additional ki point (3 for the third, 4 for the 4th etc.). Counter: At 2nd level the Spiritual Focus learns to spot the flow of ki in those around them. When an opponent ki flow would disrupt the Focus’ own ki flow the Focus can instead redirect the opponents flow of ki as it makes contact with his own resulting in viscious counters that are even more devastating than normal attacks. Counters can only be used with attacks that result from the countersense ability, spending ki to perform a counter requires no action although the counter itself may require a specific type of action to use. Disrupting Blow: The first counter a Focus learns is to temporarily halt the flow of the opponent’s ki. This leaves the opponent momentarily disoriented and unable to move. As part of this maneuver pay 2 ki points and make a melee attack. If this attack hits your target takes normal damage and must make a will save (DC 15 + your str mod) or be unable to take any action for 1 round. The target does not suffer any other drawbacks or penalties. He can still make Attacks of opportunity but is unable to take immediate actions until his next turn. Scorpion Parry: The second counter a Focus learns is the ability to predict the opponent’s moves by the subtle variations in the flow of their ki, knowing where their blow is aimed allows you to redirect it where it wasn’t intended. As part of this maneuver pay 1 ki point and make an opposed attack roll. If your foe’s result is higher, he attacks you as normal. If your result is higher, you can choose a creature adjacent to you and within your opponent’s threatened area. The chosen creature is the new target of your foes attack. Use your enemies original attack roll result to determine if he strikes the new target. Scything Blade: The third counter a Focus learns is to channel the opponent’s ki into a preternatural burst of speed for himself that can be used to against unsuspecting targets. As part of this maneuver pay 3 ki points and make a melee attack. If the attack hits you can immediately make a free attack at your highest attack bonus against a different enemy you threaten. You can only gain one free attack each time you initiate this maneuver, regardless of how many successful attacks you make in the round. Comet Throw: The fourth counter a Focus learns is to read the flow of ki in an opponents body to learn how he shifts his weight and balances. Using this knowledge a focus can then use the opponents own equilibrium against him, pulling him off balance and sending him flying. As part of this maneuver pay 4 ki points and make a CMB check against your opponent, this CMB does not provoke an AoO. This resolves as a trip attempt against your enemy. You gain a +4 bonus on the CMB. If you succeed in tripping your foe you can throw him up to 10ft away from you in a direction of your choice. You select your enemy’s destination square. The target falls prone in that space and takes 4d6 points of falling damage. For every 5 points by which you beat the CMD, you gain an additional 5 feet or throw range. You can throw your opponent into a space occupied by a second foe. In this case, the opponent in the target square also takes 4d6 non-lethal damage and is knocked prone. A Reflex save (DC 14 + your Str mod) halves this damage and allows the second target to remain standing. The thrown creature then falls prone in a clear space of your choice adjacent to the second target. Tombstone Strike: The final counter a Focus learns is to use the opponents ki in a blow that stops the opponents heart. As part of this maneuver pay 6 ki points and make a melee attack using a standard action. If this attack hits, you deal 2d6 points of Constitution damage in addition to your normal damage. Ki Blast: As a standard action a Spiritual Focus can channel his ki into a sphere of force that he sends hurtling towards the enemy. A spiritual focus may spend an amount of ki equal to his focus level to perform this maneuver he makes a ranged touch attack. If successful, he deals 1d8 damage for each point of ki spent. The ki blast has a range of 25 feet + 5 feet per two levels, monk levels and spiritual focus levels stack for the purposes of determining range. For the cost of 2 additional points the monk may also use one of his daily stunning fist uses to modify the blast as if it was an unarmed strike. Ki Stance: As long as a spiritual focus has at least 1 point in his ki pool, he may enter a ki stance as a swift action. Ki stances are active as long as the Spiritual Focus remains standing and in combat (falling prone or fleeing ends a stance), although a focus may only have one stance active at any time. Step of the Wind: The first stance a Focus learns is a meditative stance that allows the Focus to easily pick out steady spots in rough terrain and to gauge how an opponent distributes his weight on uneven footing to give yourself an advantage. While you are in this stance, you ignore penalties to speed, movement, or skill checks associated with movement incurred by moving through difficult terrain. If you attack an opponent standing on difficult terrain while you are in this stance, and if that opponent takes a movement penalty for moving through difficult terrain, you gain a +2 bonus on attack rolls, and a +2 bonus on CMB vs. bull rush or trip attempts against that enemy. You also gain the same bonus to your CMD vs. trip or bull rush attempts that opponent makes against you. Hearing the Air: An opponent can conceal himself from your eyes, but he cannot conceal the flow of Ki around him. By entering this meditative stance you are acutely aware of the flow of Ki around you, allowing you to pinpoint the presence of concealed foes. While you are in this stance, you gain Blindsense out to 30ft and a +5 bonus on perception checks involving non-construct creatures. Aura of Perfect Order: While in this meditative stance a Spiritual Focus is a sea of calm in an ocean of chaos. This stance allows you to treat a potential d20 result as an 11. You must decide to use this ability immediately before rolling the d20. You can use this ability once per round. Using this ability does not take an action. You simply decide to invoke it before rolling a d20 for any reason, such as an attack, save, or check. Spiritual Reactions: As an immediate action following a saving throw a spiritual focus may spend 4 ki points to reroll any saving throw. This roll must be made after the initial roll but before results are adjudicated. Block Chakras: As a free action on a successful strike a spiritual focus may spend 1 ki point. If he does so the enemy struck looses one random supernatural or spell like ability for the round. By spending two points he may instead target a specific ability, but the enemy gains a fortitude save equal to 10 + spiritual focus level + cha modifier. If the monk targets an ability that is not supernatural or spell like, or if the the recipient of this effect has no abilities of those types the effect is wasted. Ki Mastery: The spiritual focus has mastered his ki. Any ability that says “As long as he has at least 1 point in his ki pool” now operates even if there are no more points. Whenever the spiritual focus uses his ki focus ability he regains 2 points instead of one. He also adds his wisdom modifier to his ki blast damage and deals an additional point of damage per ki point spent (for example if he spends 5 ki points on a ki blast he deals 5d8+5+wis mod damage) and is no longer limited in how many points he may spend on this ability. Any ki effect with a listed duration has its duration doubled. Okay, so I have it in my bookmarks and can find it with google easily enough, I just think it's weird that I have to resort to using a different website to find it. Whenever I'm not at my own computer I cannot find a link in paizo's main site to the PRD. I know it's somewhere, but you'd think it'd be easier to get to, especially using the Links sidebar, but I can't. I just wanted to point that out, I mean is it supposed to be intentionally hard to find from your main page? Okay so I just finished watching Iron Man 2 in the theater and I friggen loved it. But as I was leaving I realized that more and more the structure is getting into a formula that I'm going to lay out. Movie 1= origin story, usually good with some awkward moments, satisfying but bothersome in some ways. Movie 2= the story they should have told to begin with, no awkward origin that rewrites things about the character or introduces love interests that never existed. The character hits his swing in this movie and it's almost always a satisfying experience. Usually better than the first Movie 3= A poorly written schlockfest where the producers try to take back creative control so they can throw more marketable action and because they have no idea what they're really doing the movie winds up horrible with plot holes you can drive a truck through and this kills the franchise requiring a reboot. examples x-men- pretty good movie, takes some getting used to with characters ages being all screwy and some terrible lines (you know what happens to a toad struck by lightning?) but all in all great film x-men 2- the movie hits its swing, all the characters are developed and the plot and pacing are excellent. x-men 3- really? really? collosus has one line that has no relevance to the plot, no explanation as to where kurt went (not even a throw away one line), storms spin punching juggernaught, he lifts the bridge and doesn't just drop it on the building, and so on and so on... Spider man- Pretty good movie, yeah the green goblin is wearing a dumb power rangers armor, and they took the most classic scene from the comics, a scene that shapes peter parker as a person, and they change it to where he saves the girl, but overall a good start to the franchise. Spider man 2- Now we're talking, a sympathetic villain, great themes about the nature of man, epic battles and awesome effects. Spider man 3- PICK A DAMN PLOT AND STICK WITH IT! Sandman, green goblin, and venom. You could have made an awesome movie with any one of those villians, hell even just having two would have worked. Instead you threw all three at the wall hoping one would stick and instead killed the franchise. Batman Begins- pretty good movie with some things out of character, but all in all a good movie. The Dark Knight- f%ing awesome whatever comes next- be afraid, be very afraid. So I'm thinking that when it comes to superhero movies, see one if you're a fan of the hero, see 2 no matter who it is or what they got wrong with the first, and OH GOD NO MATTER WHAT YOU DO AVOID THE THIRD MOVIE, do not see it, do not rent it, do not even look at the cover art of the DVD for too long before it corrupts your soul. So a pc in my game after saving the bear during HMM instantly asked me about making the bear his cohort. He took the leadership feat because he wanted it to be for the house of the blue stones (Sabyl died adventuring with the PCs) because he acquired it from the town after Sabyl's death). Now normally I wouldn't allow this as that's what animal companion and familiar class features are for. However he took that feat for flavor and wasn't even going to have a cohort or followers with the party. So I'm much more inclined to do it. My question is what would be the best way to go about this? How would you go about it? Man, if I was ever gonna create a paladin, this photo has given me inspiration for an Archerdin who worships Iomedae. She even has troubled past written all over her. This is something that's bothered me since 3.5 and I think I mentioned it during the playtest but nothing happened. But with the introduction of the Garrote I think its time to bring up. PRD wrote:
A person with no air to breath can hold their breath for 2 rounds per point of constitution. Let me make this clear an average human has a con of 10, meaning that he can hold his breath 20 rounds. Each round is 6 seconds meaning that any person who needs to hold their breath can do so for 2 minutes. WTF, this makes no sense and isn't even fun from a game rules perspective as it makes the use of things like a garrote useless. Let me explain why. You garrote a person successfully, they now have 20 rounds to attempt to escape the grapple. I could understand if there were non-houserule rules to explain cutting off air supply because there is no chance to catch their breath. meaning they are immediately forced to make suffocation checks. Right now the Garrote is useless, as is a choke hold, as are suffocation rules in general unless you set up situations of longer than two minutes to suffocate someone. Okay, so please forgive me for not understanding, but page 3 has a weapons equivalencies sidebar that's got me confused, it says that the weapons in the book have unique stats or play a specific role, what is the point of the butterfly knife, what role does it have that makes it special. It's got all the same stats as a normal dagger and weighs 1lbs less. Just curious is there something I'm missing, considering that when you have a normal dagger in your hand you don't need quick draw or an exotic proficiency to arm yourself. I could see maybe if it included rules to conceal it with a sleight of hand check that wasn't already covered by a normal dagger, but I just don't see why this weapon is ever going to be used by anyone? Okay first off I want to start this by saying, no one should break the law or encourage others, this is not a thread to brag about flaunting current laws. This is merely to discuss this article and ask a few simple questions. California to vote on legalization of marijuana Now the questions 1) are you for or against this passing 2) why 3) if it passes would you like to see other states adopt this measure. Please keep things civil and be aware of the rules of this forum. I would like to have an interesting and honest discussion, not have this thread locked for violation of the rules. Okay so I don't like pathfinders rules for death and dying. I didn't like 3.5s rules for dying either. I like the concept behind the dying rules in 4ed, but I do not like the execution. Here's my problem, I don't like the fact that a person who's fallen to terrible injuries knows exactly how many rounds he has until he dies. Negative hp countdowns make dying extremely dull for the player unless they have only 1 or 2 hp to go. 4th edition tried to change that by adjusting it to a d20 roll but instead made it worse by giving the character a guaranteed 3 rounds at minimum, also trending the odds to the players favor with more positive results than negative. So I took the 4ed rules and altered them, and now dying characters are as exciting as being up fighting in my games. Here's how it works. When a character reaches negative hp or is given the dying condition through spells or effects, the player on his turn rolls a d20 with the following results 1: character dies.
a character can roll the gets worse result up to 3 times, on the third get worse result, the character is dead. Negative HP no longer counts down during dying. The only way to die from negative hp loss is if you are damaged while dying (i.e. an enemy takes the time to stab a fallen character). Separating dying from HP also allows the dying condition to be applied through spells or conditions, whereas before it couldn't for example, in my games there is also a rule for limb loss. A nat 20, followed by a nat 20, followed by a confirmation roll results in the loss of a limb. A character who looses a limb must make a dc 20 fortitude save or fall unconcious from shock. Regardless of the result of the save the character gains the dying condition until receiving magical healing or a DC15 heal check to stabilize. roll a d12 to find out which limb is severed (may need to be adjusted based on # of limbs creature posseses) Creatures with amorphous forms (such as oozes and some aberrations) are immune to limb loss. So as you can see it's possible to be conscious while dying. In my games these rules have made for exciting situations. We had a scenario where two characters where unconscious and dying every time their roles came up a hush fell over the table as people anxiously waited to see what came up. I never had that happen in 3.5 where dying was as exciting as did you make the roll, no, take another -1. Anyways I'm just sharing these rules so that hopefully someone else will have as much fun with them as our group has. So in a another thread someone asked someone else whether they would want to see avatar again over another movie and I had to delete this post after making it because it was a threadjack. lastknightleft wrote: People would want to see avatar again? What possible draw could that movie have that would make you want to see it twice? I mean don't get me wrong, because of the amazing visual work it was definitely worth seeing once, but that had to be the most cliche'd movie I've ever seen, I got more entertainment making snarky comments about what people were going to say and do next and calling out how they'd die after hearing two or three lines then I did from the entire plot. Don't get me wrong, I enjoyed seeing it, but it's not something I'd want to see again, and i'm a huge sci-fi fan. Hell I was pissed that it was somehow nominated for best picture of the year, Don't get me wrong, I think it should take home a lot of Oscars, every oscar for technical merit that exists should go to it. But a visual treat with a terribly dull and repetative plot does not make a great film. Good, yes, worth seeing once, definitely, worth seeing twice? not in my opinion. What's yours? Oh man, not only do the previews make this movie look absolutely un-interesting. I mean really I have no desire to see this movie based on a video game (and I watched doom), even though being made by disney and the guys who put together Pirates of the Carribean, but I just can't get past the whitewash that is the cast of this movie. I mean the prince is the whitest guy you know, and so is the majority of the cast. I mean I don't think I saw a person I'd attribute as persian in that whole trailer. Hi having taken the ideas started in this thread, I've helped shape the concept of a wrestling class. I'm looking at honest appraisals of the abilities given and am also interested in people suggesting new wrestling moves to add to the list. Brawler d12 hit die Brawlers progress at full BAB. Good saves are Fort/Reflex. Brawlers gain bonus feats as a fighter except they gain no feat at 1st, 4th, 8th, 12th level, 16th and 20th level Proficient in simple weapons and light armor. Class features
Choke Hold Every round a grapler maintains a pin the target must make a fortitude save DC= to 10+ 1/2 Brawler level + plus Dexterity modifier (to introduce a little MAD) Arm Bar A brawler may add Arm Bar to his list of actions performable in a grapple, if the grapple check is succesful the target is disarmed. Body Slam A brawler may add body slam to his list of actions performable in a grapple. a body slam deals 1d6 non-lethal damage + 1d6 for every 5 by which you beat the targets CMD to the recipient. The target is prone and the grapple is ended. Fierce Slam A brawler may choose to deal lethal or non-lethal damage with his body slams. The recipient must also make a fort save DC = 10 + 1/2 brawler class level + dexterity modifier or be dazed for 1 round. A brawler must have the body slam wrestling move to select this move. Aesthetic Wrestler A brawler's class levels stack with monk levels for the purposes of fast movement and AC bonus. Angry Wrestler A brawler's class levels stack with barbarian levels for the purposes of the Rage ability. Bone Breaker A brawler becomes adept at crushing his foe's limbs, rendering them useless. As a standard action as part of maintaining a grapple the Brawler selects a limb (arm, leg, tail, wing, etc) the recipient receives a fort save DC 10+ 1/2 brawler level+ Strength modifier, if they fail the save the limb is rendered useless for 1d4 months or until regeneration or restoration are cast on the limb. You must have at least two other wrestling moves before you select this move. I could also use a good capstone power. final playtest (updated version) pg. 23 wrote:
I just realized that oracles don't start getting spells relevant to their mystery until 3rd level, am I alone in thinking that makes for very weird situations like the elemental focuses who can't even cast a spell of their element until 3rd level (or ever with some mysteries)? I just went back and checked and have been reading these wrong the whole time. (I thought the first listed spell came in at level one, then the next spell was at level 3, so produce flame was 1st level and resist energy was 3rd level). I mean with one revelation and no spells related to your theme you really don't seem like much of a speaker for your relevant element. Shouldn't you get a spell relevant to your theme at level one? In our 5th level and 10th level playtest we were playing it that way and it didn't cause problems within the game. I'm not even suggesting pull back every spell, but just add a spell for every revelation at level 1. I just don't get it, why can't we have three armed or 3 legged creatures. Limbs is a 2 point evolution that provides 2 limbs, so I really don't understand what reasoning is being used to justify not making it 1 point buys 1 limb. Especially since max attacks are capped now (which is a move I applaud) I'm just curious as to the thinking that all limbs have to be done in pairs? Okay this is a nice revelation, but it is a poor revelation before 6th level. Even at 6th level you have a whoping two spells it applies to, glyph of warding, and that spell has a 10 minute casting time, so no combat application and fireball, which has combat applications so that's when it's useful, but only one spell? At 7th level you get wall of fire but come on two spells before level ten that work with a revelation that can be taken at level one? Oh at 10th level you get one more spell that an oracle can cast, flame strike. The problem is that produce flame, as written doesn't work with this spell, making it useless for low level players, and low utility at hire levels. You have to multi-class to make this revelation have real utility, but for an oracle only 2 spells by 10th level can even use this revelation and I don't think this revelation is meant to only be useful for high level oracles. Just re-write it so that it works with produce flame then it isn't a trap revelation for low level oracles (like my player who only got use out of it because he has sorcerer levels) When we did a 5th level playtest for the oracle we had to stop the game in the middle of playing so that the oracle could choose another revelation when he learned that burning magic didn't work with the only flame spell he had THE SPELL GRANTED BY THE FLAME FOCUS. Either that or make the revelation not choosable before 7th level so no one accidentally takes it. Okay I have no problems with the banner ability, but can we PLEEAAAASE add the ability to have the banner as a horse blanket draped over the sides of the horse instead of on a lance, or a pole. Having it that way locks the cavalier into a medieval knight visual, when I was in the round 1 playtest I had an arabian horse lord as my cavalier and that meant that the banner was a drapped horse blanket with his symbol on each side. Having a lance flag or a banner wouldn't have fit the flavor of the character. Heck even if you wanted a native american inspired cavalier, you'd have to have a lance or a banner, when their banner would more likely be warpainted symbols on the flanks of their horses. See what I'm saying, I don't want the banner changed, but I want the flavor of the banner to be mutable, whereas now it's locked down as a medieval knights banner. Both of the representations I'm noting would be visible within 60' fit the flavor of the banner having to be something people can see/rally behind, but by the current rules aren't allowed. I had a 10th level cavalier and liked the character so much that I was considering making him my next character when I get a chance to be player (if ever *rolls eyes*) but if the banner ability doesn't change that hurts the concept (he didn't have a lance and a banner would've been silly for the flavor)
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