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Silver Dragon

leo1925's page

Pathfinder Comics Subscriber; Pathfinder Adventure Path, Tales Subscriber. 4,543 posts. 12 reviews. 3 lists. 1 wishlist.


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Nathanael Love wrote:

Its not hard to memorize the good weapons stats?

Especially for those of us who've been playing for the 14 or so years they have remained unchanged?

Greatsword 2d6, Longsword 1d8 (19-20 crit), short sword 1d6 (19-20 crit), mace 1d8 (clerics only lolz), rapier 1d6 18-20 crit, longbow 1d8, shortbow 1d6, warhammer 1d6 x3 crit, greataxe 1d12 x3 crit, battle axe 1d8 x3 crit, scimitar 1d6 18-20, falchion 2d4 18-20, spear 1d6, long spear 1d6 with reach, halberd 1d10, staff 1d6. . .

that's off the top of my head, and to be honest 90% of all characters should be using one of the first three I listed-- its really not hard to remember that Greatsword is 2d6 and Longswrd is d8 19-20 and if at all possible you should use Greatsword or longsword.

Same with armor Hide +4, leather +2, plate mail +8, chain shirt +5 use one of those four if at all possible?

Chain shirt is +4.


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Samy wrote:
So a battery's charge state has no bearing on its value? Both a charged and uncharged battery are worth the same?

Unless the battery is timeworn then yes.

Also you can totally repair a destroyed battery, you use that. Unless the battery is timeworn, in that case even if you repair it you still can't recharge it.

James, how many of the batteries in circulation (as currency) would you say are timeworn? 50%? 80%?
Because i can really see my players trying to get thier hands on as many silverdisks as they can, repair them via greater make whole and then try to recharge them.


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First of all why is copying a recipe an evil act? What do you plan to use the recipe for?
Secondly the legality has very few things to do with Law.

UlrichVonLichtenstein wrote:
Jeraa wrote:
Dieben wrote:
Since when is learning the secret moonshine recipe an evil act, particularly if you leave the original hard-copy behind?
Its copywritted. You just broke the law?
The character is Chaotic Evil. He doesn't give a s*$% about the law.

Why did you choose to play a CE character in a group with (assuming) good PCs?


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To be fair, even if we are talking about non mythic rules, battles taking 2 or 3 rounds at levels 10+ (especially 13+) and solo encounters being a joke is the norm with the current system.

For example when i played Jade Regent, the final battle was run pretty much as written (minus the stupid stuff) and was added an adult forest dragon, the battle was over in 3 or 4 rounds (i don't remember) and there were 5 PCs. When i DMed shattered star, with A LOT of changes which ended up making the battle a CR 22 (and that doesn't include the second life of the BBEG) against lvl 17 PCs, the battle managed to last 8-10 rounds (i wasn't counting after 4th) and mind you i don't think that the PCs had more than 20%-30% chance of losing.
In the Jade Regent the battle was against 4 (5 with the dragon) and in Shattered Star the battle was against 8.

What exactly is your problem with 15 point buy? i am not sure i understood.


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Look here, maybe you will find something.


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Somewhat unrelated but the androffan letters in page 33 seem familiar to me (A LOT), so i started digging and i think that they look very similar to thassilonian runes, both languages seem to have curvy letters and both of them use dots, sure the thassilonian letters are more "curvy" but still i think that the resemblance is uncanny. Does anyone else sees the resemblance or is it just my mind seeing a relation where there is none?


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Lemmy wrote:

The only reason Combat Expertise is used as a prerequisite is because it's named "Combat Expertise".

If it had a more fitting name ("Defensive Stance" or whatever), it wouldn't plague so many feats.

That.

That's the issue right here.


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On the domains, Torag really should have the war domain and the tactics subdomain but unfortunately Paizo went for the 5 domains per deity rule so a few deities end up not having domains that they really should have.

Don't go with guided hand route, it requires a feat tax and you don't get WIS to damage (unless you are also going mythic).
About abilities on a 20 point buy:
STR 16 DEX 10 CON 14 INT 10 WIS 14 CHA 10
and put the +2 from human either to STR or to WIS.


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On Aroden and non humans, we see in Liar's Blade that Aroden had placed an elf (ranger? druid? ex-cleric? i am not sure) as a guardian of something very important.


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JoeJ wrote:
Alexander Augunas wrote:
As a final point, a good game designer knows that once an initial idea is settled upon the mechanics should come before the flavor. Flavor is malleable (especially when that flavor comes from the Core Rulebook line). Mechanics are not.

In my view it should be the exact opposite. When you're talking specifically about a roleplaying game, the mechanics exist to facilitate playing a role in whatever fictional world is being presented. Flavor, in other words, is primary; mechanics can and should be adjusted in whatever way is necessary to make them fit the flavor.

In principle i might be with you but my experience with white wolf's games (oWoD, nWoD, nnWoD, scion, exalted 2E, exalted 2.5E) has shown me that when you put flavor before mechanics you end up with really bad systems.


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Too bright and too white on my PC.


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I didn't read the whole thread (too big) so i apologize if my questions have been answered.
(I don't have the ACG yet so my assumptions might be wrong.)
1) A swashbuckler only gets DEX to attack rolls (weapon finesse) just with light and one handed piercing weapons, correct?

2) A swashbuckler has no class abilities to add DEX to damage, correct?

3) In order for a swashbuckler to get the DEX to attack rolls with an one handed slashing weapon* you need to get the slashing grace feat, correct?

4) A swashbuckler using an one handed slashing weapon with the slashing grace feat gets DEX to damage, correct?

5) A swashbuckler using any light weapon has no way to add DEX to damage, correct?

6) A swashbuckler using any one handed piering weapon** has no way to add DEX to damage, correct?

7) A swashbuckler using any finessable weapon** has no way to add DEX to damage, correct?

*except the scimitar, which has the dervish dancer feat
**except the rapier, which will have the fencing grace feat

PS. the above no DEX to damage questions are obviously questions that regard feats, and class abilities, i am aware that the agile weapon property exists


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Forum ate my long post.

PCGen can get the job done most of the times, no the development hasn't halted, it's just slower than it was, it's FREE.

HeroLab is truly ridiculously overpriced (you even have to pay to install it on more than 2 machines, you have to go through hoops if you format your machine regularly), but the product is truly GREAT, it has no equal, it is truly marvelous.

My suggestion is that if you have ~100$ to spare; buy hero lab, otherwise stay with PCGen, help with development (even reporting bugs helps) and if you can/want try to save up the money for herolab.


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Why can't you build a paladin with 15 point buy?
it can be STR 14 DEX 10 CON 14 INT 10 WIS 10 CHA 14 pre racial, which is fine for an AP.

@OP
The APs are quite easy even with the assumptions that alrady are in place, do you want to make it even easier for experienced players with giving them a higher point buy?


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brad2411 wrote:
James Jacobs wrote:
leo1925 wrote:
brad2411 wrote:
Generic GM wrote:
If I remember right, in the "Continuing the Campaign" section at the end of The Dead Heart of Xin, it talked about a lich giant who was in Belkzen. I believe he was using orc tribes to look for Runelord Zutha's tomes. Maybe this AP will run with a plot along those lines. I hope so. I really would like to square off against another Runelord.
Yep named Thulos, Taiga Giant lich Necromancer. He is working on a way to raise Zutha without the third part of his spell book.

That's my guess as well.

It's a pretty safe bet that it won't be a dwarves vs giants and orcs... i guess we could have an invasion-war from/to Belkzen/Lastwall/Varissa but i think that the runelords are a safer bet.
Nope. If/when we do something big with the Runelords... you'll know from the start.
But James we want more Runelords. ;)

Yeah we do!


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My experiences with the witch are both from the teammates prospective and the DM's prospective.
Yes Witches are unfun.
In my opinion that is because the whole class is geared to wreck APs (or rather APs can't handle witches, like they can't gunslingers), either you go slumber, ice tomb, agony OR evil eye + misfortune, the outcome is the same you are going to be destroying encounters left and right. And the issue is that you can't really do anything else with the witch, it's a class built on the wizard's chasis with fewer spells per day but with a very neutered and weird spell list.

PS. Maybe the class is salvagable and maybe you can really create a campaign where the witch isn't a problem but the reason i play APs is because i don't have the time to create my own game.


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Derrick Harris wrote:


I've also had to have the talk with DMs that they're not allowed to make surprise houserules in the middle of a campaign. If they're (the houserules) not made crystal clear at the onset of a game, then they don't happen.

I disagree with that.

In principle i am with you all the way but there is a good chance that you will notice something mid campaign, or you will see that you had not judged something right, and that's when you need to make a house rule mid campaign, these things can happen to anyone and i don't think that anyone would want their game to crush because of this. The thing is that if and when this thing happens then you offer the players affected by your new house rule a complete rebuild.


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No FAQ needed, wind stance doesn't allow you to stealth.


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Ok i know that it has been a month since Mikaze made that post but i only saw it now and i am compelled to say:

Great Mizake, creepy... but truly great.


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I played KM, and i really liked the Varnhold Vanishing. Yes it doesn't add anything to the fey "plot" but then again only book 5 (in small part) and book 6 are really about the fey "plot".
I played JR and i really disliked the hungry storm. We didn't even use the caravan rules at all in the AP (since we knew they were busted) but i really disliked it, the only part i didn't dislike (but i wasn't crazy about either) was the last part.
I DMed RotRL, and i really liked the hook mountain massacre. Yes it can get too gory and too mature on some points (nothing crazy though) but i liked that.
I am DMing Shattered Star (finished book 5), and i really disliked the asylum stone. Don't get me wrong, the (small) Kaer Maga part was great but the rest of the book felt too weird, disconnected and easy (difficulty) to me.

So for my my best part 3 was the hook mountain massacre.


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I think that the Paizo forum is actually quite vitriol light (although things have gotten worse lately), especially when i remember other forum (i still get dread memories from white wolf's exalted forum).

That said i also think that things can be improved, the first thing i think would be good is that the mod posts should change color. Instead of that light, faded blue characters used in their posts, strong red (using slightly larger font) would be better.
I also think that it should be more precise reasonings (and notification) when posts are getting deleted, in addition i will agree with others saying that instead of deleting a post, it would be better if the content of the post was replaced with something like "this post was removed because X", that way we can all see whose posters' posts are regularly removed and why.
In conclusion i think that there should be more punishes, especially temporary bans*.

*except posts in the customer service section of the board


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Also the unarmed fighter archetype is proficient with all monk weapons, the monk is not.


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Explain to your DM what an air breathing mermaid is and why it's bad for games.


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Bladelock wrote:

There is no 3.5 material in the build I posted, and as far as I know it's PFS legal. If you see something that isn't, please let me know. Still digging into PF.

I'm not using whatever builder others seem to have so feel free to crunch the numbers if you like the idea. I also avoid giving a build magic items because you never know what a dm will allow. If you can buy anything, every build has access to the same equipment so it's a wash. Adding it just doesn't make a lot if sense to me.

Also, I wasn't saying my build was "so great," I was just showing that sneak attack in specific, and rogue combat in general, were not all bad. The build above totally locks a target down and does solid solo SA damage. You can decide if that is good or not for your style play.

The trait opportunistic gambler is from 3.5.

I don't use herolab either (i recently started using PCGen) but i can post a build, simply list the ability scores (after magic items), ac, saves, attack routine, feat and anything special to the character (like rogue talents for a rogue), then maybe say a couple of words about how to use the character (if it's nessecary).

No; magic items are important, and no they aren't the same in every build (although there are similarities), and since no character plays at 10th level without magic items they are important in order to gauge a character.

Yes it's true you don't know what they dm will allow, you also don't know if the dm doesn't allow rogues in his game, so what can you do? you can use the rules as they are and assume that the game won't deviate much from them. In the case of magic items, simply use anything that isn't in a 3.5 book (also it would be good to avoid AP specific items but it's not mundatory).

The thing is that until we can see the full build, we can't see in what way you think that sneak attack and rogues aren't that bad.


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I recieved mine, and yes it looks quite good too but the 16.4 euros i paid were too much.


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James Jacobs wrote:


"Science is bad" is absolutely NOT the theme of this AP. Neither is "Religion is bad." It's much more complex than that.

Glad to hear that.

Can you say that the theme of the AP won't be "Technology is superior to religion"? nor "Religion is superior to technology"?

I just don't want the AP to get caught up in the bad side of the arguement "sience vs faith" and get some flak becuase of that.


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Lawful has nearly nothing to do with laws.


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On the subject of the Assasin PrC, it's terrible.
If you and your DM can work it in the game take a look at the red mantis assasin PrC.


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It seems pretty clear that your DM doesn't want the party to have magic items beyond what he gives them (even if he doesn't admit it), so tell him that you get the messge and want to change your feat for something that you can actually use.


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The rogues should suck.

Other than that, the once per day limitation is placed when (for various reasons) you don't want an ability or power to be used frequently, now what is the reason behind SO many of the rogue talents having the once per day restriction? i don't know


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Marthkus wrote:


Now that I look at the cha mods more closely, they are pretty low. Wizard is still fairly useless at planar binding until they get 8th level spells.

Ok you really need to read that:

1) Make the circle perfectly, so no spell resistance to get free.
2) Summon the outsider.
3) Cast geas on the outsider and told him to retrieve an item from outside of the circle. The outsider is currently screwed at this point.
4) Cast bestow curse on the outsider to give him a -4 to all attacks, saves, skills, and ability checks.
5) Cast bestow curse on the outsider to give him a -6 Charisma.
Waited a few days for the geas to break the outsider, giving him a -12 to all ability scores.
6) Cast eagle's splendor on yourself for +4 Charisma.
7) Cast some fear effects on him to give him the shaken condition.

And then do the charisma check (even with penalties) to make the outsider your b+%!%.

Sure it needs a few days to work but it doesn't require maintance and attention during those days, you also don't need to do all of the above; you just do as many as you need.

PS. This list isn't mine, it's Aerelinth's (i hope i spelled the username correctly).


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insaneogeddon wrote:
Kobold Cleaver wrote:
I will say that Nathanael has remained fairly civil throughout this argument, despite being repeatedly patronized or insulted. As absurd as I personally find his opinions, that's, just, like, y'know, my opinion, man. The inclusion of an insult isn't going to make your argument any more compelling.

He has reiterated his opinion over and over without proof.

He has not answered concerns or countered obvious examples of their power.

Poor form

Still he was civil about it and didn't start insulting anyone.


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Do not buy scroll of breath of life, buy scroll of reach breath of life instead.


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Depends on what kind of information you sell and who you sell it into but other than that i don't find it evil at all.

My question is though, how do you do it? what spells and in what way do you do it?


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Ok i know what you are playing, it's

spoiler:
kingmaker, specifically book 3 varnhold's vanishing (the spelling might be wrong)
i played that AP nearly to the finish. I don't quite remember the whole way to the castle (but i remember the lake of tar) and it wasn't hard to pass through it, why exactly your party doesn't throw your body in a bag of holding/portable hole and get out of there?


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Believe me the uncapped static damage isn't the "problematic" part of the spell, the no save fatigue might be.


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Guys, from what we can see on the descriptions the first two modules of the Mummy's Mask AP play entirely on a city (a necropolis sure but still a city), on the 3rd book (level 7) they start to travel around.
So i guess that the desert is meant as a scenery and there is no real issue about combats starting at extreme ranges since at 7th level you are at a point where you can use monsters that can circumvent that.


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Cheapy wrote:
People here are using "martial" to mean "non-spellcasting martial", right?

Not me, when i say martial i mean full BAB.


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European customer here.
Yes international shipping rates suck, import taxes suck even more but i believe that neither is Paizo's fault.

Being an Adventure Path subscriber (with the 30% discount on each month's AP volume) i still end up paying 1 or 2 euros more than i would pay if i bought it from a european vendor (usually book depository) and that's assuming i don't get taxed*, of course by being a subscriber i also get the free pdf and get the 15% discount on other Paizo store products (which i plan to use mostly for pdf).

So OP, i also suggest to buy the core book from somewhere else and get the module from Paizo.

*i know my country's (which are the same as rest of EU iirc) custom rules and rates and i try to make sure that my order is tax free


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wakedown wrote:
If you have a concept of a charming yet roguish rake who sneaks into the governor's ball pretending to be someone he isn't, bullies a rival into a duel and adeptly disarms him, then finally delves into the dungeon and stabs the cyclopean guard in the eye (sneak attack), it's not the vivisectionist.

Not it may not be the vivisectionist but neither is the rogue, yes the rogue might be able to sneak into the governor's ball pretending to be someone he isn't (although other classes would probably have more chances to do that) but he can't beat the rival at a duel (unless the rival is an NPC class or rogue) because he sucks at combat, compared to other classes, and he can't stab the cyclopean guard in the eye (and kill him) because a)he has trouble hitting, b)rogues can't kill anything with one sneak attack, c)can't survive the rest of the combat with a giant.

So the rogue isn't the right class for your concept because he can't do things well unless the DM hand hold him and make the opposition well below his level.


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The trait might be PFS legal, it's not in the mummy's mask player's guide but in the player companion people of the sands.


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Revolving Door Alternate wrote:

Is this trait PFS legal?

I can't find it mentioned either way on the additional resources page.

That's probably bacuase this trait is in the player companion people of the Sands, which hasn't yet been included in the additional resources, i am not sure for the reason (of not including it) since i don't play PFS but my guess is that it's because the book isn't available yet to non-subscribers.


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memorax wrote:
Before the publication of this trait The Rogues had the class feature of being able ability to disarm magical traps. With this trait you don't even need a Rogue. A bard with this trait is imo better than a Rogue. Sure sneak attack damage is great. Except you have to specialize in ranged version of that. Or get torn apart in melee. The trait: http://www.d20pfsrd.com/traits/campaign-traits/mummy-s-mask/trap-finder

First of all the ability to disable magical traps hasn't been rogue-only for quite some time in PF, second you don't need a rogue anyway (disabling magical traps with a skill isn't that important), third; no sneak attack damage isn't great and neither is sneak attack in general.

Just to give you something to think about, here are the other ways to get trapfinding:
1) 1st level rogue (a bunch of archetypes give that up)
2) 3rd level urban ranger
3) 1st level trapper ranger
4) 1st level seeker oracle*
5) 1st level seeker sorcerer*
6) 1st level crypt breaker alchemist
7) 2nd level detective bard*
8) The 2nd level bard/alchemist/wizard spell Aram Zey's focus (too bad the duration is only 1 minute per level)
9) 2nd level archevist bard*
10) 6th level archeologist bard*
11) 1st level sandman bard*

*those 6 get trapfinding in everything but the name

So what if now we have 12)the trait trapfinder? it's just one more way.


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So GW is turning to EA Games?


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I am ok with half orcs having a floating +2, what i am not with is that both small races have -2 STR and +2CHA.


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Congrats on completing it. Im running it right now and we are just entering book 6: The empty Throne.
And I want to ask you something; How did you manage the level up in this book?
The PCs begin 13 level and they go to the Well of Demons and they get out 14 in their first rest. After that is the final showdown in the palace. When are they resting to get the final level? They clear the half castle and leave? How did you level up your players?


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This might be better to the house rules section of the boards but for the sake of helping a new DM here is my list of house rules:

my list of house rules:

House rules:
1) Spontaneous casters have normal casting time when using rods.
2) Vital strike works on charge and spring attack but not pounce like and spring attack like effects.
3) Half-orc ferocity is the same as orc ferocity.
4) The paladin's capstone banishment effect doesn't end the smite if the evil outsider makes the save.
5) Monks are proficient with all monk weapons.
6) No leadership.
7) No antagonize.
8) All PrCs that give spellcasting level increases also gives spell known for spontaneous casters.
9) All rods are considered light maces.
10) The rogue talent combat trick can be selected more than once.
11) The snap shot line and the zen archer's reflexive shot work.
12) The scatter firearm attack can't be used when using the smiting shot deed.
13) Haste can give an extra attack with unarmed strike.
14) If you have double slice then when you use power attack you get the -1/+2 ratio with your off hand attack(s).
15) Flaming and similar elemental weapon enchantments require a free action to activate instead of a standard one.
16) Flaming and similar elemental weapon enchantments can be upgraded to burst effects by adding +1 enchantment worth to the weapon.
17) Low and medium fortification armor enchantments can be upgraded to medium and/or heavy fortification enchantments by paying the (enchantments cost) difference. The same thing applies to the shadow, slick, energy resistance and spell resistance armor enchantments.
18) The +2 to attack and damage rolls of the bane weapon property can't be used to add more than +5 (overall) to the attack and damage roll.
19) The +2 to attack and damage rolls of the furious weapon property can't be used to add more than +5 (overall) to the attack and damage roll.
20) The oathbound paladin's aren't required to have one of the listed gods as a patron deity, instead there are some gods that if being a patron for a paladin then the paladin are excluded from taking a particular oath (example: Abadar and Shelyn for oath of vengeane, shelyn and Abadar for oath against undead, abadar for oath of charity etc.)
21) You automatically disbelieve your own illusions.
22) Runestones of power can hanged in the character's body (neck, wrist etc.) without occupying the slot and can be used as long as the caster has one hand free.
23) Clerics and inquisitors of deities who have a simple weapon as a favored weapon gain weapon focus with that weapon for free at 1st level.
24) Rods and staves can be enchanted as weapons without the +50% to the price of the magical enchantments.
25) Echoing spell + spell perfection does not equal infinite loop.
26) The guardian weapon special ability does not work with GMW, also the it can't be put in a non-hand held item, in addition it can't be put to either armor spikes or shield spikes, also the hand that weilds the weapon with this property can't be used for anything else other than attacking.
27) You can't weild armor spikes without TWFing.
28) Wildblooded bloodlines are valid targets for the eldritch heritage feats.
29) The Paizo blog on intelligent animal companion is mostly disregarded.
30) Both the skill focus feat and CHA requirements for the eldritch heritage feat line is disregarded with DM's permission (no you can't have your CHA 7 fighter with abbysal or orc bloodline).
31) Both the powerful sneak and the deadly sneak rogue talents don't carry a -2 penalty on attack rolls when used.
32) The rogue talent hide in plain sight also can be used if the chosen terrain doesn’t grant cover or concealment.
33) Oracle mysteries aren't tied to specific deities.
34) Conductive weapons of any type can be used for either melee or ranged sorcerer's bloodline abilities.
35) The spell focus, greater spell focus, elemental focus, greater elemental focus, spell penentration and greater spell penentration feats can be chosen as a wizard bonus feats.
36) Arcane armor training and arcane armor mastery do not require a swift action to use instead they are permanent effects.
37) Weapon proficiencies do not have +1 BAB as a prerequisite.
38) The heavy repeating crossbow costs 75gp.
39) The light repeating crossbow costs 50gp.
40) Torag has the War domain and the tactics subdomain (in addition to the normal list of domains and subdomains).
41) Cayden Cailean has the Liberation domain and the freedom subdomain (in addition to the normal list of domains and subdomains).
42) Crossblooded sorcerers have a minimum of 1 spell known at each spell level.
43) Crossblooded and the Wildblooded archetypes can be used together.
44) The Dazing spell metamagic uses a slot 4 levels higher instead of 3 (metamagic rods of metamagic are priced accordingly), in addition each round on its turn, the subject may attempt a new saving throw to end the effect as a full round action.
45) The snowball spell belongs to the evocation school and is subject to SR.
46) If a subject makes the initial save of the terrible remorse spell then the subject isn't staggered but only takes -2 penalty to AC.
47) The burning disarm spell has a will saving throw instead of a reflex one. In addition when the subject makes the save he takes 5d4 fire damage, when the subject fails the save he drops the held item.
48) The emergency force sphere spell is a 5th level sorcerer/wizard spell instead of a 4th level spell.
49) The acute senses spell gives a +5 enhancement bonus on Perception checks (+10 at 8th caster level and +15 at 16th caster level) instead of +10 (+20 at 8th and +30 at 16th).
50) The subject of the spell irresistable dance, who made his save, can act normally (but take the associated penalties) while dancing for 1 round.
51) The subject of the spell suffocation who makes his initial save isn't staggered.
52) The spell feeblemind doesn't carry a -4 for it's save for arcane caster subjects.
53) The subject of the spell cacophonous call each round on its turn, ay attempt a new saving throw to end the effect as a full round action.

Banned:
1) No guns.
3) No eastern weapons and armor.
4) No gunslingers.
5) No archetypes of any class with guns.
6) No samurais.
7) No ninjas.
8) No summoners
9) No monks.
10) No witches
11) No paragon surge spell.

Clarifications:
1) The qinggong has the option of swapping a monk power or not for a qinggong power, meaning that he can select other archetypes by forfeiting the choice of the power selected.
2) The rogue talent offensive defensive doesn't stack with itself.
3) The double pistol doesn't give you manyshot for every attack you have, by firing both barrels you simply get double damage die.
4) The lightning reload deed allows you to reload as a free action any firearm as long as you use alchemical cartiges or have the rapid reload feat with that weapon.
5) When picking the sylvan bloodline for eldritch heritage you gain the animal companion.
6) The sable company ranger archetype only gives up the first favored terrain.
7) You can't use somatic components when using most of elemental body forms.
8) You can use somatic components when using most of monstrous physique forms and most of undead anatomy forms.
9) Your equipment resizes when using monstrous physique.
10) Thassilon specialists also get the arcane school powers and can choose a focused school if they wish.


Keep in mind that my list is fairly old (a little more than a year) and i didn't have to update it. Also keep in mind that this list is, mostly, things i have changed about the rules, campaign specific stuff like no evil alignment or core races only aren't included.

As to your other questions:
When do you enforce a rule? Always (or rather almost always)
If I allow someone else not to follow a rule, do I have to do that for everyone? Yes everyone (keep in mind that this means NPCs too).


1 person marked this as a favorite.
Pathfinder Comics Subscriber; Pathfinder Adventure Path, Tales Subscriber

NO just NO.
Again NO.

The rules apply as much to the GM as to the players, you want to change them? sure go ahead and do it but do so before a campaign starts (and of course let your players know about your house rules) and if you have to change a rule during the course of a campaign then allow the players affected by the change to rebuilt their character.


1 person marked this as a favorite.
Pathfinder Comics Subscriber; Pathfinder Adventure Path, Tales Subscriber

I agree that it should be a flat cost instead of the +2 enchantment, something around 4000gp in my opinion.


2 people marked this as a favorite.
Pathfinder Comics Subscriber; Pathfinder Adventure Path, Tales Subscriber

@Lord Malkov
No it's not worth a +2 enchantement bonus, you just found another overpriced and useless enchantement, if you look there are dozens of them in that book alone.
My way of doing thing comes a lot cheaper.

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