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Son of Perdition

mindgamez's page

Pathfinder Roleplaying Game, Campaign Setting Subscriber. Pathfinder Society Member. 158 posts. 3 reviews. No lists. 1 wishlist.


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Andoran (Pathfinder Roleplaying Game, Campaign Setting Subscriber)

Gnome Ninja wrote:
mindgamez wrote:

I have to assume this is intentional. If they could cast unlimited 0 level spells at first level like the Wizard, they would not have 5 0 level spells per day listed. Since they can only know 4 spells at that level it doesn't really make any sense unless that is the daily limit. Seems unbalanced next to the Wizard who can cast a 0 level spell every round for 16 hours in a row the Sorceress is limited to the 5 minute work day. Huh?

Seems the developers prefer Wizards over Sorcerers, The Sorcerer has a tiny selection of spells and only casts 1 more per day per spell level than a Specialist Wizard of the same level, and the Sorcerer Bloodlines pale next to the Specialist Powers. Also no familiars for Sorcerers. Seems pretty nerfed to me.

It was an oversight; they have said so. I cannot find the quote, but JB said he will be fixing it. They do not hate Sorcerers; the problem is finding a good balance between spontaneous and preparatory casters.

Sorry was editing my original post while you were posting. I don't doubt they will try to address this but still the Sorcerer seems pretty lame next to the new Wizard.

Andoran (Pathfinder Roleplaying Game, Campaign Setting Subscriber)

I found 2 threads that discussed this but no posts from any developers or Paizo staff. I would have to assume this is intentional. If they could cast unlimited 0 level spells at first level like the Wizard, they would not have 5 0 level spells per day listed. Since they can only know 4 spells at that level it doesn't really make any sense unless that is the daily limit. Seems unbalanced next to the Wizard who can cast a 0 level spell every round for 16 hours in a row the Sorceress is limited to the 5 minute work day. Anyone got a link to the official word?

Seems the developers prefer Wizards over Sorcerers, The Sorcerer has a tiny selection of spells and only casts 1 more per day per spell level than a Specialist Wizard of the same level, and the Sorcerer Bloodlines pale next to the Specialist Powers. Also no familiars for Sorcerers. Seems pretty nerfed to me.

Andoran (Pathfinder Roleplaying Game, Campaign Setting Subscriber)

I wish these rules had come into print a year ago so I wouldn't have had to hack them out myself. I came to many of Jason's conclusions and used a high cost in GP rather than XP rule for item creation. This was spurred by a party of all magic users. An Arcanix Mage School campaign, with three wizards, 2 sorcerers and 5 Eberron Artificers (all specialied in one area (alchemy, herbalism, weapon enhancements, cloth and mechanics)) which means for half the part to contribute they need to be building single use and minor items in the down times.

They are around 9th level now and are a roving natural disaster but in a good way. "Lots of Magic Items" gets figured in on CR calculations and they don't unbalance anything. Now they have to do cost/reward rather than danger/reward calculations for fight or flight. I did have to institute some material component rarity rules to limit things a bit as they went up in level but they tend to build lots of low power stuff and just a few big items for those final battles.

Andoran (Pathfinder Roleplaying Game, Campaign Setting Subscriber)

Radiun wrote:
Why do you want to bone illusions?

Wow how did I miss that. As most sources I have found confirm that detect magic does not see invisible creatures. We have always used the rule that since detect magic can be thwarted by a fairly common spell (magic aura) and since illusion spells are designed to deceive that illusions do not register. I have, however, no official sources to back that.

Andoran (Pathfinder Roleplaying Game, Campaign Setting Subscriber)

chaoticprime wrote:

Changing the function of Detect Magic to be autonomous would be like having the rogue automatically know if a room is trapped. Which, like many dungeons I have partaken of usually is like this: "You see a room. On the far end of the room is a metal plate. Poised above the plate is a flaming ball of magma covered in vorpal swords."

Well, if the rogue autonomously has the ability to detect traps, there is not problem. He's all over that. But otherwise he may have to dispense with the intuition to come up with the idea to look for them.

Well traps are not detected automatically but there is some precedence. Two racial abilities spring to mind.

The d20 3.5 SRD wrote:

Stonecunning: This ability grants a dwarf a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a dwarf can use the Search skill to find stonework traps as a rogue can. A dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up.

&
An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.

So why not make detection of magic passive. Basic Yes or no info without initiating the search, more detailed information with study and use of the Spellcraft skill.

I also propose the use of a feat (arcane sense or something) that all arcane casters have to have. Make it a bonus feat to characters who take an arcane class at first level and make others spend a feat if they want to take any arcane casting levels. In this I am with DracoDruid and we have had this in our house rules for years.

Andoran (Pathfinder Roleplaying Game, Campaign Setting Subscriber)

Vic Wertz wrote:
Since there's no subscription that includes the RPG, we'll probably come up with a different set of requirements to get the PDF for free (if you also purchase the print edition from us).

I run games off my laptop. The main reason I run a drifted 3.5 system is you can't swing a cat without hitting a digital copy of the SRD online. Without that digital reference I would be lost.

If the PDF is free or reduced for those who get the Hardcover I will most certainly buy it but if the PDF runs $30ish (seems that 70% of print product price is the average for PDFs in your store) I can't see dropping $72 on PFRPG when I will usually be referring to the digital copy. I can make due with just the PDF at that point. I would love to get the hardback but...

BTW, why not a subscription? I assume there will be other products in the line, Monster book, More Magic Spells book etc. While I don't know the proposed release schedule, I used to have quarterly magazine subscriptions so why not PFRPG?

Andoran (Pathfinder Roleplaying Game, Campaign Setting Subscriber)

Saurstalk wrote:
Give two or three drag and drop NPCs for each class - at least one low and one mid. IMO, that should suffice.

Sounds like perfect fodder for a Gamemastery product.

"Coming soon from Paizo, The Deck of Many NPCs
For hight level campaigns try our Paragons of the Ordinary booster pack"

Maybe 3"x4" cardstock with Statblock and "background" info on one side and a portrait on the other. Comes with little plastic holder that either clamp to the DM screen or stand on the table top.

Worst thing is if they put it out I would likely buy the darned things.

Andoran (Pathfinder Roleplaying Game, Campaign Setting Subscriber)

Saurstalk wrote:
f you want to continue to use non-player classes, then you'll always have the SRD and the ole DMG.

Maybe I am missing something but since Pathfinder RPG is a modified and updated version of the SRD and is designed to replace the PHB & DMG going forward, shouldn't it include everything in the SRD that survives the translation? The way I am reading Paizo's intentions, this is to stand alone. A better, stronger, faster, version of what the SRD gives you. Also how much space does it really waste? They are targeting 420+ pages for the hardbound. You can cover NPC classes in 2.

To be fair, I use NPC classes extensively. Our house rules have removed the Adept and replaced them with dedicated Arcanist (Arcane) and Dominie (Clerical) spell casting classes to help me populate our cities. We also over the years added a Magician class (minor spell using entertainers) and adopted the magewright from Eberron. But our games tend toward very high magic.

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