|
|||||||||||||||||||||||
|
Derringer wrote:
That would work if you were enhancing an item or yourself... but Mage armor is a spell effect and really doesn't fit the example of the amulet of Nat Armor or the barkskin enhancing a Nat AC of zero. Magic vestment already works exactly like barkskin in that it'll enhance your clothes or armor. It shouldn't work with an intangible armor bonus. You'd be better served with a Haste potion for +1 AC/ref save and a Blur or Displacement Potion for some miss chance. Yep Mage Armor and Magic Vestment don't stack, You'd have the +4 armor bonus of the Mage Armor overlapping the +2 Armor (enhancement) bonus to your clothes. But I don't disagree this is a very good playtest of the Monk against what is usually always a nasty fight, a dragon! I like how you also showcased the ability to negotiate obstacles by Jumping up to the rooftops. A monk like any non-spellcaster is going to rely on their equipment and items to boost them through encounters. One of my players frequently plays a monk and has a ready stash of Mage Armor potions and either Magic Weapon or Magic Fang oils (or Greater). Magic Tattoos of the above are also very popular. Lacking any ranged attacks is a problem of the monk and my players frequently stock up on Necklaces of Fireballs, Bags of Boulders, Beads of Force, or Iron Bands... or when they play ninja style monks they use poison shuriken. Well that's the beauty of Circumstance bonuses... Your half orc's eating glass while threatening the local merchant lord, I'd give him a +2 to his check. Are you holding me upside down by one ankle from a 50' tower... there's a +2 bonus for sure. But a real intimidation machine would be the one being held upside down by the ankle and say, "Drop me. If you don't you'll find that you wished you had." Actually I don't mind giving up your iterative attacks for another at your Highest BAB, however what no one has brought up is that the second target must be adjacent to the first target. The old Cleave/Great Cleave allowed you to attack any other creatre you could reach. Now Cleave is useless against flankers. That is not cool. My group plays with the massive damage rules scaled for size (as per the DMG) and have no problems with it. We also play the 20, 20, confirm = kill rules. In both cases it only happens once in a while and it makes the game really fun. The Players love when they one shot a big nasty monster or a pesky foe goes down to system shock. It's also fun to watch them scramble if one of them goes down. Even though it can suck for a player to die (especially at lower levels) but my players are game enough to deal with it as long as they get the chance to use it aginst my monters. Shadowborn wrote: Are the rules in the DMG2 the same or similar to the mob rules used in the Shackled City AP, perchance? Those worked quite well. Yep those are one and the same. They're also the rules used to make the Mob of Fiendish Baboon in "Here There Be Monsters." Pete Apple wrote:
Basically the Mob template takes a large group of small, medium, or large creatures and makes them a big swarm. They are considered a 30HD creature or so, get massive bonuses to overrun and grapple attacks and do damage to you without needing to hit. For every individual creature you kill by targeted spell you give the Mob a negative level and when the negative levels = it's HD the mob disperses. Area of effect spells do 50% more damage and reducing the Mob to 0 hps disperses them. The Mob Template is a generally a CR 8 monster. roguerouge wrote: How do your players deal with the fact that their 8 die fireball should kill a 20' square CR 8 mob of ordinary orcs, but in fact do only 32 points of damage (due to the +50 percent Area of Effect damage boost) to a mob with like 135 HP? Or do you have the fireball eliminate single creatures within the mob, imposing negative levels on the mob based on the number of individual orcs killed? Even though the 28pts of damage on average of an 8d6 fireball would kill 40 standard orcs, the 42 pts of damage (28*1.5) done to a Mob of orcs doesn't kill it because they're supposed to be a tougher opponent. 40 standard orcs would barely give experience to the party, but the Mob template makes them a viable challenge. It might push the abstraction of play a bit, but a 12th level party vs. 4 mobs makes for might dramatic play! I think using multiple mobs for small scale mass combat against a party of adventurers is a fantastic idea. I will more than likely implement that idea some time soon! Zurai wrote:
My Psychic Warrior tripper quickly learned that putting humanoids on their back was fun but bigger monsters and freaking dire animals were a pain. But even against big monsters it's not impossible cause at 4th level I tripped a young adult Blue Dragon out of the sky! As it stands now Trip is still useful, just not as dominant as it was. With the extra feats gained by all classes having Trip as one of many weapons is not a bad thing. I also never thought Imp. Bull Rush was useless, just situational. If your DM never put battlefield hazards in your encounters then Bull Rushing an enemy was only good to set up AoO's. But if you include bridges, cliffs, rivers of lava, pools of acid, or spiked pits, etc then Bull Rush was fantastic! Virgil wrote: For one, I'm trying to make a point. I'm arguing on the basis of an explicit ruling from the book, and it feels like it is being ignored in favour of personal opinion. For two, I'd like to avoid references to kettles. Unfortunately the point you're tryin to extrapolate from that section doesn't hold up with a single character. A two person party can overcome what a solo PC cannot, but even then you have to err on the side of caution. The CR/EL rules aren't a science, it's not 1+1=2. As many have pointed out Adventuring is a team sport. And the home team for 3.5 is Tordek, Lidda, Mialee, and Jozan built with 25 point buy. The only true way to playtest rules is to make up characters and run them through encounters. Bullrush gets plenty of use especially with the Knockback Feat, Rampaging Bullrush, and Shock Trooper. The Dungeoncrasher fighter substitution levels from Dungeonscape are a little over the top IMO. Awesome Blow only gives a 1d6 damage. 2d6 and 4d6 for the two subst. levels is more appropriate than 4d6 and 8d6!!! Imp. Trip is a more powerful feat than the other Imp combat maneuvers because Prone is such a detrimental condition. Trust me I play a tripper and it's my most powerful option! It's not completely broken though as big monsters, strong monsters, monsters with multiple limbs, or a combo of those makes Trip less effective. Losing the attack at the end is a little disappointing but we should playtest it to really determine that. In a subterranean encounter the guy with the Torch is going to be surprised, a lot. But one nitpick in defense of the Splash Weapon vs. Swarm... splash weapons deal 1.5 damage agains the swarm and if she had Alchemist's Fire instead of Acid the swarm would be taking another round of fire damage unless it takes a full round action to extinguish it or finds some water and swarms being Int - creatures it'd likely just burn! So that's 10.5 damage per flask over 2 rounds, meaning it'd only take 3 hits to kill the swarm. Granted rollling 13+ to hit does suck, but I'd definitely try it!!! Verik Wolf wrote: I saw the Rage Points and thought, oooo. It's an interesting way to keep barbarians fun while not making them just another fighter variant. Plus, when I rebuilt my old AD&D character to use Pathfinder, the combination of 3.5 psionics and Pathfinder Rage Points meshed well. From a compatibility standpoint maybe they're not the best, but that could be solved by turning the rage powers into barbarian specific feats and selecting one as he/she levels up. No they shouldn't be feats... they should be class abilities chosen at the given levels, just like rogues get their talents. RavinRay wrote:
Hologram does sound too modern... Psionic illusions should be called Mirages. That's just ridiculous... the Rogue's choice to pick up minor magical abilities (which isn't mandatory) is nothing like 4E's built in power sources. It's comparing apples to handgrenades. The option for some useful low level spells without having to dip into a full casting class makes the Rogue more attractive to players who would likely multiclass and/or max out UMD. I think it's a great choice. Even with Detect Magic at Will, the Caster needs to concentrate. Now against a static magic trap means that it takes 3 rounds to determine what it is and how to deal. This means that when placing magic traps the encounter needs to be a little more dynamic. Placing another trap (a mundane one) or a weak monster or npc that synergizes with the trap evens up the odds a little. A hidden sniper can certainly give the concentrating character a big headache. Dark_Mistress wrote: Vaguely along the same lines, I always wanted to see more books and such devoted to mundane equipment. Cloths, everyday items, kids toys ect. One of the reasons ...and a 10-foot pole is one of my all time fav gaming books. But a book from Paizo about the pathfinder world on mundane equipment would be nice. And I am glad they have the topic included in maps, it is kinda silly when their not. Well it's not pathfinder, but if you can find one (most likely on Ebay or maybe amazon) the Aurora's Whole Realms Catalogue is priceless! As something of a illustration buff it's kinda hard to get a lot of facial detail and expression from jet black skin. Tbhat's why you see a lot of blue, purple, and grey shades and red, green, purple, and blue lighting elements in drow illustration. From my money Brom is the King of the Drow, but I also like Justin Sweet's work (from the icewind dale games) for a dirtier look. I also love WAR's drow Tempest from the Shadows of Istivin arc cover. Epic Meepo wrote:
This exactly what my Barbarian players said. I didn't want to mention it felt like playing my PsyWar to them, but they brought it up. We all liked the Rage Powers, but thought they should be cleass abilities chosen at certain levels, like Rogue Talents at 10th. Instead of using a brand new mechanic keep rage the way it is but allow the Rage powers to be used either Con bonus/rage for the weaker ones or Con bonus/day for more powerful abilities. In discussing Rage points with my players the point came up, which echos Epic Meepo's comment in another thread that playing the Barbarian with Rage points feels like a Psychic Warrior more than a Barbarian. Bbn is supposed to be an easy class, and deliberating on how many rage points to burn does increase the amount of bookkeeping for the class. The most frequent Bbn player in my group even commented that he should be concentrating on killing things, not how many points he should spend. To throw an alternate system out there we thought that the Rage Powers should also be similar to Rogue Talents or Turning Attempts. At x level you gain access to a Rage Power (chosen from a list for that level) and depending on the strength of said power it would last either Con bonus times per Rage or Con bonus Times per Day. Rages would last 3+Con bonus in rounds. So Strength Surge could be used 4 times per Rage by a Bbn with a Con of 18. The Rage Power ot Auto-confrim a critical could only be done Con bonus times per day, and perhaps only 1/Rage. 0gre wrote:
Well when you play a character with a 20' reach and 5 AoO's that's a LOT of ground for enemies to skirt! Mistwalker wrote:
No problem. Firstly there are only a few means of tracking a creature without magic in the game, the Track feat, the Survival skill, and the Scent special ability. After looking at those mechanics you compare to Trackless Step. Because Scent references the Track feat and Trackless step says you cannot be tracked, you cannot track a druid by scent unless he/she wants you to. Spoiler:
Track [General]
Benefit To find tracks or to follow them for 1 mile requires a successful Survival check. You must make another Survival check every time the tracks become difficult to follow. You move at half your normal speed (or at your normal speed with a -5 penalty on the check, or at up to twice your normal speed with a -20 penalty on the check). The DC depends on the surface and the prevailing conditions, as given on Table: Track DC. Very Soft Ground
Soft Ground
Firm Ground
Hard Ground
Several modifiers may apply to the Survival check, as given on Table: Track DC Modifiers. If you fail a Survival check, you can retry after 1 hour (outdoors) or 10 minutes (indoors) of searching. Normal
Special
This feat does not allow you to find or follow the tracks made by a subject of a pass without trace spell. ---------------------------------------------------------------------- Scent
A creature with the scent ability can detect opponents by sense of smell, generally within 30 feet. If the opponent is upwind, the range is 60 feet. If it is downwind, the range is 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at three times these ranges. The creature detects another creature’s presence but not its specific location. Noting the direction of the scent is a move action. If it moves within 5 feet of the scent’s source, the creature can pinpoint that source. A creature with the Track feat and the scent ability can follow tracks by smell, making a Wisdom check to find or follow a track. The typical DC for a fresh trail is 10. The DC increases or decreases depending on how strong the quarry’s odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Track feat. Creatures tracking by scent ignore the effects of surface conditions and poor visibility. Creatures with the scent ability can identify familiar odors just as humans do familiar sights. Water, particularly running water, ruins a trail for air-breathing creatures. Water-breathing creatures that have the scent ability, however, can use it in the water easily. False, powerful odors can easily mask other scents. The presence of such an odor completely spoils the ability to properly detect or identify creatures, and the base Survival DC to track becomes 20 rather than 10. ----------------------------------------------------------------------- Trackless Step (Ex)
nightflier wrote: It was Dragon #235: Planar Heroes. But, planetouched in 2nd Ed. were more like half-fiends/half-celestials in terms of raw power. Although I'm using the tiefling as a template in my campaign (PC's base creature is dark elf), I must say that I like the randomness and individuality of 2nd. Ed. planetouched much better. I don't know what 2nd edition you're remembering nightflier, but planetouched weren't anywhere near the power level of the Half-Celestial/Fiendish templates. Not even close. In Planescape both tiefers and aasimar weren't anymore powerful than they are now. There were some interesting tables in the Planewalkers Handbook and Warriors of Heaven to generate random racial traits and appearance for Tieflings and Aasimar respectively. Fey'ri aren't a good example for elven tielfings in general because they were the product of a selective breeding program initiated by a single Gold Elf house. Tannarukk are just plain cool, but they were far more powerful than the average tiefling, a definite monster more than a playable race as originally designed. Now I am most likely in the minority in my view, but I'm sticking with Pathfinder because it does respect the traditions and history of past edition canon. I will be quite interested in seeing how and where the planetouched fall in Golarion. Weylin Stormcrowe 798 wrote:
Actually that isn't the precedence. Aasimar, tieflings and genasi were established races well before 3rd edition rolled out the doors and came up with the Template mechanics. The Celestial and Fiendish templates represent otherwise normal creatures that have lived long enough on a Good or Evil aligned Outer plane that they've taken on traits of said plane. They have nothing to do with having an Outsider's bloodline. Now it's very easy to show why the Planetouched were humanocentric historically. Demihumans in D&D history have racial gods who created the races, while humans do not. This translates into a racial purity taboo. Just look at the prejudice inherent in the Half-elf throughout the editions. Elves traditionally didn't favor breeding with other races (or in some settings other subraces). Likewise you don't see many Half-dwarves running around. Humans however have always been the adaptive and curious sort, as well as outnumbering the demihumans. In Golarion this might be different, but we have yet to see the planetouched developed beyond the one in Burnt Offerings or the tiefling guardsman of the Acadamae. Weylin Stormcrowe 798 wrote:
Underpowered as LA +1 races, I agree. That's why I've always played them as LA 0 races. They were just fine in 2nd edition compared to the core races and they'll stack up to the PRPG races with a minimum of tweaking, especially the genasi. I guess my beef is that mechanically the planetouched aren't half-creatures, they're not even 1/4. They're generations removed from their Outsider source, but they have enough of the potency of that bloodline to be different from the rest of their race. For example, an aasimar born to an elf or to a human shouldn't be as drastically different as adding a template to either base races would make them. Being able to call forth light, being resistant to several energies, being able to see in the dark and being more perceptive than average are traits that set aasimar apart from either humans or elves. I'm not a fan of Planetouched as templates because it gives everything that the base races has plus the abilities of the template. That's not what Aasimar, Genasi, and tieflings are. They are races unto themselves. A planetouched born into a race they should be different than that race both physically and metaphysically. The only difference between magic and psionics in movies, literature, etc is what genre the story is trying to be told in. If you're writing sci-fi you call any supernatural powers exhibited by a person or alien as psionic. If you writing for fantasy magic covers it. They're pretty much the same thing. Now if you really want to differentiate between the tone, feel, and flavor of magic vs. psionics it's as easy as differentiating eastern vs. western practice in the real world. I could easily lump psionics into any manner of far eastern mythologies. Lamas, yogis, swamis, gurus, etc, etc. could all be psions or psychic warriors. Any culture tha includes meditiation is a perfect model for psionic users. Yes Bahor is a fabulous piece as is his sister and the darksphinx. We need more of that style and less of Laori... I mean chainmail isn't a lycra skinsuit... it drapes and hangs loosely. I can see if the followers of Zon-kuthon want to inflict pain on themselves those hooks could be turned inward, but as an offensive designed armor it's just not functional. Mistwalker wrote:
You couldn't track a Druid by scent in 3.5 either (in natural surroundings). It wasn't specifically spelled out but the "cannot be tracked" clause of Trackless Step pretty much rules it out as Scent has a provision to Track (as the feat). I'm with ASEO, many of the "slums" I've been through in Mexico are a lot more tightly packed than these maps. If a typical alley in the city is 20ft wide then there should be structures eating up 15 of those feet and a 5ft path wending its way through. I know the guys are trying to make a place where an encounter could feasibly happen but some of those aren't it. If possible find a aerial or even satellite image of a medieval city (in germany, italy, or any of the former eastern block countries) or even a really tightly packed modern city in south america or the middle east and look at any markets and shanty towns there for examples. Urban mapping is very tough... I would stick with the halfling just for the size bonus to Hit and AC. His Dex and Int boosts also make you spells harder to resist and more likely to hit with ranged touch attacks. It also boosts your Initiative! Swap Backbiter for Ray of Enfeeblement for some ranged capability. You don't have to worry about size for your Grave strike ability (unlike a claw attack)! Your AC with Mage Armor is 17 (+1 size, +2 dex, +4 armor)! That's not bad for a 1st level wizard. Don't take Spell Focus so early as none of your spells have saves as of yet anyway! Choose Improved Initiative and act before everyone else or Weapon Focus (Ray) for another +1 to hit, note you'd be +4 to hit with ranged touch attacks! Don't worry about regular touch spells till you can take Spectral Hand. Get the drop on your foes by hitting the warrior or cleric with Ray of Enfeeblement! Stay back behind your teammates for cover. Once they engage the weakened enemy you can easily finish them with your Grave Touch, ensuring they don't stabalize as your Alles move on to other targets. Fox_Reeveheart wrote:
Ok the philosophy behind the Sorcerer is dirt simple, behind all spontaneous casters really. You get a few spells, but you can cast ANY one of them more times per day than a wizard. You also can spontaneously add a metamagic feat to your spells whenever you need them. The balancing factor for these two advantages are you access a new spell level one level later than wizard and adding metamagic to your spells takes a wee bit long to cast, or a full-round action. Being able to choose any spell in your arsenal at any time is powerful. Being able to tweak said spell with metamagic on the fly is powerful. Wizards have the ability to learn many spells, but are limited to only a few choices from that wide array. They really have to know what they might face in order to select the right spell. On any given day this is unlikely to happen (random encounters can be a pain this way). Given enough time to prep a wizard is a beast, but the the spur of the moment, when circumstances go against his prepared spell set he's on the defensive. A specialist used to gain a single extra spell per level because of his speciality. In no way did that ever give a Wiz more spells than a Sor. I think Igor sounds like one helluva interesting character to play! Like Frank states Sorcerers are not the best of Necromancers, but you're playing a caster with a hint of the undead, not necessarily a complete focus on it. Low level Necromancy spells are kind of weak, but it doesn't mean you have to take all of them. Thematically you could take Magic missile and have them be little glowing skulls that scream when you cast them! Or instead of relying totally on Necro spells you could focus on Cold themed spells too, like Ice Knife that does Dex damage as well IIRC... And to be frank Frank, only a few people laughed at the PF Sorcerer... pretty much just you, K, Viktor_von_doom and CastleMike. It was hardly a sweeping sentiment. Some said there were places it could be improved, but you just brushed it aside with a pretty snide attitude. I never said they were mutually exclusive. I said once you start optimizing it is a very difficult process to play a class right out of the box without going out of your way to tweak it to peak performance. Not everyone scours through every sourcebook or reads the build handbooks or looks for unbeatable spell/item/class ability/feat combos. Some of us just like driving our cars. Is the PF Sorcerer as good a blaster as the Warmage... not likely. But at least they can cast utility spells if they want. Is a PF Sorcerer as sly and coniving as the Beguiler, probably not but they can blow the hell out of something. Warmages, Beguilers, and the Dread Necro are all specialists. They are a niche character that falls short in places, just like a regular Sorcerer can fall short in places. How is the PF sorcerer "weak as hell" and compared to what? Show me a valid comparison that doesn't rely on a specific build. Show me how no matter HOW I build the PF sorcerer it is too weak a class to compare with the PF Wizard. CastleMike wrote:
See Mike, you and K, and Frank Trollman are all Optimizers. There's a vast difference between the game you play and the game the average Gamer plays. It's the difference between someone who works on their car adding things like turbo chargers, better supsension, tires, etc, etc to the average joe who enjoys their car stock from the dealership. Once you cross this line it's a very hard choice to play the baseline character. In my group of players there are optimizers/power gamers and there are your basic everyday average gamer. In many games a power gamer makes the game less fun for the average player. I'm glad you can tear apart the headers... er, the PF sorcerer backward and frontwards at a glance, but many of us enjoy playing them straight out of the box. Having access to all the variant options and specialized classes is nice but not necessary. I think the PF Sorcerer is made of awesome. I'm also a flavor guy. As always YMMV. --"Vrock car driver"
|
|||||||||||||||||||||||||||||||||||||||||||||
|

