Kelim Esteban

Anthony Stark's page

2 posts. Alias of Dogbert.




Three APs I'm acquainted with so far (RotRL, CotCT, S.D), all three have members of the Vancaskerkin family (Orik, Verrik, and Saul), two of them bad apples.

Are there any more Vancaskerkins in other APs? Are they a tip of the hat to H.P Lovecraft's Carnby family who now and then either appear or get mentioned in his tales?


What do you understand by "channeling your inner Gygax"?

Is this a noble endeavour?

How can the average gamer contribute to channeling his inner Gygax?

Discuss.


Upon closing my Entombed with the Pharaohs game, a character mentioned taking vacations then stopped dead wondering... where?

Sure, the middle ages weren't exactly famous for their "tourism industry" but, if suddenly your heroes wanted vacations, where would they go to get the best...

- Sightseeing?
- Beaches and fun in the sun? (without getting eaten by tentacled, gash-mouthed monsters)
- Zoo?
- R&R?
- Place to "get away from it all"?

Mind you... where does a forest ranger go to "get away from it all" anyway?

I don't ask about places to get the best of "Arts and Ertentainment" though, as that's an easy one.

So, ideas?


Propose your favorite writers and artists!

Why settling for a 1-pic calendar when we can grace our ladies with complete guides?

Start proposing!

(say, who's the artist that drew the iconic Seoni?)


I'll start by saying that I love Golarion and have no plans altogether to quit using neither Pathfinder Chronicles, Companions, or APs. However, I'm seriously concerned regarding Pathfinder's current plans for re-releasing book after book of previously existing d20/SRD material.

Yes, I understand that Paizo is a business, a business which has the bottomline of selling books, no sales, no books, no Paizo, easy as that. But as an aftermath of Paizo's success and Pathfinder's subsequent growth, 3E's coffin is hit with yet another nail with each new book of rehashed 3E material. Paizo people used to talk in the begining about backwards compatibility and the ability to use your old books, yet said talk about -working with- 3.5 is now being replaced with what I can only see as an intention to -replace- 3.5: DMG (now aka Gamemaster Guide), PHB2 (now aka Tome of Secrets), Psionics (from Dreamscarred), and I heard about an "Advanced players handbook" of sorts too. Ironically, it seems it won't be 4E the one to succeed in finally burying 3E, it's gonna be Pathfinder.

Pathfinder may be many things, but it isn't 3.5, it's not even a Variant Players Handbook because it's not the same system (it doesn't even share 3E's mission or vision). If sales numbers don't lie, in the near future we're going to see plenty more PF gaming tables, which is great for Paizo, then again, those tables won't be 3.5 tables, they're gonna be PF tables, with PF rules, PF classes, and PF stuff. Yes, those few who still stand by 3.5 can always still grab PF stuff and adapt it to their games with little fuzz, but as 3.5 -tables- go, they're likely to keep getting fewer and fewer until eventually following the steps of 2E in the fabled Dragons' Graveyard, a museum piece only played by a handful of grognards few and far between (Points-of-Light landscape... ooh the irony!). Not that I mind -that much- to play a dead system though, I've been GMing an Alternity game for almost 2 years now, but it's still sad to aknowledge 3E is finally dead.

The edition wars are over... and we have one casualty.

Insert Flames after the dotted line.
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Everyone knows of the local cults here but, what do they offer? Why should I join one? Representatives of the various cults are invited to advertise as to why should we join -their- cult.


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1. By joining their tentacles together with a fashionable brooch and pinning the rest to their bodies in tasteful designs, a hollowed-out Flumph makes for a most stylish handbag worthy of the best fashion designer.

(next?)


Boredom Warning: People who aren't neurotics regarding their character's depth feel free to skip this post.

Golarion's year has 12 months, same as our world, and given Golarion also has astrology, I was wondering about golarian zodiac equivalents.

For those who care about it, sometimes people who is born in a determinate month share common personality traits, traits found under their zodiac sign. Now, some of us care about trivial things like our character's birthday and zodiac sign, and so I'm asking those few who care about what zodiac signs would you relate to the 12 deities markig Golarion's Calendar (Abadar, Calistria, Pharasma, Gozreh, Desna, Sarenrae, Erastil, Aroden, Rovagoug, Lamashtu, Nethys, and Zon-Kuthon).

I'm placing personality information according to zodiac sign and an opinion as to which golarian god might fit. Anyone agrees or disagrees? (or cares for that matter?)

Aries
Aries people generally have a strong independent personality, they are aggressive, competitive, original, adventurous, and can be argumentative just to enjoy the debate. Aries love to do "physical" things and be active, even sometimes taking dangerous risks just to win. An Aries will always say what's on their mind, and they will confront anyone who doesn't treat them with respect. Aries are a lot of fun and very playful, so they enjoy being the center of attention and the life of the party. They tend to get bored easily so they need to find ways to stay active. . Aries are forward, to the point, out spoken, and have a deep desire to be in charge. Aries are natural leaders and therefore they may challenge authority figures. Often they tend to be the “heroes” or the rescuers to their friends and family, sometimes too rashly; but ultimately it is because they are ready to jump at everything they encounter. The sign Aries rules the head area, which can make them prone to headaches, head injuries, and jaw problems. They are also prone to accidents.
THE NEGATIVE SIDE: Aries can be quick tempered, demanding and too forceful to get their way. A truly negative Aries can be physically violent.

Mischievious, hot-headed, and the proverbial free spirit, Calistria would be an Aries

Taurus
Taurus people are known for their dependability, their comfortable attitudes, and their endurance. The planet Venus rules Taurus which means they are attracted to beautiful things and the finer things in life, especially concerning their possessions (material things or even people). Taureans are very generous, practical, and they are artistically creative by nature. A Taurus may well be the most patient personality of all the zodiac signs because they are very well grounded in reality. They like to take their time on making decisions because their security in any matter is extremely important to them, they need to be sure. Taurus people always give sound practical advice to friends, and tend to keep situations straight to the point. A Taurus is the strong silent type and often times may be misunderstood as non-communicative. Taurus People are very patient, strong, creative, sincere, loyal, and they have a lot of old fashioned common sense. Taurus rules the neck, throat, and ears, which may offer a lovely singing voice, but can also make them prone to neck problems, sore throats, and ear infections.
THE NEGATIVE SIDE: Taurus can be so slow moving that they become lazy or dull. They can also be ruthless, jealous, brutish, greedy, and sometimes blind to reasoning or logic.

The earth is wise, the earth is generous, and moves at her own pace so IMHO, Erastil would be a Taurus

Gemini
A Gemini is born with the gift of charm and salesmanship, so they can sell themselves as well as anything else very well. What they speak can get them into trouble but they also have the ability to talk their way out of any problems too. Mercury rules Gemini, which is the planet of communication and a Gemini loves to communicate with everyone they meet. Gemini people are very curious; they seek to learn everything they can very quickly, so they can tell everyone else about what they know. A Gemini can think fast, speak fast, and is capable of convincing you that they know more about a subject then they really do. They are lively, witty, spontaneous, trendy, and let us not forget…charmers with the intensity of a playful child! Gemini rules the arms, shoulders and lungs, which can make them prone to respiratory ailments such as bronchitis, pneumonia, and may also suffer from panic attacks or nervous disorders.
THE NEGATIVE SIDE: Gemini can have extremely different sides to them, hence the Twins concept; that they can be the classic “Jekyll and Hyde” personality. They can also be intolerant, superficial, moody, and unpredictable.

With an eternal hunger for knowledge and a literal two-face, Nethys would be a Gemini

Cancer
Cancer people tend to be sensitive, emotional, and very protective of those qualities. A cancer is a very strong person who will make their choices in life based upon how they “feel”. Sometimes they can become prisoners of their over emotions. Despite all these emotions they are genuine "doers" combining their strong wills with their strong determination. Cancers are fiercely loyal and have a difficult time letting go of happy times and the sad ones too. Since Cancers like to hold onto things they are also avid collectors. A cancer always seeks security, love, affection, and comfort. When they find it, they can be overly protective of it. Cancer sometimes has a need to be alone with their thoughts; though home, family, and marriage are very important to them as well. A Cancer must feel secure in life in order to thrive or to reach out to others. Cancer rules the breasts and the stomach, which can make them prone to digestive ailments and weight problems.
THE NEGATIVE SIDE: Cancers can be so overly emotional that they can assume everyone is out to hurt them. Or they may take someone’s words extremely personally. They may brood, hold onto to past hurts with a grudge, and even be sneaky.

While cancer SCREAMS Shellyn, she doesn't have a month dedicated to her, so I'll have to go with Sarenrae

Leo
Leos are larger than life because they attract others easily and are strong, generous, passionate, and hard workers. A Leo has a zest for life, ambition, and have a very sharp wit. Leos are natural leaders, they want to do it all their own way without help, just to prove to themselves that they can. They are cheerful, fun, pleasant, and stand out among a crowd that gives them plenty of attention. They are powerful personalities and call attention to their greatness. A Leo needs to be noticed for their abilities, and if you do then you’ll for sure have a great friend. But hurt their pride and ego, and they will stomp off pouting to their rooms. Leos are good at heart, creative, fun loving, and have a fierce ambition to succeed in anything they do. They usually do because they are driven to be noticed. Leo rules the heart and the back, which can make them prone to heart-related problems and back pain.
THE NEGATIVE SIDE: A Leo’s ego and pride can be a great personal struggle as well as a constant problem for those that surround them. Sometimes a Leo can think too highly of them self that they stop seeing reality. They can also be bullies and decide that your opinion does not count.

While ego and pride SCREAMS Asmodeus, he has no month (same as Shellyn), so I'll go for our next divine rockstar (and dead as Elvis), Aroden

Virgo
Virgos are deep intellectual thinkers that enjoy analyzing their surroundings. Virgos tend to notice the smaller details, and that can be both rewarding or it can make them dwell on something for an over extended time. They have a generous pleasant nature and their skills at communication are advanced. They are sharply intelligent, follow rules, believe things have an order in life, and are very idealistic. Often workaholics, a Virgo can lead a very successful and career driven life. They can be so useful in work that at times they make themselves vulnerable to being used. A Virgo likes to have control on their environment and they are practical to a fault. A Virgo seeks the cold hard facts, and they have been known to be critical of other views or opinions. Virgos are born worriers, and doing all that worrying can make you a tiny bit fussy at times. But the Virgo heart is always in the right place. Virgo rules the nervous system and the intestines, which makes them prone to insomnia, indigestion, and stress related illnesses.
THE NEGATIVE SIDE: Virgos can become so detail oriented that they over organize everything in their path, including people. The can display obsessive compulsive attributes because “order” becomes urgent. These issues can wear down the people around them.

While this sign is perfect for our ascended mortal and embodiment of perfection, Irori, he has no month so I'll have to go with our local control freak, Abadar

Libra
Librans love beauty, creativity, and balance. Libras are wonderful writers and communicators because their wit and charm shine through their words. Libras are analytical thinkers that weigh both sides to every issue, sometimes spending far more time then is needed. A Libra is friendly, lovable, social, sensual, charming, intellectual, and dramatic. They are born to flirt, which in most cases is just harmless fun and a part of their natural “sparkle”. Libras look for the positives in life, because it is prettier than a negative. A Libra tends to try and please everyone needing to always feel “liked”, accepted, and understood. This sign rules the skin, the kidneys and the buttocks, which can make them prone to lower back problems, diabetes, and skin problems.
THE NEGATIVE SIDE: Libras can become indecisive, or literally avoid a choice until things are thrown into a whirlwind. Libra’s desire to be “liked” can cause them to do things behind another’s back. Because of a Libra’s charm, flirtation, and sensuality it can be very easy to act out issues with love relationships, or even sexual ones.

While lacking plenty of the sign's attributes, Zon-Kuthon has a missguided need to be liked and and obvious BDSM fetish, so lacking other likeable suitors, I'd put him in Libra

Scorpio
Scorpio people are magnetic, powerful, forceful, emotional, sexual, and psychic. Scorpios are incredibly passionate, persistent, and intense. Scorpios are often the “spiritual seekers” trying to find the right path for themselves which can be ever changing. Being naturally intuitive a Scorpio is able to easily see through lies or secrets, it’s just not easy to fool them. But their powers of secrecy for themselves are grand, mysterious, and very instinctual for them. A Scorpio doesn’t usually like you to know everything about them; they are cautious, meticulous, deliberate, and deeply emotional. Many times a Scorpio is noted as “obsessive” rather than “intense” and it’s important to see the difference between the two. Scorpios rely great upon instinct, and their own natural intuition to make choices. They are committed, subtle, loyal, and very persistent in everything they do. Scorpio rules the bladder and the genitals, which can make them prone to venereal diseases and bladder infections.
THE NEGATIVE SIDE: Scorpios like all other signs, have a darkside and it includes: revenge seeking, obsessive behavior, holding grudges, and power addictions. Get into a tangle with the wrong Scorpio and you’ll be very sorry, they can also be prone to violence.

She knows when you're sleeping, she knows when you're awake, she knows if you've been bad or good, yet keep us wondering what's in her head. Lacking a more suitable candidate, Pharasma might make a good Scorpio

Sagitarius
Sagittarian people like to do things in a big way, they do it quickly, and they make it fun. A Sagittarian is very open minded and anxious to learn about others, they always seek greater meaning in life. They are the Gypsies of the zodiac seeking wide open spaces, freedom, adventure, and movement. In fact, change is very important to them, and if it doesn’t happen naturally then they will cause it to happen themselves. Sometimes they shake things up just to do it. Sagittarians speak with their own brand of honesty which is why they are often “putting their foot in their mouth”. They can speak first and think later which often gets them into unpleasant situations. Since luck is often on their side, they possess the possibility of getting out from under any circumstance their get themselves into. They are honorable, honest, trustworthy, truthful, generous, jovial, and sincere, with a passion for justice. The love a good joke, don’t mind even being the joke…. As long as it makes someone laugh.
THE NEGATIVE SIDE: A Sagittarian can be so impulsive, careless, and so scattered that they can never live up to their own good intentions or their promises to others. Their exaggeration can be so advanced that they may even believe it themselves, and make them quick to rage when proven wrong.

Alluring, aimless wanderer, and the goddess of luck, I nominate Desna for Sagitarius

Capricorn
A Capricorn is a person who may have a slow climb to success, but will eventually reach their goals through hard steady work. This person is not only ambitious, but practical as well. A Capricorn is ambitious, a thinker, careful, chatty, and yet also reserved. They can appear as shy to others until you get to know them, and sometimes lack confidence because they can be very critical of themselves. They are great planners, always organized, and have a natural flare for business. They are also very old fashioned at heart, but very fair individuals with a great desire to have their hard work recognized. Capricorn rules the bones, the knees, and the skin which can make them prone to dental problems, broken bones, skin rashes, and arthritis.
THE NEGATIVE SIDE: A Capricorn is often quick to seize an advantage, and may not always do it “fairly”. Often they can be very self centered, pessimistic, and selfish because they will be unbending to another point of view.

Having been working his way out of prison since nearly the begining of time, Rovagoug is destined to get his in the end of days, making him our most suitable Capricorn

Aquarius
Aquarians are people who are very independent, honest, rebellious, original in thought, inventive, and they are born humanitarians. They are deep analytical thinkers with definite opinions and beliefs that they enjoy sharing with others. They enjoy a good debate, and love to prove how open minded they are. Always highly intelligent and logical an Aquarian is also very serious minded. Their sense of humor is often dry or unusual. Aquarians can be loners, sometimes withdrawing themselves from the world while their sensitive side seeks true companionship. Aquarians are unique by nature and they like themselves that way. Aquarius rules the shins, ankles, and the circulatory system, which can make them prone to hardening of the arteries, poor blood circulation, varicose veins, sprains, and breaks.
THE NEGATIVE SIDE: An Aquarian can have such a need for perfection in relationships that they may have trouble with commitments. They also may have a hard time truly understanding that others may have a different point of view and work hard too hard to convince them to adapt to their own principles. They can be chaotic and unpredictably moody. In extreme forms they can be perverse, or even sex offenders. Aquarians can also be extremely cold and icy using too much of their dry logic with others.

No, I'm not convinced Gozreh is an Aquarius other than the independece being a force of nature brings, but only 2 signs are left so an aquatic sign should fit the bill

Pisces
Pisces people are born with the gift of prophecy and with all the right things in place, they are deeply spiritual people. Pisces is known for compassion, sensitivity, patience, romance, imagination, and natural intuition. A Pisces is very imaginative and loves to just be alone with thoughts or their fantasy world. Many have some type of spiritual awakening; a moment of enlightenment, in their life. A Pisces can be literally inspiring to others and will even sacrifice their own desires to support a loved one. Being so emotionally sensitive, it is easy at times for a Pisces to seek escape through over indulgence. Or a Pisces can be so compassionate that they become more concerned about someone else’s problems rather than their own. This sign rules the feet, which can make them prone to corns, aches, alcoholism, and bunions.
THE NEGATIVE SIDE: Pisces can want love to be too fictionalized and strive for something that really only exists in their own fantasy. They have often been known as “the other woman” or “the other man” because of their fantasies. Sometimes a Pisces is so deeply involved in their own fantasy that they lie to others completely believing themselves.

No, Lamashtu isn't a Pisces, she's a monster not a person, but likewise she stole divinity from someone else, so the sign doesn't need to match her


It's me again with yet another ridiculous question.

While in backwater villages and similar places your average adventurers can walk around armed to the teeth, doing their best impersonation of a Shield Guardian... what about big cities like Korvosa or Absalom? Is there no such thing as weapons control? Are all spells legal? Can I just buy a Charm Person or Acid Arrow scroll at the Ascendant Court? Is it okay to walk around with better equipment than all of the city guard combined without being a known gladiator of the Irorium? Or perhaps I'm just thinking too much by bothering with such nonsenses as a PC growing enough to start being perceived as a potential threat to the establishment?


I have this player who has reached a high enough level (both in XP and acomplishment) to deserve a promotion. What I don't know is:

1) Who? - Iomedae's temples are only inhabited by trainees, and the infirm or elderly, so who's going to promote this cleric? Where to find a Sword Knight around Magnimar?
2) How? - Gods and Magic doesn't mention a "capital" for Iomedae's cult, so even if I promote her, what makes her rank legitimate among her peers in other parts of the globe?


Yeah, I know the question may sound silly to many, but given how Absalom already discovered robotics, then I guess a material that comes from a plant whose properties were discovered around the sixteenth century isn't that far off.


I started remembering the "architechture contests" we used to hold at college with the miniature bridges, then started extrapolating it to spellcasters learning architechture for better (and prudent) use of Wall spells, which may throw rather interesting results given how the Arcanamirium's objective is "practical applications of magic".

Being Absalom the Waterdeep-esque place it is, it wouldn't seem too far-fetched a contest at the Irorium where teams of conjurers sculpted a small fort with Wall of Stone spells, then get teams of (non-spellcasting) guards or automata on both attacking and defending sides, evaluating each participating "arcane architech" team according to how easy or hard is it to take each improvised fort. Whatsmore, being Absalom a kingdom that has never been taken by force of arms, these kind of contests actually make sense.

I'd love to hear your ideas on how to improve the concept. =)


Cutting Torch
Prerequisite:
Energy Ray School Power.
You can concentrate fire from your Energy Ray in a narrow beam.
Benefits: Using a standard action, you can use your Energy Ray as a cutting torch that does 1 point of damage per round, ignoring a material's Hardness. Cutting Torch can only be used on targets with a maximum thickness of 1 inch per 4 caster levels. Targets imbued with Fire Resistance are effectively immune.
Special: You can take this feat as a Wizard bonus feat.

Benchmarked against: Wall of Stone/Iron.
While an Evoker may cut an entrance through a Wall of Stone spell, he isn't likely to do the same through the walls of Helm's Deep

Laser
Prerequisite:
Cutting Torch, Wizard level 11+.
You really know how to "cut to the chase".
Benefits: As Cutting Torch, but damage becomes 1 point of damage +1 for each 2 caster levels you possess. While Fire Resistance doesn't cancel a laser's effectivity, such resistance must be overcome first in order to do any damage (which means targets with a Fire Resistance of 11+ might still be de-facto immune unless your game goes above level 20).
Special: You can take this feat as a Wizard bonus feat.

Benchmarked Against: Disintegrate (PF's version).
At caster level 12, Laser does 6 points of damage per round, whereas Pathfinder's version of Disintegrate does 24-144 damage per attack action.

Insert (Evocation) flames after the dotted line
...............................................


Just putting some more ideas for evokers, just because.

What if Evocation effects had additional effects depending on the type of energy involved? Save DCs equal to the source spell's (Or 10 + Int Modifier for the Energy Ray school power). Examples:

Fire: Ref save to avoid Catching on Fire (See Heat Dangers in PF).

Cold: Fort save to avoid all effects of Severe Cold (See Cold Dangers in PF).

Electricity: Fort save to avoid being Stunned for 1 round +1 per each 3 caster levels. In addition, the target remains partially charged, and unless he doses himself with at least a bucket of water while touching "ground" to discharge himself (ask any paramedic), the first creature coming in physical contact with the target gets shocked for half the amount of damage the target suffered from the electricity effect(nonlethal damage). A target that suffers 30+ points of electricity damage in the same round while wearing medium or heavy metal armor also risks shocking the first creature that comes within 2 squares of him.

Insert (Evocation) flames after the dotted line
...............................................


If you're draconian player/GM skip this post.

If you're a magic hater skip this post.

If you don't know/don't care about possible applications of real-world physics in a fantasy world, skip this post.

If you're a nay-sayer skip this post.

If you're sane skip this post.

If you're pregnant skip this post.

If you're driving or operating heavy machinery, skip this post.

If you're pregnant and operating heavy machinery, skip this post.

If you don't care about warnings and will just rant and flame-me-to-death-just-for-flaming-me-to-death's-sake, well have fun, we all gotta get our kicks somewhere.

Anyway, here goes:

We have Golarion.

We have clockwork (and not clockwork) machines in Golarion (starting with the clock tower in Absalom).

We have evokers with at-will pew-pew in Golarion (namely, the Evocation's School Power basic ability), this at-will pew-pew being able to become any kind of energy known to the fantasy-medieval person.

We have evokers who eventually are bound to use electricity either near teammates clad in metal head to toe, inside a smith's workshop, etc... in Golarion.

We have this little gadget (not in Golarion) called the electric engine, which is based on the principle of electromagnetism (which evokers are bound to discover empirically at some point or another), and works by moving the right parts of a clockwork-like device by electromagnetism.

And finally, we have Knowledge(Engineernig) as a Wizard's class skill, which dictates that, as a class, a wizard has the aptitude and inclinations required to become an engineer more or less naturally.

Of course there is a reason why our world didn't think of such thing as an electric engine before, mainly because our world's humans weren't even remotely capable of understanding the properties of electricity until only recently (recently considering the 2 and a half million years the homo sapiens has been walking the earth, that is), and took even longer in devising the means of harnessing its power, thus starting to look forward to its practical applications. In Golarion, however, there are evokers not only with a free-pass to it, but who can also conjure each attack action enough power to fry a 4HP Commoner at that, amount of electric power which de-facto qualifies as "high voltage".

So, take a golarian evoker with enough inclinations towards engineering and who spends enough time around conductive metals and, with some luck, he'll be eventually bound to put two and two together, and so starting devising means towards a very curious end (starting with researching the principles of electric resistance of course).

And then there's this little factor: progress is a direct product of necessity. Just as man only started working iron until he ran out of bronze, people isn't inclined to force themselves towards a goal unless they -need- it, and for an evoker (or any wizard for that matter...in Golarion, or anywhere else with magic), magic is a satisfactor already within his grasp which covers a vast array of needs he might have so... what need would an evoker ever have to invent the electric engine?

Well, fortunately for my hypotetical situation, as we're talking about having Engineering as a class skill we're talking about wizards, people of a psychollogical profile inclined to all kinds of experimentation, no matter how demented, nonsensical or purposeless they may seem to others. There's also the fact that this piece of "technomagic" called the "engine" would allow for much cheaper and reliable miracles. No matter how much of a masterwork craftmanship is required, copper and iron will always be cheaper than the materials required for crafting magic items, plus there's the undeniable perk that you don't need to risk your life through 10 levels of hack&slash adventuring, the magical power you have at level 1 is more than enough to get away with it (except perhaps, whatever levelling you take in getting the ranks and array of feats you might need to start crafting Masterwork items, but it's still a lot less). As an end-user, however, as long as you're a lvl 1 evoker, you can use them... power to the masses (to the masses of evokers, that is).

Anyway, that's just the concept I have for a wizard I ought to roll sometime soon, someone with the means, the savvy, and the curiosity. People here used to complain so much about how the Evocation school is useless that I started wondering about something only evokers could do. I have more ideas for "technomagic" gadgets too, but the electric engine is by far the most flammable, so thought I might as well throw it in as food for thought.

Insert flames and nay-saying arguements after the dotted line
.....................................

P.D: The poster denies any responsibility in whatever future nerfs the Evocation school suffers originated in this post.


Eventhough there's a hundred ways of presenting a new rule that awards free feats to those who acccomplish a, well, "heroic feat" in an adventure (I have been doing that for years in my games regardless of system), you went and picked the one you knew is the most flammable this side of the roleplaying market... the "Blatant videogame aproach".

I just read the Legacy of Fire Players' Guide and actually... no, I'm not angry, as it was something so blatant it's obviously a deliberate move the caliber of George Lucas' "potato asteroid" in Empire Strikes Back.

Congratulations Paizo on what I can only call a friggin' ballsy move, but I'm still curious: Was it something you did out of cynicism? Humour? Or just an exercise in freedom to show us you'll do anything you feel like doing regardless of what others think?


... it's very hard on a Paladin leaping against a BBEG and not having a goddess with a short name you can scream while going Viking like "OOOOOOODIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIN!"


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Remember 2E, where both PCs and monsters gained only 1 or 2 HP per hit die after lvl 10? Anyone would feel like braving such an end game like that?

On the bad side, we'd all have less HP, yes, but on the good side, monsters would no longer have the absurd amounts of HP that make weapon damage obsolete, even the Evocation School would make sense once more.

Any takers?


Given how Chelaxians (IMHO at least) lack the drive for exterminating the local races of the territories they conquer to near-extinction, wouldn't there be a healthy amount of Shoanti/Chelaxian cross-breeding? Would you have any name of choice for these golarian "mestizos"? Furthermore, how would Shoanti view these people?


It's always great seeing each new "today's featured product" with a fresh pun, I salute you!


I know this is nothing new, I just felt like tossing in my two cents regarding 'handicap feats'. As we all know, the base concept of Flaws/Drawbacks/Disadvantages/etc is one of the main tools of min/maxers, but in my tables I don't have much of a problem with them, as I tend to go out of my way in not only giving every Flaw an active, in-game disadvantage, but also in showing my players how every flaw can be a glaring weakness that isn't as easy to ignore as they'd like to think.

These "Handicaps" work pretty simple, 1 handicap for 1 feat. However, they weren't exactly engineered for players to get greedy, as I made each one specifically to cripple one (large) aspect of a character beyond repair, and while I myself don't limit the number of Handicaps my players can acquire, selecting more than one is technically signing a death sentence that's due to come sooner or later.

Having said this, anyone feels like striking a deal with the devil? I might give my players a test with these and see how things work.

Bad Luck
Everything happens to you, really.
Drawbacks: You suffer a -3 penalty on all saving throws.

Crapshot
You couldn’t hit the world with a planetoid.
Drawbacks: You suffer a -5 on all attack rolls.

Dense
You’re not the sharpest tool in the shed.
Drawbacks: You suffer a -3 penalty on all Intelligence and Wisdom-related skills.

Gimp
You’re a lesser among your “equals”.
Drawbacks: Choose one of your Class Features, you lose all access to it. By Class Featured be understood the feature and all related sub-abilties (ex: "Spells", "Bardic Performance", "Lay on Hands", etc). This feat can be taken multiple times, each time applying to a different Class Feature (but seriously, would you really?).

Glass Jaw
You’re easily sucker-punched.
Drawbacks: Whenever you suffer a Critical Hit, you have a 50% chance of being knocked out unconscious regardless of remaining Hit Points. After the fight is over, you can wake back up from unconsciousness by succeeding a Fort save DC 15 or at GM’s discretion (whichever comes first), but exceptions are granted in cases in which a K.O would mean inminent death like fighting carnivore predators and such.

Ponderous
You’d rather call your attacks “carefully aimed”.
Drawbacks: You can’t make AoO under no circumstances.

Slow-Footed
Drawbacks: Your base speed is 10ft slower for your race.

The Wizard’s Apprentice
You sleeped over at one too many lessons, and even today you’re still too lazy to work on your flaws. Basically, you're a quack.
Drawbacks: All spells you cast have a base 25% chance of fizzling, regardless of whether you’re an arcane or divine caster.

Ugly Duckling
You tend to inspire hostility in strangers, and in acquaintances too.
Drawbacks: You have a -5 on all Charisma-related checks. NPC reactions towards you will always start in Unfriendly, which may also imply problems to the rest of your group unless you learn the fine art of keeping your mouth shut and let the adults do the talking.

Wimp
You could use some excersice, really.
Drawbacks: You have a -3 penalty on all Strength and Dexterity-related skills.


Skills, like any other resource in game, can be classifed by degrees of utility:

1) Must (****): The character needs to possess this skill in order to function.
2) Basic (***): Skills most characters will need for smooth progress throughout an adventure regardless of class.
3) Circumstantial (**): Skills that, while not necessary, they're still useful, and will get you out of a tight spot at the right time.
4) Largely Circumstantial (*): These ugly ducklings have but the most narrow of scopes, and are completely useless otherwise.

Following, is a listing of skills followed by a rating in stars according to their degree of usefulness. Note that I'm taking it as raw as possible.

Skills Listing

***Acrobatics: Basic survival. Adventurers are bound to come across three things: violence, physical challenges, and mental challenges. So if you're an adventurer you cover 2 basic needs with this skill. Even non-combatants can use the AC bonus to Full Defense, especially non-combatants.

*Appraise: Unless you're an arcane caster, this skill is only good if your gaming table has one of those GMs that loves to antagonize his players and is constantly out to get them by trying to sell them broken equipment, sub-standard spell components, and diseased horses... and even if you're an arcane caster, this skill is only good for casting Identify. Really, what was the purpose of supressing the skill tax that was the Scry skill if you're adding yet two more with Appraise and Fly?

**Bluff: This skill would usually be promoted to *** given how it can be used for Feinting in Combat, but then Charisma is usually known by the average player as the all-around Dump Stat, which makes the skill cost-ineffective unless you have it as a Class Skill.

**Climb: Granted, you won't be climbing all the time, not even most of the time, or plenty... but every adventure includes at least one physicall challenge where Climb becomes useful if not necessary.

*Craft: Your players may want to be blacksmiths, or alchemists, or even sculptors, but turns out they can't because the rules prohibit players from making a living off their work as they enforce that crafted goods can only be sold at half price (not trying to be dense myself, just quoting the book verbatim, I know it's silly). So the only thing the skill is good for is making equipment for yourself or the party, and then some GMs get pissy if the players don't devote 110% of their time saving the world or slaying monsters, so they penalize you for making time to devote to a trade by hasting the action and forcing you to chose between "stay and craft or go with the other PCs". Hardly worth it.

***Diplomacy: Eventually your PCs are coming across a city for whatever number of reasons. Every team needs a face, if only to reduce the prison sentences of the party's sociopath (there's always one). Add Gather Information to that, and the skill becomes a basic need.

**Disable Device: While not all adventures include traps for the party's Rogue, the ability to tamper with all things mechanical can still be of great use for clever players that think outside the box (sabotaging the enemy army's siege engines, setting their own trip-wire traps etc.).

**Disguise: "Subtlety" is not a word often asociated with the average fantasy gamer, so isn't "Covert Ops". If anyone here knows more than three PCs that have ever taken ranks in this skill let me know. A great skill for those who know how to make good use of it though.

**Escape Artist: God knows there are plenty of things worse than death, and the vast majority of them happen when you're captured. While the best solution is simply not getting captured, this skill is a close second best friend to have around. I'd promote it to *** because of their instant usefulness escaping grappling, but then it would be rather cheesy having everyone at the table being Harry Houdini.

*Fly: Really... you remove the tax from the Scry skill only to add Fly, and even adding Appraise as a new tax to spellcasters... I guess that's Paizo's way of saying they don't like diviners and flight spells, penalizing spellcasters for possessing such resources.

**Handle Animal: Shape that cheap mount into a warhorse, train your own warhdog for a low-levels extra action, or a hunting eagle or scent-tracking dog for a free Perception score. Requires time, but pays off if you're willing to investt it. Just make sure your GM isn't the type that hates companions "because they're overpowered".

***Heal: At least one character in the party must have this skill, especially in parties where no one wants to be the Cleric.

**Intimidate: An alternative to Diplomacy mechanics-wise that also has the combat use of Demoralize in Combat. If your character goes for the "generic badass" concept he needs this skill, in and out of combat.

**Knowledge(any): Knowledges are indeed useful, as long as you can be sure you'll be using said knowledge regularly, regardless of whether it is for your character's personal agenda or the main plot. There's also the dosey that each knowledge allows your character to know data of a monster type; sure, only a Bard could ever afford to be the party's Monster-know-it-all, but every bit helps.

**Linguistics: Golarion has plenty of languages, dungeons have books and walls in abyssal tongues. Linguistics is one of those skills you have no idea of how useful it can be until you have it.

***Perception: Another basic survival skill, from spotting sneaks to clues and details in your mistery murder, what's not to love?

****/*Perform: The first score (****) is if you're a Bard, no Perform, no Bard. The second score (*), obviously, if you're everything else, case in which this skill has no utility altogether other than doing something any other unskilled character can acomplish by whistling. To top it off, it goes to the obnoxious extreme of becoming (specific skill), so you're not only wasting skill points in a useless skill, you have to buy it twice, or more times.

*Profession: Unless you're playing a high-seas campaign (Sailor) or similar, narrow-scoped adventure, this is another of those skills that, without an in-game use, become worthless as they come.

*Ride: This skill would be more useful if GMs came up with more adventures that included ecuestrian chases and hazards, but as things are...

**Sense Motive: In social-driven adventures this skill becomes (***), if not (****), but then we're talking about the general case. While not that strong a skill to stand on its own, it's still an always-welcome (if not needed) complement for Diplomacy. The party's face should always have both skills.

**Sleight of Hand: What would become of your Escape Artist rolls without the +2 bonus provided by your masterwork picks you carefully concealed in your person prior to be captured. The ability to smuggle from a coin to a holdout weapon is never to be underestimated.

****/*Spellcraft: (Dual ranking same as Perform) While ranks in this skill are never useless, given the skill's ability to identify spells in progress as well as interpret rituals... it's likely your party may already have a spellcaster with a much higher Spellcraft rating thant that you'd ever achieve otherwise.

***Stealth: There are tasks the party's specialist in turn can do for the rest (Knowledges, Perception), and tasks you have to do yourself, hiding is one of those.

***Survival: Most adventures take you outdoors (even if only to move from place to place), and many adventures allow heroes to follow an antagonist's tracks. Even when there are no rangers in the group, at least one party member should have ranks in Survival in order to make their lives easier.

*Swim: I can't remember the last time I needed one of my characters to swim in order to acomplish something... mind you, I can't remember the first time either.

***Use Magic Device: Goes without saying, the ability to use any piece of the loot rocks.

Again, this is as raw as I could come up with, and my P.O.V might or might not be objective.


There's this game called Heroes Unlimited by Palladium Books, which features an assortment of super abilities to create your make-believe superhuman. Among this selection, the Invulnerability ability was present of course, and used to cause all kinds of grief among inexperienced or otherwise uncreative GMs because well, it's just like dealing with Superman, and the the rookie GMs freak out and go all "OMFG he can't die! He can't be defeated! What am I gonna do!?"

Of course, Heroes Unlimited isn't the only game where characters can attain invincibility one way or another (Insane ACs, DR, deception spells, feats Kung-Fu, etc), nor isn't the only game where rookie GMs freak out and start crying nerf left and right. Well, as I said, it's just like dealing with Superman, and lo in Superman lies the Answer.

Superman-writing 101: How to write an interesting story featuring the Man of Steel under the d20 system?

Premise: Superman is invulnerable, immune to earth diseases, and the strongest post-human in the DC d20 universe. This is our premise and Congruence Contract, so we're free to do anything as long as we stick to this basic.

Superman is near invincible, so clearly hack&slash can't be the highlight of the story. If we want to challenge the Man of Steel we'll have to strike at him from a different angle, and tailor a challenge where his might alone won't pull him through:

Untouchable Enemies: Lex Luthor is a respectable, upstanding citizen, who also happens to be one of the most powerful and influential men in the world. Superman twarts his schemes time and time again, and yet he can't put him behind bars because he can never get proof of his involvement in any of his crimes. Sure, he can kill him, but then that would turn him into a criminal, give half of the world's post-human community an excuse to hunt him down, and also wreak havok in global economy courtesy of Lexcorp's fallout.

Indirect Strikes: Superman may not be harmed, but he can be destroyed by striking at his heart, whatever he cares for. The only reason why the criminal element hasn't left him at least a couple messages through Lois Lane yet is DC's need to keep the comic PG-13.

Hostage Situations: This may require applying some, well, common sense on the part of the GM to make a judgement call and allow a villain who is hiding behind a human shield with a dagger to his/her neck being able to Ready a Coup de Grace if Superman tries anything funny. Still, he can Ready his finger on the detonator to a bombed building without the need of rules adjustments (I pulled that one on the superhero game I'm running... your choice good guy, me or the people?).

Treachery: Oh these heroes have such big, red, caramel-like buttons that's almost rude not to press them here and there in order to trick them into doing just what you expect them to, usually to their detriment.

Life's a B1tch: Can Superman stop a star that's reached the end of its life cycle from freeing half its materials as it turns into a White Dwarf, killing all life in its orbiting planets? Can Superman stop an earthquake? Life's plenty of things even the Man of Steel can't control.

Depowering: The kryptonie/red sun syndrome. The quick way out, and the easiest to pull. Fortunately for DC Universe, both things are a rare resource, available to no one but a handful of individuals in the world, as abusing that resource would be the comic-equivalent of pre-emptive gaming, and readers would ask what's the point of advertising him as the Man of Steel if he's going to be depowered every other episode? Cheap as they come, so obviously not something I recommend unless you're clearly not a creative writer.

Superman happens, invincible characters happen. Are your GMing skills up to the challenge?


Rant alert: It's time for my bi-weekly whine regarding magic, you have been warned

Skimming a bit through the magic chapter I read the designer note regarding the Find the Path spell and the designers' fears of the PCs "cheating their way to the lich phyllactery or the lost city"... and I found it quite sad. What's next? Nerfing Augury in case the players play "eeny meenie minie moe" inside the labirynth? Removing Detect Magic because it's not fair skipping Perception rolls to find the loot?

...

Now, I know this is Not gonna happen but...wouldn't it be saner to just add to the Cleric or Sor/Wiz spell lists some low-to-high level abjuration spells to protect people and places from divinations? Wouldn't it be nice to be able to have lost cities without the need for cheap plot devices? (both rethoric questions, I don't need any magic haters answering, again I don't even use PF's spells so it's the same to me).


Faith has a way heavier role in a world where a god's miracles are palpable and present in each Cleric, where a priest can offer you the Confession and have his god forgive your sins in the most palpable way as for you to be sure you can die that instant and go to your god's dwelling place... ok in both Golarion and DnD the Confession is actually a rare sacrament taking into acount the level of the Atonement spell, but you get the idea.

Now, the Gods&Magic book allows for priests not of the Cleric class, which means listening to someone who isn't an actual beacon of his god's warmth, nor a miracle worker.

-Someone who can't forgive your sins
-Someone who can't grant you communion with your deity
-Someone who can't tell his deity himself while baptizing a baby "This is your son/daughter, watch over him/her and take him/her with you when the time comes", nor who can borrow himself his deity's attention to certify a couple's union.

The Bless spell is more than just a +1 on attacks and saves, it's your deity itself embracing you and telling you it loves you just as the Atonement fills you momentarily with your deity's love while he/she whispers in your ear "It's alright, I forgive you", the kinds of reassurance that keep a Cleric's faithful coming back to church... and the kind of contact with your deity a non-Cleric can't grant you. Precisely, a sacrament is defined as "a Rite in which God is uniquely active."

So, how are sacraments handled regarding non-Cleric priests?

How about this Trait?

Priest
In spite of not belonging to your faith's elite (ie not having levels in the Cleric class), your church has invested you with the power and authority to officiate mass, enabling you to perform your deity's holy sacraments as you momentarily become a conduit for your deity's love. You have a +1 bonus on Diplomacy checks derived from the authority your title commands. In addition, while officiating mass, you can perform the following divine spells according to your Character Level:
lvl 1: Bless (at will), Bless Water 1/week.
lvl 3: Consecrate 1/week.
lvl 9: Atonement 1/month, Hallow 1/month.
Caster level is equal to half your Character level, the priest can't use any of these spells in combat. You're limited to those sacraments sanctioned by your deity (don't expect an Atonement from the goddess of vengeance). If you're already a Cleric, you can cast once per week a Bless at the time of the Eucharist, and all atendants will enjoy the benefits of the Bless for 24 hours as long as their alignment and late actions don't conflict with your doctrine.


'Just Because' Warning: This post isn't trying to change =anything=, nor is any form of request

While the constant, progressive nerfing in spell magic has been a thorn in my side for years (and the reason for me to rather stick to 3.0's magic in my games), it's only proper to take a moment to reflect that, at least in writers and editors' best intentions, they try to "make the mage classes more survivable, but taking some power in return". Let's take a peek at how have the mage classes evolved:

History of Spellcasters throughout different editions

2E
Magic was actually magic back then. The Mage, however, was the least survivable of all character classes (always a 1-hit kill at level 1), the lowest-advancing XP-level-wise, and the one with the steepest progression curve... but the one with the potential to become the single most powerful character in the party if they lucked out to live long enough. THIS was the magic of legends, the one you saw in tales like The Monkey's Paw (where wishes granted REAL wishes), The Last Unicorn (actual polymorph), or the Excalibur 80's movie (with Merlin's miracles).

3.0
The Wizard remains largely unchanged and the Sorcerer is added. The most powerful spells are watered down (most notably Wish and Shapechange) while the rest remain mostly untouched. In trade for this, crafting magical items becomes easy and attainable starting level 3. Spellcasters willing to devote the required gold and XP were able to become true action heroes by level 8.

3.5
The big magic nerf, the magic items that spellcasters used to build as a luxury to become action heroes now become necessary to barely being able to do half of what they used to do without them. "Mages" become de-facto downgraded to "alchemists" by function if not by title, unless all the player cares about is hack&slash... which is sadly the case regarding the vast majority.

Pathfinder
Magic remains largely as unmagical as in 3.5, now going as far as to kill all shape-shifting spells in the name of leaning towards the lowest common denominator (really, I'd have prefered you guys to remove shape-shifting magic altogether from the game than the sorry versions you left in their stead). Mage classes, however, become sordidly more survivable than ever with the large oomph coming from Pathfinder's love, which removes some of their chronic dependancy on magic items from standard 3.5 (a step in the right direction certainly).

Sure, survivability is great, but I'd gladly trade the class' survivability and early-game item creation in exchange for REAL magic, or at least I'd trade ALL ATTACK SPELLS in the evocation school for having the Shape-shifting spells back as they were in 3.0. I don't care for hack&slash or blowing shyte up. I want to explore the bottom of the ocean as a dolphin, grant a Wish, and occasionally polymorphing a Unicorn into a human for a month and a day to give her the human experience without needing a magic item. Now, certainly this post is just a long, boring dissertation and not any form of request. I don't even use PF's spells anyway (as mentioned above), but I still felt like sharing my thoughts on how spellcasters tend to grow larger each time, but at the cost of magic growing weaker each time.


1) If you need sock puppets to be explained the functioning of spells on a regular basis, get an expert to explain you everything about the spell you hate before you post your nerf request.

2) If you think magic and mages are overpowered, I strongly suggest you actually play one on an extended playtest, and benchmark them against other classes before you post your nerf requests based solely on the superficial read you did once on so and so class feature or spell.

3) If you think magic's only purpose is hack&slash, go play 4E.

4) If you keep asking the devs to let your warrior do the same stunts as Conan or Aragorn, but insisting at the same time spellcasters shouldn't be able to do the same miracles as Merlin or Morgan Le Fey then look for double moral at your closest encyclopedia.

5) If after all this your mindset hasn't changed yet, then allow me to introduce you to Iron Heroes, it's a very good game and completely free of the magic you so hate. Back when I was introduced to roleplaying (around a decade ago), it was with a game that allowed you to reproduce the warriors of legend, and the magic of legends... if you don't like that go play a game with little to no magic instead on insisting on nerfing magic on all games you play... if you don't like a TV Show change the channel instead of sueing the broadcast network.

Thanks.


Someone did this not long ago with feats, starting a thread for new Feats, and in doing so a lot of GREAT ideas were gathered. So, this is my attempt at furthering skills' in-game use.

Please post here any other in-game use you give skills on your gaming table. Just as the Feats thread did, this thread is for gathering ideas, not to criticize posters on how broken their Special suggestions might sound.

Acrobatics
Special: You gain a +1 enhancement bonus on Reflex saving throws for every 5 ranks in the Acrobatics skill.

Am I the only one who sees a bit strange that a Fighter that has enough acrobatic training to be a Power Ranger (10 ranks) still barely amounts to a pathetic +3 on Reflex saves?

Craft
Special: If you are proficient with the Craft skill, your Sunder attacks can bypass a number of hardness points from the target object equal to half your ranks in Craft, provided the target's material is directly related to your craft (weapons for blacksmithing, rock for sculpting, and so on).

Seriously, how many crafters have you seen on your gaming tables?

Perform
Special: If you are proficient with the Perform skill, you gain a cumulative +1 bonus to Diplomacy checks for each day of consecutive, succesful performances as long as the Performance check was Enjoyable or higher. Failures to attain this minimum reduce the performer's cumulative bonus by 2 each to a minimum of zero.
Special: A Great or better Performance check improves the attitudes of everyone in the audience to Friendly towards the performer for the rest of the day. Exceptions at the GM's discretion.

Not all celebrities are Bards

Profession
Special: If you are proficient in the Profession(Merchant) skill, you can attempt to sell crafted items at their full market value. The DC depending on the item:
Item.....................DC
Everyday-use.............10
Adventuring gear.........15
Magic Items..............20

Note that magic items are hot commodities that can usually only be sold in large cities with a fluent economy. In addition, some loot can be considered as "stolen goods" in some cities (that holy avenger you found in the dragon's hoard came from someplace you know), and impose a -5 to the check for selling it at full price. You can haggle with a customer in order to push a sale, this gives you a +5 on the Profession check, but in doing so you aggree to drop the item's price 1d4x10%.

To hell with "to keep things balanced"! Why can't my crafter make a honest living between adventures? When rules enforce context or logic that's great, but when they deny common-sense...

Swim
Special: You gain a +1 enhancement bonus to Fortitude saves for every 5 ranks you have in the Swim skill.

Swimming is one of the most complete forms of excercise. Feel free to ask anyone who practices swimming for sport in a serious way.

Insert Flames after the dotted line
...................................


Given the number of threads devoted to this theme, I can see opinion is divided between those that want want the Bard forced into a single flavor/character concept, and those who want it to be able to diversify.

I've played a roguish Wizard with a trickster concept, (looong before the Arcane trickster existed) who specialized in thinking outside the box... no gaming table has ever had a complain with him.

I've also played no-armor, dexterity Fighter with a 'fencer' concept. No complains heard either.

I've even seen a no-armor, no-weapons Fighter who specializes in unarmed attack and combat maneuvers without people complaining.

However in two out of three gaming tables, whenever someone mentions playing a Bard that 'is not a minstrel and whose Bardic Music or spells are done in a way that has nothing to do with music or poetry' people instantly rises torches and pitchforks... why?

I can think of at least seven (completely) different concepts to play an arcane spellcaster, and even more ways to play a Rogue, so why should there only be one way to play a Bard? I know I'd have been rather pissed if my DM had instead told me that time "No no, you're describing a Rogue, you can't play a wizard because that's not what a wizard does."

Sure, if we were talking about a class that clearly lacks the resources for what the player wants to do with it then by all means, it's your duty as a DM to rather point him in the right direction. However, the issue here is that the Bard already can be a lot more without the need of any change in its core game mechanics, yet the only thing holding the class back is people's prejudice.

How would you feel if, say, these kinds of "flavor" were enforced in the core book, thus by the players as a consensus?

1) All rogues are born with a rampant kleptomania that forces them to steal any shiny object in their vicinity unless they succeed a Will save DC 17, not even Heal can cure a Rogue from his thieving habits. Every time a Rogue gains a level, two of his skill points are automatically spent on Disable Device and Sleight of Hand.
2) In order to remain in good terms with his deity, a cleric must spend at least one action of every round of combat healing an ally. A Cleric that knowingly and willing fails his duty as a healbot loses all clerical powers for a year and a day.
3) In order to cast an arcane spell, male sorcerers or wizards must wear long, thick robes that collect bodily odors at an astonishing rate, detracting from their charisma. Female arcane spellcasters, on the other side, can only cast while wearing nothing but thin strips of gauze over their naughty bits, detracting from their credibility. Both male and female must wear pointy hats while casting or be forced to roll Spellcraft in order not to lose the spell.
1) A Paladin's Lawful Good alignment prevents him from saying 'no' to any request, no matter how irrational or stupid.

More than one thread has already shown that people really wants to like Bards, it's the forced flavor and prejudice that turns the vast majority away. Really, even a change as suble as changing the name of "Bardic Music" for "Bardic Voice" would be a huge step in the right direction.


Brother Willi wrote:
I'd like to see the bard move from the wandering minstrel back to the dilettante adventurer.

Reglardless of game, I look at a class from two perspectives:

1) Basic concept: What the class is, or was originally meant to be.
2) Abilities and potential: What the class can be.

When the average player looks at the Bard from perspective #1, "Bard" becomes "the Village Idiot class"... I mean, who wants to play a dork who sings and plays a lute while surrounded by murderous orcs!!! Is he mental? This is the reason why the average player reviles Bards and avoids them like the plague... from the point of view of the average player, the Bard is the quintessential example of lame.

When I look at a Bard from perspective #2, however, I see someone adept at motivating people and making them more effective in the battlefield... rather sounds like an officer-type to me, or a "people's hero": Someone who can rally a mob of oppresed people and have them actually succeed at throwing their shackles away. Sure, the ability may be called Bardic Music, and it's dependant on the Perform skill, but no rule in the book forbids you from taking Perform: Oratory, and use your "Bard Music" as war cries, taunts, and motivational speeches. Why not? After all...

1) His weapon proficiencies are pretty decent.
2) His skills are second only to the Rogue's. Sure, you're forced to spend points on Perform for Bard Music AND Spellcraft for casting in the frontlines, but 4 skill points/level is still pretty decent and more skill points than the Fighter or Cleric will ever see.
3) Pretty nice saves.
4) His buffs are second only to the cleric's.
5) Arcane caster that can cast in light armor and shield with no arcane spell failure.
6) Leadership skills.
7) No Paladin conduct code.

So, musical dork or inspiring hero? In your gaming table, the Bard is what you make of it.


Sorry about posting it here, but the Combat&Magic forum seems to be now only an archive and didn't know where else to fit it.

As a lover of unorthodox combat I've been having this on the top of my head for a while. Things like whether the bonuses from the Shield spell add to enemies' DC of performing Combat Maneuvers on the caster like grapple (it automatically interposes itself between incoming enemies and the caster after all) or whether the enhancement bonuses from a +2 Sickle or Flail apply also to a character's CMB when using the weapon for a Trip attack.

Given how the book doesn't say otherwise I personally say magic modifiers apply but, is there a designer handy just to be 100% sure?


I'm right besides those who'd like to see the Paladin back to his 2E glory... however, let's not forget that, on the transition to 3E, the d20 system eliminated the different XP/level progression per class as well as classes' attribute requirements, which means that no class should be better than the rest of its category (i.e the Monk can't be notoriously better than the Ranger or Barbarian, Sorcerers must not be able to eclipse Wizards, etc).

If we go back to the classes pre-3E, originall concept, the Cleric was a holy warrior, but the Paladin was THE holy warrior. Conceptually, one class is superior by hierarchy... something that CAN'T BE in d20, something which leave us with three options:

1) Nerf the Paladin: The choice that was officially taken.
2) Get rid of the Paladin: Why not? I mean, as they are now, both the Cleric and the Paladin are redundant, and the Cleric does a way better job at everything the Paladin does.
3) Turn the Paladin into a Prestige Class: Now THIS is the exception to d20's power restrictions. PrC's have requisites solicitors must acomplish first, and grant benefits you can't find elsewhere.

Having explained my motivations, here's my proposal, a 10-levels PrC. Please take your time to read each class feature carefully, as while the names may be familiar, I changed most of them.

MUCHKIN ALERT: Magic-hater and otherwise more conservative players and GMs will most likely find the following text offensive. You have been warned.

Paladin (Prestige Class)

Requisites:
- Alignment: Lawful Good.
- Base Attack: +6.
- Skills: Diplomacy: 5 ranks, Intimidate: 5 ranks, Sense Motive: 5 ranks.
- Feats: Iron Will, Leadership.
- Traits: Birthmark. (( Paladins are suposed to be an exclusive, small group. Few and far between))
- Special: Channel Positive Energy, must worship a Lawful Good deity ((Other deities may have divine champions of their own, but they wouldn't be as strong. Why? Because Lawful Good is the most restrictive alignment, and the hardest to roleplay properly. LG is the proverbial long, narrow path, and should be rewarded accordingly))
- Special: The character must have been washed of sin recently via the Atonement spell. (( This is part of real-life old rites, a future Knight received a bath that washed all sin from his body the night prior to being ordained... and yes, requires finding a Cleric of high enough level for the spell, adding to the difficulty)).

Class Skills:
The Paladin’s class skills are Craft, Diplomacy, Handle Animal, Heal, Intimidate, Knowledge (nobility), Knowledge (religion), Profession, Ride, Sense Motive and Spellcraft.

Class Features:
All of the Following are class Features of the Paladin.

Weapon and Armor Proficiency: Paladins are proficient with all simple and martial weapons, all types of armor, and with shields (except tower shields).

Base Attack Bonus: As Fighter.

Saving Throws: As Fighter.

Spells: At level 1, and ever odd-numbered level after that, the Paladin gains the ability to cast divine spells as if he had advanced a level in his Cleric class. He doesn’t gain any other Cleric class abilities like Domain Powers, however.

Channeler (Su): A Paladin’s class level is combined with previous Cleric levels for evaluating his effective level when channeling positive energy.

Aura of Good (Su): A Paladin’s aura of good (see Detect Evil spell) is equal to his Character level.

Aura of Faith (Su): Any weapon in the hands of a Paladin is considered Holy as long as the Paladin is holding it.

Deific Weapon (ex): When using his deity’s weapon, a Paladin gains bonuses to his attack rolls as noted on the level-progression table. He gains +1 at level one, plus another +1 at levels 3, 6, and 9.

Divine Grace (Su): Beginning at 2nd level, a Paladin receives a permanent bonus to all saving throws equal to his Charisma modifier.

Detect Evil (Sp): At will, a paladin can use detect evil, as the spell.

Aura of Courage (Su): Beginning at 3rd level, a Paladin becomes immune to fear (magical or otherwise). Each ally within 10 feet of the Paladin gains a +4 morale bonus on saving throws against fear effects.

Smite Evil (Su): Beginning at 4th level, a Paladin can channel his deity’s righteous anger through his weapon, potentially destroying his target. Evil targets struck by a Smite Evil attack must succeed a Fort save DC 10 + the Paladin’s Charisma modifier + Paladin level or die/be destroyed. Attempts that miss on the attack roll don’t use up the Smite Evil attack for the day. The Paladin gets an additional Smite Evil per day at levels 7 and 10. (( Yes, a Death Attack, it's suposed to be SMITE Evil, not "Mildly Inconvenience Evil" ))

Paladin Mount (Su): Beginning at 5th level, a Paladin gains the service of an unusually intelligent, strong, and loyal steed to serve her in her crusade against evil. This mount is usually a heavy warhorse (for a Medium paladin) or a warpony (for a Small paladin), but Paladins from different regions, races, and deities have different mounts at GMs discretion.

Once per day, as a full-round action, a paladin may magically call his mount from the celestial realms in which it resides. This ability is the equivalent of a spell of a level equal to one-third the paladin’s level. The mount immediately appears adjacent to the paladin and remains for 2 hours per paladin level; it may be dismissed at any time as a free action. The mount is the same creature each time it is summoned, though the paladin may release a particular mount from service.

Each time the mount is called, it appears in full health, regardless of any damage it may have taken previously. The mount also appears wearing or carrying any gear it had when it was last dismissed. Calling a mount is a conjuration (calling) effect.

Should the paladin’s mount die, it immediately disappears, leaving behind any equipment it was carrying. The paladin may not summon another mount for 30 days or until she gains a paladin level, whichever comes first, even if the mount is somehow returned from the dead. During this 30-day period, the paladin takes a –1 penalty on attack and weapon damage rolls. (( Sorry about Mount's missing progression table as well... hard to do with the format here, just abreviate it to five levels))

Aura of Resolve (Su): At 6th level, a Paladin is immune to charm spells and spell-like abilities. Each ally within 10 feet of him gains a +4 morale bonus on saving throws against charm effects.

Aura of Righteousness (Su): At 8th level, a Paladin gains Spell Resistance (SR) of 10 + the Paladin’s Character level. Whatsmore, targets dealt damage in combat by the Paladin are affected by a targeted Dispel Magic, affecting the lowest level spell effect active on the target. The caster level for this ability is equal to the Paladin’s Character level.

Holy Champion (Su): At 10th level, a Paladin becomes a conduit for the power of his god. His DR increases to 10/-. In addition, whenever he channels positive energy, he channels the maximum possible amount.

Paladin Code of Conduct

A Paladin will always protect the innocent and do what’s best for the greater good. This paragraph is the most important in the code, and when two or more paragraphs come into conflict due to circumstances, this one’s the Paladin’s bottom line. A Paladin won’t accept the surrender pleas of a murdering aristocrat knowing he’ll bribe his way back home in time for dinner (lest he becomes guilty by omission of any further deaths and suffering that ensue after he’s back in the streets).

A Paladin will honor his deity and will never do anything that would dishonor his deity’s name. Different deities, however, have different criteria of what behaviors they consider ‘dishonoring’. Likewise, Golarion is a high-fantasy world free of the influence of real life controlling, mysoginistic religions. Sex is just one of many things which are NOT a sin in this world, regardless of alignment.

A Paladin can never have more than 10 magical items. These items limited to one suit of armor, one shield, four weapons, and four others.

A Paladin honors the land that saw him born, as well as any foreign land he is visiting. This includes respecting authorities, local customs and people. Note that while different places have different customs, paragraph one (protect the innocent) still has priority, and a Paladin won’t hesitate in dethroning a tyrant or protecting an innocent from being brutalized if it is in his power.

A Paladin must tithe at least 25% (rounded up) of his share of treasure to the local church (provided it’s a good-aligned church) or similar worthy cause. In addition, he can’t keep any excess wealth past his legitimate needs. A Paladin’s isn’t a beggar however, he is entitled to keep enough for comfortable living/traveling expenses.

A Paladin will not let any evil deed go unpunished as long as it is in his power to do something about it. While dethroning an evil tyrant or Great Wyrm will still likely be beyond his abilities, he won’t stand still while more localized acts of injustice happen.

A Paladin won’t knowingly associate with evil characters unless he has the means of keeping their behavior in check as long as said association lasts, lest he becomes guilty by association of whatever crimes they commit. Likewise, a Paladin will only take into his service henchmen and hirelings of Lawful Good alignment.

Ex Paladins

A Paladin who strays from the road by taking levels in other character or prestige classes retains his Paladin class abilities and spells, but can no longer gain more levels as a Paladin.

A Paladin who willfully commits an evil act, or who grossly violates the code of conduct loses all divine spells and abilities (including those from his Cleric class, being a Paladin means your deity is watching closely and holding you to higher standards). He may not progress any farther in levels as a Paladin. He regains her abilities and advancement potential if she atones for her violations (see the atonement spell description), as appropriate.

Insert flames after the dotted line
....................................................


I, for one, would buy several of the Pathfinder supplement books right now if I had the option of buying them in digital form (I'm big on instant delivery purchases), and I'm sure I'm not the only one.

Please? Pretty please with sugar on top?


I noticed the spell schools no longer list School Powers from levels 2-8, but the Wizard progression table still lists "School Power" at levels 2,4, and 6.

Is there something wrong with the PDF, or were School Powers removed?


****************************
Disclaimer:
1) I'm aware that more than half of this post is a rant.
2) I'm not even hoping it would actually change anything in the rules (now that would be great, but I'm not having any hopes about it).
3) I LOVE Pathfinder, and will keep playing it because it has a SOUL (with house-rule changes but still, what draws me to it is the soul of the game, not necessarily its rules).
****************************

Ok disclaimer done, on with the post:

The people from my d20 mailing list and I started Playtesting Pathfinder just recently (again, LOVE it), with the difference that, for all things regarding magic, we're using 3.0 instead of 3.5, here's the reason why:

You can't narrate a fantasy tale with videogame magic

3.0's magic feels more like the magic of fantasy tales, while 3.5's magic is rather the "magic" you'd find in a videogame. Could you narrate anything the likes of The Last Unicorn with 3.5's magic? No? Yeah I thought so. The only way a GM could be able to narrate a fantasy tale with 3.5's magic would be using plot devices to justify the existence of real magic. For one, I hate plot devices, I hate a GM telling his players "he can do so and so because he's an NPC, you can't". I like to give my players equality, so as a rule of thumb, if an NPC can do something, my players can do so too (or will be able to in some levels).

Am I the only one who thinks 3.5's magic is simlpy not worth it? Am I the only one who thinks a dingy +1 to save DC from 3.5's Spell Focus is rather a complete waste of a feat? Is it something wrong with me for wanting in my stories the magic of fantasy tales without resorting to plot devices? Am I the only one who thinks spellcasters shouldn't be forced to rely on item creation feats to have any resemblance to the real thing?


****************************
Disclaimer:
1) I'm aware that more than half of this post is a rant.
2) I'm not even hoping it would actually change anything in the rules (now that would be great, but I'm not having any hopes about it).
3) I LOVE Pathfinder, and will keep playing it because it has a SOUL (with house-rule changes but still, what draws me to it is the soul of the game, not necessarily its rules).
****************************

Ok disclaimer done, on with the post:

The people from my d20 mailing list and I started Playtesting Pathfinder just recently (again, LOVE it), with the difference that, for all things regarding magic, we're using 3.0 instead of 3.5, here's the reason why:

You can't narrate a fantasy tale with videogame magic

3.0's magic feels more like the magic of fantasy tales, while 3.5's magic is rather the "magic" you'd find in a videogame. Could you narrate anything the likes of The Last Unicorn with 3.5's magic? No? Yeah I thought so. The only way a GM could be able to narrate a fantasy tale with 3.5's magic would be using plot devices to justify the existence of real magic. For one, I hate plot devices, I hate a GM telling his players "he can do so and so because he's an NPC, you can't". I like to give my players equality, so as a rule of thumb, if an NPC can do something, my players can do so too (or will be able to in some levels).

Am I the only one who thinks 3.5's magic is simlpy not worth it? Am I the only one who thinks a dingy +1 to save DC from 3.5's Spell Focus is rather a complete waste of a feat? Is it something wrong with me for wanting in my stories the magic of fantasy tales without resorting to plot devices? Am I the only one who thinks spellcasters shouldn't be forced to rely on item creation feats to have any resemblance to the real thing?