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281 posts. Alias of Anvil.




I've found that as Pahtfinder grows I just can't keep all the pertinent rules in my head anymore.

So I pose this question to the community:
What commonly used rules are frequently forgotten or overlooked?

I'm talking about some of the more common rules that are easy to forget or often get overlooked, not obscure situations or powers.

For example- I always forget that the GM should make the rolls for a player when they search for traps. (prevents meta gaming for when you roll that inevitable 1)

Also- You can't sneak attack in dim lighting due to 20% concealment (actually my group is pretty bad at keeping track of lighting sources during combat, as it can be a chore.)

I thought it would be handy if we had a sticky thread with this info for those like myself that just can't remember everything. If I haven't had to use certain rules in a while I just don't retain them.

So let me hear it. What rules do you find are most commonly forgotten?


After doing a little digging into Domain powers I am confused as to what action some of the granted powers are. For many powers it simply doesn't say.
I believe the general rule is that if something doesn't say what type of action it is, then the default is a Standard Action.

Let's look at an example-
Good Domain
Touch of Good (Sp): You can touch a creature as a standard action, granting a sacred bonus on attack rolls, skill checks, ability checks, and saving throws equal to half your cleric level (minimum 1) for 1 round. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Holy Lance (Su): At 8th level, you can give a weapon you touch the holy special weapon quality for a number of rounds equal to 1/2 your cleric level. You can use this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th.

Now touch of Good clearly states an action, but why not Holy Lance? It's further complicated by the fact that in the Beta it was specified as a Standard Action for Holy Lance. Why the Change? Is it still a standard action?

And if it is a standard action doesn't that really nerf it if you're using it on your own weapon? It means you just spent a turn activating it and ate up one of your rounds/per day allotment before you even get to use it.

I have no problem it it's a Standard action. It would be a little powerful if it was a swift or something. I just wish they would make it clearer, as many domain powers don't specify.


Completely random question. If a NPC has no magic items on him and then drinks a potion(lets say Bull's Strength for example) would that NPC have a glow when viewed through the Detect Magic Spell? Maybe a faint aura?


Does the monk add an extra attack for each extra arm to the number of attacks they get with the flurry?


Can you Rapid Shot Eldritch Blasts?(3.5 warlock)
The 3.5 Warlocks Eldritch blasts are based of the characters BAB for number of blasts.
Eldritch Blast qualifies for Point Blank and Precise Shot and Rapid Shot is worded much the same as these two feats. They specifically say 'weapon' in the text, but it has already been clarified that rays and spells that requires a ranged atk qualify as a 'weapon' in these cases.

Rapid Shot- When making a full-attack action with a ranged
weapon, you can fire one additional time this round. All of
your attack rolls take a –2 penalty when using
Rapid Shot.

You can indeed atk with Eldritch Blast as a full-attack action and it counts as a 'weapon' so I see no reason for this not to work.

Thoughts? Arguments? Objections?


Upon reviewing a the core rulebook I have yet to find anything addressing whether or not multiple powers can be channeled through an attack at once.

Any thoughts?


Here is a list of feats I converted for my game. Thought I would post them for the heck of it. Suggestions welcomed. Names have been changed from the original so I could post em here. Enjoy.

Extra spellbook- Wizard
Get 3 spells per lvl instead of 2 for wizards

Lost in the Fight- Pre Req. Small size
You gain +2 to AC when adjacent to at least 2 creatures larger than you.

Human Perserverance - Human
+1 racial bonus to all saves

Wall Fighter
Whenever adjacent to a wall you gain +1 to melee Atk, melee Dmg and AC.

Blood ThirstY
+2 to Atk + Dmg against bloodied foes

Battle Anticipation- PreReq. Improved Init, Dex 14
+1 feat bonus to AC and saves

Quick to Act
Roll initiative twice, take higher of the two

Crushing Critical- PreReq. BAB +8
Deal extra 1d10 with critical hit.

Evasion- PreReq. BAB +10, Dex 16
You gain Evasion.

Shield Expert- PreReq. BAB +3
+1 Shield bonus to shield you are proficient with

Steady ShoT
+3 to dmg with bow/crossbow if you haven’t moved since the end of your last turn.

Irresistible Flame/Cold/Sonic/Lightning/Acid (Choose 1)
Your opponents resistance is treated as half of that listed (round down) for your Atks

Selective Spell- PreReq. Wizard/Sorcerer, Ability to cast 4th lvl arcane spells
You may choose to have an area spell you cast not affect a number of creatures equal to or less than your Int(Wiz)/Cha(Sor)

2 Weapon Opportunist- PreReq. Dex 18, Two Weapon Fighting
If you make a successful Attack of opportunity with a melee weapon you can make a second attack with your offhand weapon at a -5


My group has been playing Paizo for several months now. We have a Monk in our party and we have been noting how the new rules affect him. Here is an actual e-mail he sent to me by that player in regards to the jump checks the Monk has.

"I am just staggered at the potential for jumping ridiculousness.

Right now, I have 12 ranks(Level 12) in acrobatics and a Dex bonus of +3. Acrobatics is a class skill so there’s another +3, making my acrobatics check an +18. My movement is now up to 70’, giving me a total jump bonus of +16 (+4/10’ over 30’ base) for a jump bonus of +34. I also get to add my monk class level to jump checks, so another +12 gives me a base of +46 to jump. I can roll a 2 and jump 12 feet vertical from a standstill.

But it gets better. Looking at the Ki abilities, I noticed two things: they don’t define spending a Ki point as any kind of action whatsoever, and there are two point uses that help jump. You can spend a ki point to give yourself and extra +20’ movement for a round. You can also spend a point to add +20 to one jump check. If these two are allowed to stack, that’s another +28 to a single jump check for two ki points (assuming you can’t spend more than one point for the flat +20 bonus, which they don’t explicitly restrict), bringing my total bonus for a single jump to +74. I can roll a 6 and jump 20 feet vertically from a stand-still."

It should also be noted that a +74 allows for a 74 foot Horizontal jump that needs no running start if you are a monk.

I also feel that there is just no way any skill should have a +74 bonus.
I think Paizo needs to adjust the Jumping abilities of the Monk and more importantly ASSIGN ACTION TYPE SPECIFICS TO KI POOL USES AND CLARIFY WHAT CAN AND CAN NOT STACK.


My group has been playtesting since Alpha 1 was released. Here are the latest two observations based on months of playing.

CMB DIFFICULTIES ARE TOO HIGH EVEN WITH 'IMPROVED -' FEATS.
My players don't want to take the CMB feats because they are too much of a gamble and don't work most of the time. They would rather spend a feat on a 'sure thing' despite the fact all of them like the flavor maneuvers add to combat. Only classes with a full BAB stand to succeed an average of 50% of the time. That is viewed as too risky to waste an entire round on.
I am considering making CMB DC's 12 + CMB

TOO MANY SPELL-LIKE ABILITIES
I never realized how powerful spell-like abilities could be. The fact that there are no components, materials, or invocations of any kind gets through a LOT of loopholes in game mechanics and GREATLY increases PC power level beyond what I think Paizo intended. Enemies no longer have a chance to react to many of the powers that PC's have. Wizards can cast very powerful Spell-like abilities with no chance for opponent counterspells. Nor can readied actions from opponents be used since the effect 'just happens' there is little warning and few counters in the game mechanics for this many varied Spell-like abilities that are being thrown around. I welcome discussion on this second point.


Anyone have any thoughts on houserules to 'Paizofy' the Warlock? A few things I noticed right away....

1. Casters now have at will cantrips and spell-like abilities which lessens the uniqueness and impact of the Warlocks low level at-will Invocations and Eldritch Blast.

2. Warlocks have no 'high level punch' that the new core classes have to encourage players to stick with a core class longer.

3. The Warlock Damage Reduction seems underpowered.

I think these are a few things that need to be addressed when converting.
The class as a whole isn't that underpowered compared to Paizo classes and doesn't need a whole retool, just some tweaks.

I think a start is to give them a few more Invocations, especially at lower levels. Not sure what to do with their damage reduction just yet.

Input...?


I'm looking for a Warlock Feat that appeared in Dragon some time back.

The feat was similar to the Practiced Spellcaster Feat that allows multiclass casters to treat their caster level as if it were 4 lvls higher or up to their Max HD if less than 4.

I'm playing a Rogue/Warlock and the feat would be perfect if it is indeed out there.

So if anyone knows the issue or name of the feat that would be very helpful.

Thanks


I'm really looking for some feedback on this idea as I may implement it as a houserule.

Scaleable Feats!
These would be Feats with bonuses that would increase at various levels with the character. For example Improved trip would state that at 8th and 15th level the bonus to trip increases to +4 and +6 respectively.

Why create Scaleable Feats?
1. Currently I feel there are too many feats with bonuses that don't add much impact to the game at higher levels. This is especially a problem when feats are the Fighters bread and butter. I feel Fighters lack the punch at higher levels that Wizards and other classes do. Having fighters with Scaling Feats would give them "class abilities" that grow the same as the other classes.

2. Skill based feats are overlooked. My players rarely take skill feats over combat feats. I would like to see these skill feats hold their own against combat feats. An idea I've been tinkering with is giving the skill based feats an additional +1 every four levels starting at the level they take the feat. Example- Persuasive feat taken at third level would give the initial +2 to Diplomacy and Intimidate. At 7th lvl both skills would receive a +1 and agskill feats at lower lvls.
(This may work better every 5 lvls, not sure)

I plan on combing over the copious amount of feats and seeing which ones would be good to scale, especially for a fighter.

Thoughts? Suggestions? Monetary Handouts?


If this has all ready been discussed under New Rules or something let me know.


I've noted that Jason has made several comments on different threads about including alternate ideas for certain rules in the final version of Pathfinder RPG.

This is a great idea and has led me to the belief that including a small chapter about "House" or "Alternative" rules would be a great asset.

For example the Unnatural Beauty ability could be included for those that want to play a world with Tolkienesque elves.

Jason mentions skills here-
"Hey there all,
I can certainly understand the desire to give more skill points. I think this will be an optional rule in the final system. I would prefer to keep the base numbers close for backwards compatibility reasons.
Jason Bulmahn"

This is an excellent option to keep. So why not a small chapter detailing "house rules" and a brief indication of what kind of campaigns or circumstances they would be good to use them in?

Thoughts?


Question- does the dwarven stonecunning racial ability allow them to spot traps or doors with a DC above 20 or that are magical?

It states they automatically get a roll within 10 ft.

Under a Rogue's trapfinding ability it states that only rogues can find traps with a DC over 20 or that are magical.