![]() ![]()
![]() Not that anyone should care but for those who contacted me and were interested in following the campaign, i have created a OP page which i have been using recently to run the campaign. We are in a play by post like part so if anyone wants to participate, who is interested in the campaign, let me know. Cheers. http://www.obsidianportal.com/campaigns/shadows-of-the-ascendacy ![]()
![]() Are wrote:
Sorry all, in my search i neglected to find the following link that Are is referring too i believe. Cheers! http://paizo.com/forums/dmtz2rzh?APG-Druid-Shaman-Wildshaping-Modifiers-Wha t-do#1 ![]()
![]() Hello everyone and all the strolling trolls out there! I have a question for you all. I always interpreted the wild shape ability of the Animal Shaman archetypes as a "modification/augmentation" that took effect at 6th level. This would mean that an Animal shaman would get wild shape at 4th and 5th level as per a normal druid and at 6th level you would specialize in poly-morphing into a particular animal type at the expense of other forms. Recently i heard another interpretation that has the animals shamans not getting wild shape at all until 6th level. I am not convinced this is supported by the RAW. Am i missing something? What are those of you who have these in your games doing for the WS ability? The exact wording of the Su is below: Wild Shape (Su): At 6th level, a bear shaman’s wild shape
Thanks in advance! ![]()
![]() WalterGM wrote:
What the original point of the post that started this (i.e Wolflord)is that a GM should share the burden of PC deaths. I will go out on a limb, unlike so many of you, and agree fully with that concept. Walter points out, like others, that why should a GM, who puts such "time and effort" into an adventure be punished... are you kidding me. I am both a GM and a player and have seen how much "time" goes into these adventures and it is nothing... yes Nothing... when compared to the time a player puts into a character with sheer playing time. Let me illustrate my point. Lets say a player to a table with a 4th level character can join a game and that DM kills the entire party. RAW says only the players are required to pay the penalty of death. One player who dies this way looses what at least 36 hours (if they cannot afford a res and assuming 4 hour sessions) compared to the DMs what 3 hours for prep... Even if they can afford a res, they loose 16 PA (taking 8 games or 32 hours of play) to make up PER Character. Your argument is flimsy at best and completely DM centric. We as DMs should be embracing the fun of the game, not "realism". If you want realism, then get off the computer and go running or something. This is a fantasy game... I am much more interested in looking out for the newer players and making sure they had fun than i am about looking out for DMs. PFS is supposed to be RAW and i'm not recommending that be changed at all, but rather that DMs should also live by that sword and share the burden. Currently, there is no penalty to a GM for a player death, and as has been said before MOST (99%) of games do not even have character deaths. For those games the penalty is not an issue. But, for that small percentage that does, I believe strongly that a real penalty be given to DMs. One can easily justify it as the danger that the DMs character is in (the one who receives credit). Examples of penalties might include making DMs pay for a 6th of the cost in PA -or- gold that would be incurred by players raising their party or make them pay the difference in PA/gold for the minimum res if they (the player) cannot afford it (taken from a character in the DMs stable that has the PA/gold to spare), AND/OR if you have a party wipe, then the DMs character has also died and must pay the same cost as all players. If it is so "dangerous" questing as some of you have so astutely pointed out, then why should the GM get a pass with THEIR characters. This kind of rule will not normally affect most games, but will strongly affect those that are more interested in killing players. If they get upset at this and want to leave the game then i happily say "goodbye and don't let the door hit you on the way out". I have personally seen DMs who do get kicks on some level by killing players. I think some do hide behind the rules and set out to exert power over others. I personally will not play with ANY DM who has a "player kill tally" because i believe YOU fall into the above category. I hope that Paizo is keeping tabs on DMs with high kill rate cause i would be willing to bet that there are some out there that the numbers would speak for themselves. Before you all speculate that i have lost a character or three, think again. I have not died yet in PFS. I just think that we DMs should share the penalties with the group. ![]()
![]() Kjob wrote:
We are all new to the system so if you are in the North Seattle or greater Seattle area and want to play but don't know the rules, you will still be most welcome! We are looking for mature players please. The adventure begins at 1st level and all classes/races are welcome (even droids). It takes place 13 ABY in the New Republic Era. Let us know if you are interested! ![]()
![]() I recognize that James has posted and i know that that the status quo has been upheld for the time being but i would still like to reply to McBobbo's points, as the issue is put to rest for now but may be brought back up later. mcbobbo wrote: I'd say, greater than society as a whole, they don't fit in to the Pathfinder Society. Remember their mission - to go forth, explore, and RECORD what they find. This is distinctly anti-goblin, is it not? Same could be said by a person back in season 1 about the Shadow lodge... mcbobbo wrote: Those are workable stories, I suppose, but they're really not Golarion goblins any more. At your home game this probably works fine, but in PFS where everyone is trying to share a consistent world, glaring exceptions to the setting can be difficult if not impossible. How so? The very product we are talking about in this thread has an entire section detailing Goblins as player characters... I think this fact proves you wrong about your view on the goblins. Although it does say you are a freak's freak it also say there could be exceptions to the rule. I see goblin's as a very prolific and common race and as such, i tend to take the perspective that they can be as varied as say... humans. As to the glaring exeptions... again i point to the shadow lodge. It can be done when they (Paizo) say it is. Right now it is no. Fair enough but it does not change my question of "Why not?" mcbobbo wrote: Again, though, you're lobbying for a change in the setting. I might just as easily beg them to ban firearms as a choice that makes sense to me. However, they obviously went in a different direction and without un-printing a large amount of text, it's largely impossible to tell PFS that guns no longer exist. Vis-a-vis literate goblins. And/or non-dog/horse-hating goblins. Making this happen would probably come at too high a cost. It is totally different when trying to remove vs. granting... Also keep in mind a lot fo PFS is in PDF and even books can be amended via errata. mcbobbo wrote: They could have included rules for the Lt Worf of goblins, but remember that even Worf was a Klingon at heart. He strived to be an excellent Starfleet officer, but never ever would have considered abandoning his Klingon ways completely. Same as a goblin wouldn't be likely to fit in in a Lodge even if raised by humans. And yet Worf was one of the most memorable characters on STNG. He also stayed with the crew to the end... Goblins could provide many chances for those that want to play one for role-playing reasons to have fun and explore a new, if silly option. mcbobbo wrote: In short, it contradicts too much of their work to make Golarion gobs different. In contrast i would say that allowing this would only expand goblins and evolve them further without contradicting anything they have already done. Benicio Del Espada wrote:
That is not my experience at all. Firstly you are referring to metagaming/power-gaming and as such, does not apply to many players who want to play the race for the RP element. That said I too have GMed goblins as i love to run events and home brew. There are tons of reasons to play Gnomes and halflings. Goblins excel at only two main aspects over the other races, stealth and ride. This means they make good stealth/acrobatics based rogues and decent small cavs... Well sorry to bust your bubble, but both those classes are not exactly the most powerful classes in the game. As you mentioned (sort of), a power-gamer would not choose goblins over gnomes for any cha based caster/ character (to include social/skill monkey rogues, one of the main reasons to play a rogue btw). Well, right there is a reason to play a gnome or halfling... I have not found that goblins overpowered any of the other races, certainly not to the level to exclude them as a player race. If you haven't already, i would be curious if you felt the same way if you had other non-goblin races playing alongside some goblin characters all of whom know what they are doing, and keep going in levels. I would be curious if you would see a huge disparity between them. ![]()
![]() If you look at the other Crane feats, for example, that's the only sensible interpretation: Crane Wing: Crane Style, base attack bonus +5 or monk level 5 You are clearly supposed to have Crane Style before getting Crane Wing. This is because you have to enter the style first before using the other feats in the chain. It's not the case where you only need one of the following. Awesome, makes sense to me. Thanks! ![]()
![]() How are people interpreting the prereqs for the style feats. Let us take, for example, Crane style feat that states: Prerequisites: Dodge, Improved unarmed strike, base attack +2 or monk level 1st. Now i read this as, in order to qualify for the feat, you must have either; dodge, improved unarmed strike, base attack of +2 or a monk level meaning if you have any one of the following you can qualify for the feat. Another interpretation: You need to have dodge, improved unarmed strike and BAB +2 or just 1 level in monk (not grammatically supported IMO) Yet another interpretation: You will always need dodge, improved unarmed strike and either BAB or a monk lvl (so basically a monk would need dodge first before qualifying for this feat). Any thoughts and even better an official ruling that i have clearly missed? Thanks! ![]()
![]() Dhampir984 wrote:
If you want awesome minis related to this i would check out rackhams old goblin pirate line for the Confrontation game (can still find them on ebay). Great minis if you ask me... As for this discussion, i must say, why not make this a playable race in PFS... So far i have heard a bunch of people say that they would not allow it because basically it offends their hardline Tolkien view on DnD, well thats good for them, but why should those that want to play a gobbo in PFS not be able to... Because they don't "fit" into society... frankly that is a very easy fix. A new tribe of "civilized" goblins has emerged and even sought to befriend the other civilized races, the pathfinders have done a social experiment rescuing baby gobbos from their wicked brethren and raised them to be allies, a new goblin oracle, desiring progression and evolution to a more civilized and therefore powerful goblin society (though not necessarily "good"), has emerged and has begun to challenge established goblin warlords and gathering more and more goblins to his side and has established peaceful relations with humans, etc etc. I could come up with many more reasons to have this work and im sure Paizo could blow me out of the water with creativity in this regard. So why not? Let those that don't want to play them, not buy this book or play gobbos at their discretion. Just seems silly to me to put all this work into it and have it only be a dm tool at best. I agree with a previous post that legalizing this book would also boost sale greatly. It is a balanced race with endless roleplaying opportunity that can only add to the experiences of those that would want to play them. For what it is worth (not much) i would say legalize them. ![]()
![]() So, one option for you concept wise, would be going a route similar to what i did in a home brew ravenloft game with an NPC. One of the NPC,s came from a line of "hunters" that every third generation the children would exhibit amazing control over undead. Their family has been befriended by the prevailing church in the area. Family members undergo a sacred oath to consent to their remains being raised in order to continue to battle evil in their gods name. As such, this female necromancer was LG, raised to fight for the church and use her "gifts" to call on previously deceased family members or allies to aid in her quests. For PFS this would most likely mean you would want start paladin and go bones oracle. The summoned skeleton/zombie would be a family member or other consenting ally (in the case of my game it was her father). Although this concept was not for a PFS game, i don't see why this would not work in PFS. Your family could be attached to, say, a hellknight order... As for the above arguments for spells with the "evil" descriptor, you may want to just play it safe and just pick different spells... Anyways, food for thought. ![]()
![]() After posting the thread about designing chases i thought i would post my rules on mass combat that i am designing and see what you all thought. Think of this system as melding individuals into a swarm that do automatic damage. This system involves a bit of upfront work on the part of the GM as they will need to calculate attacks/exchanges between all potential combat units and even PCs. PCs can also attack the swarm/unit but can only do as much damage as an individual contributes to the unit's HP. Also after mass combat has ended you can take the damage sustained to the unit and kill off a number of individuals equal to the number that would contribute that number of hit points. Mass combat system basics:
*All or nothing: For a group to be considered a "unit", they must be similarly equipped with the same arrangements of feats, hps, AC etc as this will really simplify the math (yes there is a fair amount of math involved here). *Unit stats:
Attack: (Calculated as follows using the bestiary stats, do not round)
The above calculation is done for the main attack and recorded. It is then repeated for multiple attacks and can be done for specific circumstances like a charge or if the unit is under the effects of bardic music etc. This can become as complicated as you want it to be but i prefer to have at least stats for attacks against each potential defendant on the battlefield for a standard attack, charge and full attack. note: Attackers crit range value depends on the specific weapon used and is calculated as follows: long swords crit range value = 2 because both 19 and 20 represent potential crits, A rapier would be 3 (18, 19 and 20 are crit threats) and unarmed strikes would be 1)
Units can do the following in a round:
I have more rules for formations etc. but i think i have made this far too complicated for this forum already so i will just touch on a few points and end lol...
Anyways thanks for reading! ![]()
![]() @Dabbler:
Also i just wanted to simplify the first part of my earlier post, sorry i tend to be long winded and do not seem to communicate well via forum... I houseruled that monks using "monk weapons" can use either the weapons listed damage OR the unarmed damage (whichever is greater, but also their choice). When adopting the unarmed damage for such a weapon, you also must use the unarmed crit stats (i.e. once a monk gets unarmed damage of d10 and uses a temple sword, if they decide to use the unarmed damage they lose the 19-20/X2 crit). ![]()
![]() Thanks for the interest Jamesfrizell! I did consider what you mentioned about this style of chase stunting creativity, and to tell the truth, although the chase i outlined is defined, I as the DM am not above allowing PCs to suggest alternate paths or ways of approaching a sequence in order to pass it. That said, i do not have that as an option so perhaps having a sort of placeholder option box for the PCs so they can see it might be prudent, or even allow the PCs a number of "workarounds" equal to their level to spend on chases throughout their adventuring career (i.e. once spent, they are gone until they gain a level and do not replenish). Just a thought that you gave me... Thanks! Any other thoughts? ![]()
![]() There has been one glaring issue for me that i house-ruled out that does not go towards "fixing" this class but i have all monk weapons scale in damage with their unarmed damage. Seemed lame to me that a monk who fights with a kama, can never do as much damage as his strikes. Now i know that you are not supposed to apply RL logic to dnd but speaking within the scope of this class i think it makes sense and allows people who want to use monks with different weapons to make that character instead of being pigeon holed by metagaming to go unarmed once unarmed damage exceeds the weapon. Other options might include (taken together):
![]()
![]() Recently, i ran a Darksun Mod and wanted to include chases to add depth to parts of the adventure that otherwise would have been lacking. I used the template presented in the GMG but expanded/clarified a bit and wanted to share some ideas to flesh out chases. What chases are to me: Chases are not only a way to spur excitement and get the PCs from Point A to Point B, they are also a way to let more "skill-based" classes shine. As such, i am always looking for ways to introduce more obscure skill checks as an option for players who happen to have that skill. "Chases" are any series of events that require "non-combat" options like skill checks to overcome obstacles usually in a set amount of time. This would include: chasing an enemy, fleeing from an enemy or natural disaster, opposed skill check events etc. Designing a chase: Like the chases presented in the GMG, i use boxes to denote an option that the PCs can take. Chases are divided into Sequences that describe what is going on for that phase of the chase and the options boxes available to the PCs as seen below. Below is just the first two sequences of 5 of the first chase i exposed my PCs to and involves the PCs running after a thief who stole water from an older elven woman while the PCs were battling a group of ruffians attempting to use intimidation to cut in where the PCs were in line for water. Sequence 1: The chase is on...
Sequence 2: Which way did he go?
Components
Option boxes: contains a description and skill name needed to pass through the box and continue the chase. Note that the DC are normally hidden from the PCs and the DCs within boxes of the same sequence are usually within 5 of each other. Boxes can contain descriptions like "Run", "Stand still" or "Do nothing" and do not require a roll. In this case generally it means the PC who chose that path must spend a "round" for each option box labeled as such within a sequence before progressing, although they may at any point use a round to make a check if they desire to move faster. Success/passing the DC of a box means progression in the chase and potentiality onto another sequence. Failure generally keeps the PC from progressing and can result in damage (ex. falling) but does not usually result in "backward" progression. The PC generally stays where they are and can try again next round. Rounds: PCs can move one box in a round, either forward or in some cases backwards. The DM will set a countdown die (Or multiple dies) representing a number of rounds before something happens (usually bad like a sandstorm reaches the PCs location, a thief slips away into an impossible maze of tunnels or a horde of zombies catch up to the PCs). Each round reduces the die by 1 until the event happens or the PCs hit some milestone and are successful. Each PC is considered to be on its own during a chase. This means if a PC makes its check and advances, he cannot help the following PCs to get to his spot in the same round. There is an option PCs have to convert some boxes into "run" boxes if they sacrifices a round to "guide" their friends, but again they can only guide after they declare they will "guide" and only as long as they sacrifices a round to do so. This ruling came into place because i see the chase round as slightly longer than the standard round and as people get excited and are involved in the chase they do not necessarily keep tabs on each other. PCs can also go backwards during a chase. I have seen this when the PCs wanted to go back for some friends who could not Pass an option box and where stuck while a horde of zombies approached. This is simply done by choosing the boxes that the would progress the PC to the desired box and pass all necessary skill checks. Note that failure results in a failure to progress. Spells: As spells can have huge effects on bypassing sequences i have a simple rule that is universal to both PCs and NPCs/monster... any spell that can reasonably be used to advance the PCs or hinder a foe/event only results in the movement of one model one option box. No matter the level of the spell... So casting teleport will only allow a wizard to progress one box in a chase. Although this seems very unfair, the idea is not to have spellcasters simply bypass a chase and generally means a spellcaster will save their spells and use them when they can get their full effect (anytime outside a chase like right when the chase ends). #Fails: This part is included for every sequence and is the number of failures that can be accrued before something happens. This can be that simply enough time and effort results in automatic progression, or can result in being taken out of a chase or worse. Special notes: The Run feat also allows anyone who has it to combine all "Run" boxes within a sequence into one box.
![]()
![]() Greetings fellow Pathfinders! I wanted to send a feeler out to see if anyone might be interested in jumping in on a game i am going to be running come mid February in my Homebrew campaign adaptation of Darksun. We are looking to play twice monthly on the weekends. The game will be beginning at 3rd level and will use the point system for character creation (25 points in this case). If you are curious about some of the rules i have posted a thread in the Homebrew section called Darksun mod about the main changes i will incorporate into this world. Check it out if you are interested and feel free to reply on this thread. My Gming style: I tend to run fairly complicated adventures that are for the most part free flow. I tend to focus equally on roleplaying and combat. I tend to run thinks like the world keeps spinning and plots unfold regardless of what the pcs do (although PCs can influence events i great ways of course!). What im looking for in a PC: Experience is not necessary. I have been Dming for a long time across many different RP systems and have created and "trained" about a half dozen full groups (having been a military brat forced me to move many times and unfortunately could not move my groups with me so i created new ones:)). That is all to say i am fine with having an inexperienced player join up. I do however want a "mature" player. My quests tend to be adult themed and brutal at times. I also want a team player. I have had enough of selfish players hell bent on stealing from their fellow adventurers and running off on solo adventures or want to turn evil by betraying the group in some fantastical feat of roleplaying over a few gaming sessions... I have dealt with more than my fair share of these players and trust me when i say you will not enjoy me as a DM. My adventure will be tough enough without you forcing the party to watch its back because you are waiting to stab them... Anyways All other playing styles welcome and please take a look at the mod and let me know if you are interested! Thanks! ![]()
![]() Hello, so the first step i might suggest is to run this idea by your players... What you actually decide to do will depend heavily in their input (or should depend on it IMHO). That being said i will share what i do in my games. Firstly i would hesitate stripping spellcasting classes of power (especially bards... lol). In this regard i agree heavily with Mark. This will be especially noticeable at lower levels (below 5th or 6th level) as arcane casters tend to contribute less to the party at lower levels than they do at later levels, and divine casters tend to be healing batteries at lower levels. Hindering their allotment of spells further will only serve to pigeon hole them into specific roles and effectively gimp them when compared to other classes. Even if a player has the desire to play a gimped character during the first few gaming sessions due to novelty, my experience is that that will fade away and leave the player disappointed in the end and either abandon their character or leave the campaign wasting time. You got to give them something or take from everyone. It is a fairness issue, but that is an obvious argument that i do not need to touch further on. I recently ran an extended campaign set in Ravenloft that was definitely "low magic". I made it so in two main ways:
This all being said what worked for my group might not work for yours. I just thought i would share what we did, but again i would strongly recommend that you not nerf some classes and not others. A point of curiosity, were you planning on reducing spellcasting of mansters too or just the civilized society has less magic? Anyways thanks for reading and good luck! ![]()
![]() I did not want a player race that is large for those exact reasons (hard for dungeon crawls due to space, they have reach, how the hell do you deal with classes with mounts etc.) which is why i decided to make my half-giants follow the XPH build (medium, powerful build). My goal was to capture, what i believed to be, the essence of the various Athas specific races and make them balanced (relatively speaking) with core races. I tried to use the race building guide that was posted elsewhere on this forum although i did take it with a grain of salt. My goal was 11 points, or there abouts, although the Muls exceed that by about a point. Can anyone think of major design flaws with the races that i might have missed or feel they are way too powerful. I admit freely here and now that i tend to make my races on the powerful side of the spectrum, but i also tend to be a tough DM when it comes to encounters and social situations. Being a human for example will tend to be its own advantage more often than not. I also wanted to flesh out the new races to give them character all their own and make them fit my vision for them. Anyways thanks for the input so far! ![]()
![]() So how much would you like us to tinker with this to make it balanced? You might consider the following: +2 Dex, +2 Wis, -2 Int bred for war this goblinoid is fast and cunning but lacks the critical thinking skills present in their more skittish cousins (i chose not to give them a cha penalty because you sound like you may want them to be good at intimidation and maybe even leaders of goblin war parties) Small Fast: Like goblins, this variant is also fast and moves 30 ft (6 squares) Darkvision: 60 ft Grip of the bugbear: These goblins poses strong hands and are conditioned at an early age to utilize the weapons of their larger enemies so as to use their weapons against them on the battlefield. These goblins are considered medium for the purposes of wielding weapons. This means that if they attempt to use small weapons they will receive the normal -2 that a medium character would receive. Intimidating: +2 to their intimidate. Riders of Blood: +2 ride Tools of the trade: proficient in dogslicers and horsechoppers From the shadows: sneak attack +d6 precision damage to all attacks that would normally be eligible for sneak attack. Anyways, you can swap out the from the shadows with something else but i thought it might be a nice touch to maintain the sneaky nature that goblins have. ![]()
![]() Good call Apethae, thanks for the correction! Powerful Build: Although technically medium, Half-giants are always treated as being large for their CMB and CMD and when looking at any effects that depend on size (such as grab, swallow, etc.). This includes how much space they take up when swallowed and with similar abilities (i.e. when swallowed, Half-giants count as being large in terms of how much space in the stomach they take up). They also are considered large for the purposes of their carrying capacity (i.e. X2 carrying capacity). They do not however gain any reach and do not take up a 10 Ft square themselves. They are considered medium-sized creatures for the purposes of utilizing weapons, armor and other items dependent on size. This means that if they try to wield “large” weapons, they would receive the normal -2 penalty. Look about right? ![]()
![]() The decision behind allowing psionics was exactly as Meatrace pointed out, that they are a big part of the Dark Sun setting. Using the XPH (albiet with hit point and skill updates to 3.75) was done just because i am used to the XPH and not so much with the PU.
As for the Thri-Kreen i have been looking at them and decided to add an additional -2 penalty to Charisma (so -4 total). The incredible Toughness ability of Muls allows them to remove only one of the three listed conditions, 1/day, so they cannot remove each of those one per day they have to choose only one. It will remove the affects that are caused by spells that have the duration of instant, or are burst effects. Emanations (that are constantly active for a given period of time) or aura abilities will only be suppressed for a number of rounds equal to their charisma (minimum 1 round). after this time the Mul is affected normally. Is this what you were getting at Jaded? As for the monsters i have a few that i am going to use...
Meatrace can you send me what you all did for your game?
Thanks for all the input! ![]()
![]() JadedDemiGod wrote: Looks interesting, though putting all of it into a pdf format would be nice :). Not as familiar as id like to be, but it does look good. Have you converted the dragon kings or any of the monsters/classes? Yeah currently it is in .doc format with pictures and in a better format. The copying did nto translate very well above to be honest, but i was more interested in the comments on the rules so i thought it would be ok. I do have the doc if i can figure out how to post ti somehow. As for the Dragon Kings, the PCs will be so far below their schemes i have not bothered converting them. If the PCs do meet them it will be in a formalized, non threatening setting that will be all RP. As for the monsters, that is my next step. My first thought is simply to keep many of the same animal archtypes (horses, wolves etc) and convert them into a reptile or insectoid version keeping most of the states and abilities the same but changing (slightly) the name. This will allow players to have the same animal companions and summoned monsters with a slight (even if only in the name and description) desert twist without taking up all my time creating them. I have already combed through the Bestiarys and pulled out the monsters that would easily be found in my setting to form a monster bank stratified by CR. Anyways let me know if you want to see the doc and ill try to tinker with the options and post it. Thanks for the interest! ![]()
![]() Hello All,
Introduction: Welcome to the desolate world of Athas, the Dark Sun campaign world. Most of you reading this are familiar with the setting, but for those who are not, Athas is a dying, desert world that has seen many wars over its long, but largely forgotten history. Entire races, common in other settings are all but a distant memory in the minds of the people of Athas. Gnomes, Trolls, Orcs, Ogres and Kobalds are notable examples of species that have been wiped from the face of Athas, although traveler from other planes or solitary hidden tribes may be found in the deep reaches of the waste. Of the races that remain, many are not the cookie cutter variety that you would find on other worlds. Halflings are savage cannibalistic hunters, elves are nomadic raiders and traders and Dwarves are bald... Three other races are commonly found throughout Athas and their stats are detailed below: The half human half dwarven slave race of the Muls, the insectoid hunter race of the Thri-Kreen and the massively built and emotionally unstable Half-giants.
New Rules
Mul Racial Traits
Thri-Kreen Racial Traits
Half-Giant Racial Traits
Classes
All arcane classes exist and NPCs can be defilers. This option is not available to PCs in my game. Defilers gain the following:
Templars are either Inquisitors or Oracles with the Battle Mystery. Spells that create water have their spell level increased by 2. Create water is now a 2nd level spell. Paladins are now totally changed in concept and are no longer the “paladins” of other game settings. In Dark Sun they are a class of Gladiators with two variants; Hero's and Tyrants (Paladins and Anti-paladins respectively) that Draw their power from the roar of the crowds and their reputations in the Ring which provides them class benefits (regardless of being in the Ring or not.
I allow Psionics in my campaign. All material presented in the 3.5 EPH (Expanded Psionics Handbook) are allowed (races aside). I do not allow material from the Complete Psionics Book. The only difference is that the skills are all adjusted to Pathfinder and Hit dice will be increased one step. The thought process with this decision is that psionics in 3.5 were overpowered when compared with the other core classes. Since all classes got a boost in Pathfinder, in theory these classes should be more balanced now (if slightly underpowered). I use the Psionics-magic transparency rule. Due to Athas' inhospitable nature the DC for the Survival check to “Get along in the wild” is increased to 15 base and providing for additional characters is done for one person for every 3 points that you succeed your check. As water is so scarce, even to simply drink, swim is no longer a class skill for any class.
Weapons
Light Blade: H (Hardness) 7, HP (Hit Points) 1, Brutal 1
Bone/Horn/Chitin Spikes: H 6, HP 9/inch Special: 3Wicked, 4Awkward 3Wicked: Wicked weapons gain a bonus on damage rolls equal to the Wicked rating. Ammunition, light and one-handed melee weapons generally receive Wicked 1 and Two handed weapons receive Wicked 2. This damage is not multiplied on a successful critical hit.
Starvation and Thirst
A character can go without water for 1 day plus a number of hours equal to his Constitution score. After this time, the character must make a Constitution check each hour (DC 10, +1 for each previous check) or take 1d6 points of nonlethal damage. A character can go without food for 3 days, in growing discomfort. After this time, the character must make a Constitution check each day (DC 10, +1 for each previous check) or take 1d6 points of nonlethal damage. Characters who have taken nonlethal damage from lack of food or water are fatigued. Nonlethal damage from thirst or starvation cannot be recovered until the character gets food or water, as needed—not even magic that restores hit points heals this damage. Tyr
![]()
![]() Fair enough.
![]()
![]() Hello all,
Second question, which at first seems stupid but has been bothering me and that is; For abilities like the "challenge" and the bards "bardic Performance" ability, both have similar wording for the bonus to damage and the # of rounds a bard can use "bardic performance" respectively. Technically both are worded to say that they increase as they gain in levels, but one could easily read it to say that it is referring to the character's level and not the class level in their respective class. For the bard for example it reads "At each level after 1st a bard can use bardic performance for 2 additional rounds per day." So if a bard multiclasses, would he still get 2 more rounds of bardic performance even from other levels (understanding nothing else would increase related to that performance)? For the cavalier, it could be interpreted similarly (ie. the damage increases with character level not class level). I understand that under the multiclassing paragraph in the core rulebook it says that class abilities are usually specific to the class level as far as progression, but then again it does also say "most" meaning not all. Other abilities under different classes are usually worded differently and specifically include the "class level" clause. Please advise. ![]()
![]() Arcticfox6 wrote: They have about 40 spell levels per day less than a druid at 20th level and the druids animal companion has one more hit die on average at nearly every level up until that point. Hehe i realized that my post was broken so i am going to try to restate what i said above. What i meant to say was that the animal companion has one more HD than the Eidolon and that it is the animal companion that does not disappear in a battle once a druid/ranger/paladin etc drops below 0 HPs. Arcticfox6 wrote: Also one of their main spells and the SLA can be easily thwarted by a 1st level spell that is common to any spellcasting class, even the 9th level variant of summon monster... What i was getting at here was the spell or equivalent of protection from good/evil/law/chaos, or circle of protection for that matter. Sorry for the messiness. ![]()
![]() Thalin wrote: My god, #2? You're takin one of the most powerful classes in the game and making them even more insane. In my game, the summoner (even with the alterations mentioned above) was not outshining any class. The only "spellcasting" class it has more spell levels able to be cast per day is the bard, all other far outshine it (including versatility in spell effects and higher DCs). They have about 40 spell levels per day less than a druid at 20th level and the druids animal companion has one more hit die on average at nearly every level up until that point. They also don't disappear when you fall asleep or worse yet are dropped in battle. Summoners also lack the innate ability to heal themselves... so it doesn't really matter how beefy their eidolon is, all a bad guy has to do is recognize it is a summoner (simple knowledge arcana check) and focus forward firepower on the summoner:). Also one of their main spells and the SLA can be easily thwarted by a 1st level spell that is common to any spellcasting class, even the 9th level variant of summon monster... My point being that i really don't agree they are already overpowered to begin with. As for the "balance" issue with a free watch, well in my game when the summoner slept, so too did the eidolon, so again a relatively easy fix. That said, any class has access to a free "watch" so i don't really see the logic in this argument. A ranger, paladin and druid all have their animal companions, wizard and some sorcerers have their familiars, many spellcasting classes have alarm, hell 1st level commoners can buy guard dogs and 1st level PCs can hire the 1st level commoner lol. ![]()
![]() Hello all! I just wanted to share my idea I implemented in my last group and seemed to work well so i thought i would share it with the Pathfinder community for peer review. This alternate build helps address what has been brought up multiple times on the forum and might help some of you in your games, or be horribly flawed. Either way here goes...: 1. Get rid of SLA monster summoning.
Anyways that it. Kinda simple really. Thoughts? ![]()
![]() Hello all! I had a quick question as to whether other DMs allow their players to swap out feats in the event of casting a summon monster spell. This came up a few games ago and i did not have any problem with this at the time as the player was willing to put in the time to prepare his summoned monsters for the game to make his turn go faster and it seemed logical that you would be able to summon monsters that might not be cookie cutter versions of the species (making sure they keep bonus feats and qualify for the feats of course). Has anyone seen any rulings about this, I've looked everywhere and looked through the sourcebook but i have found nothing to say one way or the other. I am mainly looking for rulings but i would be interested in opinions too. Thanks! |