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![]() I subscribed to Pathfinder Adventure Path and Pathfinder Campaign Setting, and I'd like to start with Pathfinder Adventure Path #145: Hellknight Hill and Pathfinder Lost Omens World Guide as the first Items of that subscription, according to my sidecart the adventure path seems to be in order but for some reason the Campaing Setting subscription seems to be starting on the wrong item. Thanks ![]()
![]() I am looking for a good module from Paizo to convert to second edition once the game comes out, it also has to be a module that can be done in one or two sessions. I am looking for something that has interesting encounters in both exploration and combat. I would also like to avoid the We Be Goblin modules since at least one of the players is pretty familiar with them. I am not too familiar with the Modules line from paizo so list your favorite 1 sesion modules they have. ![]()
![]() Yes I realise that its too late too post this, but I didnt give much thought to this idea until now. But here it is anyway. Instead of having composite weapons we could have had all ranged weapons (that are not thrown) just add half your strength to damage. On the other hand we could have a mechanical property added to Crossbows that makes it so that since it is a mechanism firing for you, you never add the str modifier from the character. This way bows and crossbows dont compete with each other since a character chooses them depending on their str modifiers and it is no longer needed for crossbows to take one action to load.
And this could have been useful during the playtest period, but oh well. ![]()
![]() So I ran Doomsday Dawn first adventure among my PC's there was a Monk, and he was really underwhelmed by the monks ACs, during the game he was the first to go down and was afraid to actually get in the thick of it due to his low AC.
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![]() Martials need better Feat Options specially at levels 10 and above. As it stands there is little incentive not to multiclass into a caster class. Martials get their toys either late, broken or with some assembly required, all of which make it easy to be left behind in a table with Players that are either playing casters or multiclassing into one. Some feats for martials have questionable restrictions like the duration of the fear effect on Intimidating Strike for the Fighter which only functions seems to be setting up Shatter Defenses instead of being a solid option on its own merits. Some feats are acquired way too late like the Rangers Powerful Snare that feels like something that should be available way before level 10. In addition there is also the problem of some martials having late or worse options than the casters like Rangers getting Full-Grown Companion and Specialized companion two levels later than the Druid for no aparent reason. My last issue is that there are some feats that seem incomplete just to make the player invest in two different feats to get the desired result, an example of this is Felling Strike and Sudden Leap, this one example is particularly problematic since those are both level 8 feats which is a major investment on a character at that level and the effects of both feats combined can easily be recreated by a level 5 Wizard casting Earthbind, this means that a Fighter needs to spend a level 8 and a level 10 feat (and spend one more action) to do what a wizard could do at level 5, which is not fun. Not everything is bad though, things like the Fighter's Mirror Shield and the Barbarian's Dragon Totem Wings seems really fun and serve as evidence of the improvements that martials have undergone since first edition and I hope this means we'll see even more improvement when the second edition is released. ![]()
![]() I actually like the way the new archetypes are being implemented, but I do not like how the prerequisites are being use for the class feats. I'd much rather have the prerequisites for an archetype feat be to have x amounts of feats in the archetype than a specific feat. For example for Roll with the Ship I'd rather have: For this feat you need to have at least 2 Feats from the pirate archetype. And for a feat like Boarding Action you can add a caveat that if you have Rope Runner you can use this feat While swinging on a rope. By doing it this way you can add player customability while still limiting acces to the more powerfull feats and so preventing people from just taking the archetype at high levels to get the more powerful feats ![]()
![]() In an interview with Gameinformer Jason Bulmahn revealed that Pathfinder is sticking to Vancian Spellcasting though I don't believe that this is an inherently bad idea I think that players will be better served by slightly modifying the spell preparation system in two ways. First, allow for a single spell to be used multiple times without having to prepare it multiple times. When I introduce the game to new players that want to play a wizard the idea of having to prepare burning hands multiple times if they wanted to use it more than once is always met with resistance and disappointment, so this is a particular feature of Pathfinder that I hope is fixed with the second edition. Second, allow for heightened spells to be prepared just once and also be cast at whatever level the caster wants to, instead of preparing a level 5 Fireball, it'd be best to simply prepare a Fireball and allow the caster to decide in what level to cast it in the moment, that way more room is opened to pick more spells. Or at the very least If a caster prepares a level 5 Fireball allow it to be cast at level 3 or 4 by spending the appropriate spell slot this way the player is saved from having to prepare multiple versions of the same spell. ![]()
![]() I like alignments and I'd like for them to be kept in PF2 and after reading through another thread about this topic I realized that there is some disagreement in what each Alignment means so maybe it does need to be better codified in PF2. Here is how I codify Alignment in my table: Law Chaos Axis: Lawful: You believe in a structured society, you likely put time and effort into maintaining order. Even if you are not a law enforcer you adhere to the laws as best you can. Chaos: You live outside of the Law, you are a criminal or an anarchist. Rules only get on your way, or in some cases they present you with opportunities to make a profit by breaking them. Neutral: You are not particularly interested in following or breaking the law. You likely enjoy the benefits of a structured society but put little to no effort in enforcing its laws. You might enjoy some of the profits of doing business with those who break the law but you yourself have no interest in breaking it. Good Evil Axis: While I define the Law and evil Axis as your role in society the good and evil axis I often refer as the limits a character is willing to go to to achieve their Goal. Good: You value life and individual rights. You are not willing to harm innocents. Neutral: You are willing to harm innocents and even take their lives, but only in the most dire circumstances. Evil: Sometime innocents have to give their lives for you to accomplish your goals. Some rights have to be abolished or violated for your goals to be met. Examnples:
Neutral Good: A man who is willing to buy stolen items as long as he knows no one was harmed in the process.
Chaotic Good: A smuggler getting items across the border without paying the tariff.
Any Neutral or Evil: A witch sacrificing innocents in a ritual to avoid the awakening of a dark god Caveats: Lawful does not mean you follow the law no matter the circumstance, a lawful person who believes that the government is unfair or ineffective is likely to be willing to do something about it even if that means open rebellion. Chaos does not mean you do whatever you want just because you can, chaos means you live outside the law. Evil people can have good intentions, they just do terrible things to achieve them. Evil has limits too: An evil character that is willing to kill innocents can also be unwilling to harm children Evil and Good can work together: Two Knights one LE and the other LG can serve the same master and they can even be friends with one another but one of them is also willing to stomp a town out of existence to advance the goals of her liege. Though the other one may find that deed hard to forgive. ![]()
![]() Just things I'd like to see in the 2e Cavalier: Challenge: I don't know the math of 2e so I cannot comment on how damage should work but making you flatfooted against any enemy but the target of the challenge sounds thematic and cool. Tactician: I'd like a change to tactician, what about giving up an action to let a companion take one action on the cavalier's turn, maybe in later levels the cavalier can give a bonus to the companion's action like move an extra 5 feet or a bonus to hit. Orders: They are thematically cool so no complains there. Mount: Why can't my halfling choose a dog at lvl 1? why cant my Orc choose a boar?
Banner: Awesome idea, but why only fear saves and not all will saves? ![]()
![]() So the description only says that ranged weapons can be mounted on the slots but if does not specify if Two-Handed weapons can be installed or not. Is it possible for example to install a Heavy Reaction Cannon on my armor?
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![]() Ok so some time ago i asked the forum if martials really needed nicer things the answer was a resounding YES! I still belive that the disparity betwee caster and martials can be played arround as long as the roles dont overlap but im here to talk abot the disparity between martials. When Pathfinder Unchained book was anounced i found it strange that they put the barbarian on the book instead of the cavalier, the barbarian since day one has had things that'd make even the fighters moutht water the cavalier on the other hand only has rehashed features from other classes some of them like mount actually work for the class flavor most of them don't and tactician the truly innovative feature that is his own is limited in a way that makes it really hard to use.
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![]() i've become intrested in purchacing Pathfinder Campaign Setting: Inner Sea Races in both a hard copy and a pdf, is there a bundle i could use to buy both at a discounted price or is the only way to get both at an afordable price to subscribe to the Campaign Setting.
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![]() i gravitate toward martial characters not only dont i mind caster being overwhelmingly more powerful than martials i expect it, yeah a wizard can break the game post lvl 10 but he'd never reach that lvl without the big bad fighter watching his back and to me that's part of the fun a fighter has to rely on the wizard the same way the wizard had to rely on the fighter early on
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![]() I really like the idea of the Cavalier class but there is something holding it back (mechanically) and its the fact that it can only grant the bonus teamworks, so i give you my Homebrewed Cavalier Tactician (Ex): At 1st level, a cavalier receives a teamwork feat as a bonus feat. He must meet the prerequisites for this feat. As a standard action, the cavalier can grant any known Teamwork feat to all allies within 30 feet who can see and hear him. Allies retain the use of this bonus feat for 3 rounds plus 1 round for every two levels the cavalier possesses. Allies do not need to meet the prerequisites of these bonus feats. The cavalier can use this ability once per day at 1st level, plus one additional time per day at 5th level and for every 5 levels thereafter.
and this feat
its a simle fix that does not break the class (i think)
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![]() "Sniping: If you've already successfully used Stealth at least 10 feet from your target, you can make one ranged attack and then immediately use Stealth again. You take a –20 penalty on your Stealth check to maintain your obscured location." Does this mean that after making an attack i need to take a -20 penalty to keep myself hidden, regardlees if i move or not. Does it matter if my character is at a vantage point, behind cover and over 60ft away ![]()
![]() "These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack action using your full base attack bonus" ok so does this mean that the sorcerer does not suffer penalty to hit with two weapons or does this mean that he is treated as full bab while using claws attacks? ![]()
![]() ok one of the PCs in my canmpaing was killed and the player insists that he wants to play a rogue now. Usually that wouldnt be a problem, were it any of my other players rolling a character i wouldn't be here, but this guy he is anothe story he is kind of clueless when it comes to combat, so im afraid that a rogue may be way too fragile for him. At the moment a goblin would make perfect sense for the choice race for the character.
feats or rogue talent that focus in combat are what im mostly looking for but some other rogue talents that heve good utility would also be apreciated
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![]() last sunday i ran a sesion of Rise of the runelords, it was a sidequest that took place during the players journey to Jorgenfist, weve been on a hiatus for a couple of months but the sesion proceded smoothly, the PCs were trying to get inside a kobold lair to recover a cargo that was stolen from traveling merchant the lair turned out to be a trap filled laboratory of a lone kobold alchemist,the fight was hard and long the pc fighted fiercly even when they were given a chance to surrender in a fight i knew they pretty much couldnt win, exept the did.
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