Brain

Brain_in_a_Jar's page

131 posts (391 including aliases). No reviews. No lists. No wishlists. 5 aliases.



1 person marked this as a favorite.
necromental wrote:
You miss my point. There is no mechanic that rewards/punishes characters other than having the alignment restriction itself. Alignment isn't tied to a d20 roll as Karma/drama dice are to the basic mechanics of the game. Alignment is pretty self-contained, comparing.

There are plenty of mechanics that affect (rewards/punishes) characters of certain alignments. Holy Word, Forbiddance, Chaos Hammer, Smite Evil, etc.

A character who maintains a Neutral alignment on an is rewarded when they take less effect from certain types of spells/abilities.

For example a group is entering an evil temple warded by a Forbiddance keyed to being Chaotic Evil. The Lawful Good character is taking 12d6 damage while the Chaotic Neutral character is taking 6d6 from the spell.

Or Spells such as Hallow/Unhallow that can be used to reward or punish characters of certain alignments, or Glyphs of Warding.

Then you have spells that actually get better if you match the Alignment like Righteous Blood.

Alignment is definitely more than just a scribble on your sheet. It also dictates mechanics.


3 people marked this as a favorite.
Chromantic Durgon <3 wrote:

Restrictions aren't the issue, it's that characterisation is the thing being restricted, not mechanics.

Well since Alignment is a mechanical aspect of Pathfinder I'd disagree.

Alignment is the same mechanically as Base Attack Bonus. It's a part of the games ruleset, so for me it is the same as asking to remove any other restriction within the ruleset.

If people really don't like Alignment they should just use house rules or maybe just realize another rpg might serve thier purposes better. Like 5e, Fate, or other games that don't use alignment.

Arguing to remove alignment rules from Pathfinder makes about as much sense to me as arguing to add alignment rules to a game without them.

Some people enjoy Alignment and the restrictions on classes or prestige classes. It's why they use Pathfinder.


3 people marked this as a favorite.

"to bad, outdated, and arbitrary ideas"

Seriously...you don't have to enjoy the core game. But that doesn't make them bad, outdated, or arbitrary.

Or make anyone who likes how the current game is "selfish", "non inclusive", "naive"...etc.

I think we get you don't like it. But your opinion of how the game should be changed doesn't excuse poor behavior.

So how about cut the insulting language and condescending attiude some of you have.

Thanks.


1 person marked this as a favorite.
Tectorman wrote:
dysartes wrote:
Tectorman wrote:
And I believe I should be able to walk up to any random Pathfinder table, introduce such a not-lawful Monk character, and similarly reasonably expect no drama to come of it. That that respect is so vehemently and consistently refused? Mind-boggling. That this sort of selfishness is encouraged and rewarded, especially by those who then turn around and hold such classes as the Paladin to righteous standards of behavior, the polar opposite of what is being demonstrated at the table? That will never be okay with me.

Random tables playing RAW is hardly them showing you selfishness - it is maintaining a consistent baseline to the game. The hypothetical player with the Lawful Monk is in line with RAW, so of course they aren't going to have problems.

Sheesh, some people...

No, that's not the selfishness. The selfishness is this:

"Hey, I want to play my lawful Monk character. If the Monk were 'Alignment: Any', then I would still be able to play my lawful Monk character, BUT other players that want to play their not-lawful Monks would be able to do so just as well with having to fight an uphill battle that they shouldn't have to be fighting just for a freaking game.

"Meh. Screw 'em. It's no skin off my teeth. What exists as is works for me, and even though it could easily be improved to work for me AND for others, instead I'm going to dig my heels in and decide that my enjoyment can only come at the expense of others."

I mean, what in God's name would you call that, other than selfish?

"Sheesh, some people...", indeed.

That's not selfish. That's just how the game is setup and I doubt many people want Alignment restrictions on class just to snub or take away enjoyment from others. Maybe just maybe they actually like the restrictions.

Options exist for a non-lawful "Monk". You have Martial Artist, Brawler, or a Unarmed Fighter.


2 people marked this as a favorite.
RDM42 wrote:
FormerFiend wrote:
Ryan Freire wrote:
I'm still waiting for a satisfactory answer as to why, if its really really about roleplay, and not mechanical advantage warpriest doesn't work for non LG holy warriors.

It does work. It just also casts CG as being inadequate and impotent compared to LG as LG gets warpriests and paladins.

I can have a full party that consists of a cleric, inquisitor, paladin, and warpriest of Iomedae. I cannot do the same thing for Cayden Cailean.

The options are, as I've laid them out; that either Cayden Cailean is incapable of empowering holy warriors to be paladins in the way that Iomedae is, in which case Iomedae is apparently superior to him in some intangible way, or he simply doesn't see the value in doing so, in which case, he's an idiot.

If there is a third option, I am quite curious as to what it is. If there is a legitimate justification as to why LG gods deserve to have another toy to play with that CG gods don't, I'm quite curious as to what that is.

Or option three - he empowers his champions in DIFFERENT ways.

Brewkeeper

Yep can confirm. They do in fact get empowered in different ways.

I guess LG is now incompetent or stupid since they don't have Brewkeepers.


1 person marked this as a favorite.
FormerFiend wrote:
The fact that antipaladins are required to be CE and also have strict codes of conduct that they have to follow supports the idea. Especially when those codes of conduct are ones imposed by deities they worship.

The Anti-paladin's code is strict? That's laughable.

The only thing strict in it is to be CE and don't be altruistically good.

Otherwise do whatever you want whenever you want as long as it furthers your own goals.

So strict.

It's about as strict as I would expect from a Chaotic character.


1 person marked this as a favorite.
FormerFiend wrote:
I've never known a GM petty enough to actually try and target a caster's spellbook nor a group that would tolerate such a move.

Is it also "petty" to target Fighter's with a Will save? or the Rogue with a Fortitude save?

I don't see how it's petty to attempt to disable the god wizard's only weakness.

FormerFiend wrote:
None of which is remotely comparable to paladins being lawful good only as all of that is mechanical while the paladin restriction is a roleplaying one that is subject to huge variation between deity codes and a player's roleplaying ability.

The Paladin's restriction is also mechanical. You literally lose power if you break it. It's not simply a role playing thing.


1 person marked this as a favorite.
PossibleCabbage wrote:

Dev posts are not rules. The CRB says "a cleric’s alignment must be within one step of her deity’s" a similar statement about Inquisitors appears in the APG, a similar statement about the Warpriest appears in the ACG, in no rulebook does it say anything about a Paladin's alignment being in agreement with their deity's. They're reprinted the CRB like 8 times so if they felt like changing the printed rule they could have, easily.

You can play with James Jacobs' house rules in that post, but I don't, and I would suggest that the only thing keeping you from playing all your revolutionary, gadabout, freedom fighter Paladins is clinging to that house rule.

It's not a house rule. JJ was talking about Golarion lore.

If your playing Pathfinder ruleset it doesn't assume your playing Golarion. But once the topic is about Desna, Milani, etc it's fair to assume it's about Golarion.

And in Golarion a LG Paladin of a CG deity doesn't make sense.


1 person marked this as a favorite.
Murdock Mudeater wrote:
Brain_in_a_Jar wrote:
Weables wrote:

I don't think so. 'This Ability', Which is Mantle of Moonlight, can do two separate things. Even then, you can still only use it once per day.

This ability would refer probably to the entire Mantle of Moonlight ability, in my opinion.

"You can use this ability once per day at 5th level plus one additional time per day for every 5 levels above 5th. "

So what you can't use it at all then before 5th level?

At 1st level, you have the immunity to lynocraphy

At 1st Level you have that and...

"Additionally, you may disrupt a lycanthrope’s connection to the moon with a successful touch attack. This action automatically forces the lycanthrope into its humanoid form, which it must remain in for a number of rounds equal to your oracle level."

Those are both available from the start.

The only thing that is altered at 5th level is the following.

"Upon reaching 5th level, you can use this ability to force others into a rage, as per the spell. Using this ability is a melee touch attack. You can use this ability once per day at 5th level plus one additional time per day for every 5 levels above 5th."


1 person marked this as a favorite.
Cavall wrote:
Brain in a jar, the feat is clearly made to be an exception to the core books rules as ALL feats are.

It only makes the exceptions it says it does. Nothing more.

"Ranks in your chosen skill count as your caster level for the purposes of qualifying for the Craft Magic Arms and Armor and Craft Wondrous Item feats."

So Master Craftsman lets you take either of those feats.

"You can create magic items using these feats, substituting your ranks in the chosen skill for your total caster level."

It lets you have a "caster level" for creating magic items.

"You must use the chosen skill for the check to create the item."

It requires you to use the chosen skill to make said magic items.

"The DC to create the item still increases for any necessary spell requirements (see the magic item creation rules in Magic Items). You cannot use this feat to create any spell-trigger or spell-activation item."

Otherwise it still follows the rules for Magic Item Creation.

Cavall wrote:
What you're saying is wizards can't swing longswords with martial weapon proficiency long swords because wizards don't get that.

?

dragonhunterq wrote:
Put me in the "Choose a skill, use that skill" camp - because that is what the feat explicitly states. Nowhere in the feat does it limit you to a skill appropriate to the item. You use yhe chosen skill instead of any other skill check.

No the feat doesn't limit it. The Magic Item Creation rules limit it.

The feat does not remove the restrictions found in the Magic Item Creation rules.

A Wizard with Craft Magic Arms and Armor who wants to make +1 Chain-shirt must make a skill check. Either Spellcraft or Craft (Armor).

A Master Craftsman with Craft Magic Arms and Armor who wants to make a +1 Chain-shirt must make a skill check as well. Craft (Armor).

So if the Master Craftsman wants to make magic armor they have to spend two feats (Master Craftsman and Craft Magic Arms and Armor) and are stuck using Craft (Armor) to make magic items since they can't use Spellcraft.

That is how the rules work.


1 person marked this as a favorite.
John Murdock wrote:
Brain_in_a_Jar wrote:
Snowlilly wrote:
Jurassic Pratt wrote:
Common sense would seem to dictate that an extraordinary ability that doesn't say it is a weapon, or that it is using a weapon, is not a weapon.
SKR wrote:
Because the game doesn't have a rule for everything, because it assumes the players have common sense to know that you don't need rules for everything.

1. Trample specifically calls out to use slam damage.

2. Slam is a natural weapon.
3. Similar abilities, also named Trample and derived from the same combat maneuver, specify the damage dealt comes directly from a natural weapon.

Common sense: A natural weapon is named in the ability. Similar abilities specify the damage is dealt directly by the natural weapon. Lacking a statement specifying otherwise, we infer that the natural weapon named as the source of damage is being used to inflict the damage.

I guess the same holds true for Dragon Roar and Whirlwind then as well?
whirlwind specifically say you make an attack roll so you make a weapon damage, and the roar use the same language as the trample so its not a weapon damage, especially since you roar to make a cone attack (15foot) which by logic is impossible to do with a weapon

Whirlwind doesn't make an attack roll. (I was talking about the Whirlwind ability from Universal Monster Rules.)

Whirlwind:
Creatures one or more size categories smaller than the whirlwind might take damage when caught in the whirlwind (generally damage equal to the monster's slam attack for a creature of its size) and may be lifted into the air. An affected creature must succeed on a Reflex save (DC 10 + half monster's HD + the monster's Strength modifier) when it comes into contact with the whirlwind or take damage as if it were hit by the whirlwind creature's slam attack. It must also succeed on a second Reflex save or be picked up bodily and held suspended in the powerful winds, automatically taking the indicated damage each round. A creature that can fly is allowed a Reflex save each round to escape the whirlwind. The creature still takes damage but can leave if the save is successful.

Mainly I was using Whirlwind and Dragon Roar as examples of why the logic used was faulty.


1 person marked this as a favorite.
Dαedαlus wrote:
Actually, a paladin of Asmodeus is possible by RAW. There's a trait (can't remember the name) that allows you to treat Asmodeus as though his (or her) alignment as LN for alignment purposes.

Except not in Golarion. It's been stated that the trait is in error since it was never intended for Paladins.

Because Paladin of an Evil good is stupid.


1 person marked this as a favorite.
John Murdock wrote:

don't forget that the ability only let you use it trough ranged weapon not thrown weapon, a spear is a melee and a thrown weapon but not a ranged weapon

a ranged weapon is a bow,crossbow, sling, gun or any other weapon that use ammunition

the concept is cool but you can't use it, but if its a house game you can always house rule that it can

"Melee and Ranged Weapons: Melee weapons are used for making melee attacks, though some of them can be thrown as well. Ranged weapons are thrown weapons or projectile weapons that are not effective in melee."

A thrown weapon is a ranged weapon.


1 person marked this as a favorite.
Valandil Ancalime wrote:

My suggestion OP, apparently you have at least 1 more game before you have to choose (you said you only played him once). Next time you play him ask the DM if you can take Magical lineage with a 0 level spell and see what he says.

It's been awhile since I played PFS, but could a DM write on a chronicle, "approved use of Magical lineage with Guidance" and would it carry any weight with future DMs?

That seems completely unnecessary since you can in fact take Magical Lineage with a 0 level spell.


2 people marked this as a favorite.
FormerFiend wrote:
It's just hoops to jump through, baggage to justify a restriction. There's no legitimate reason why only someone of LG alignment could have this "spark" nonsense. It's fiction, fictional rules to justify the dev's idea of what the class should be.

The same could be said for any restrictions on a class. No class has a "legitimate reason" why they have those restrictions.

Why can't my Wizard use Heavy Armor and cast spells?

Why can't my Druid wear a Chainshirt?

Why can't my Good Cleric cast [Evil] spells? etc.

Every class has a set of restrictions placed on them by "fictional rules" used to "justify the dev's idea of what the class should be".

The Paladin is supposed to be Lawful Good and follow a code. That's kinda what the class is all about. Removing the Alignment and or the Code changes the entire idea behind the class. The same way changing other restrictions on classes changes them as well.

People wanted a "holy warrior" for any alignment and got the Warpriest but still aren't happy it seems. A Champion of the Faith Warpriest does exactly that. Want a CG Champion of Cayden? That totally covers it.

In my own opinion people who want the Alignment portion of Paladin removed seemingly want it gone to just use the Paladin abilities without the limitation.

To me that's the same as wanting Druids wearing Metal Armor, Wizards being spontaneous, Clerics casting arcane spells...


1 person marked this as a favorite.
Rysky wrote:
Except it doesn't, and a player/GM is perfectly valid in believing that it doesn't since it doesn't call out that the change does apply to G/M Rage as well, unlike the four other archetypes I brought up.

Dead Calm, Greater Rage, and Mighty Rage all modify Rage. Without Rage none of them work alone.

A 1st Barbarian entering Rage gains +4 STR/+4 CON and +2 Will.
A 11th Barbarian entering Rage gains +6 STR/+6 CON and +3 Will.
A 20th Barbarian entering Rage gains +8 STR/+8 CON and +4 Will.

They never actively use an ability called Greater Rage or Mighty Rage. Greater/Mighty Rage passively change the amount of the bonus a Rage provides. The same way that Indomitable Will or Tireless Rage modify Rage.

They all refer back to the ability Rage.

So when Dead Calm says...

Dead Calm wrote:
A dreadnought can enter a dispassionate killing spree as a free action, granting her additional combat prowess. The dreadnought gains only half the usual bonuses from her rage but takes no penalty to her AC, can use all her normal skills and effects that require concentration, and is not fatigued when her rage ends. The dreadnought cannot enter a rage for 1 minute after she ends her rage, and she cannot charge or run while under the effects of her rage.

It is effecting the ability Rage.

The bonus Rage provides is dependent on what abilties you have gained as a Barbarian.

If Rage provides a +4 STR/+4 CON and +2 Will then Dead Calm makes it +2 STR/+2 CON and +1 Will. Since it alters Rage.

Later the 11th Barbarian (Dreadnought) gets the ability Greater Rage. Which quite literally changes the bonus provided from Rage.

Anytime the 11th Barbarian (Dreadnought) enters Rage the bonus provided by Rage would be +6 STR/+6 CON and +3 Will; which is directly modified by Dead Calm. Making it +3 STR/+3 CON and +2 Will.

Since now we have both Greater Rage and Dead Calm effecting Rage.

All that matters is that Dead Calm alters the bonus of Rage.
So even when Greater/Mighty Rage increase the bonus provided by Rage it still is being effected by Dead Calm.


1 person marked this as a favorite.
Rysky wrote:
Then it really it should have said "this ability alters Rage, Mighty Rage, and Greater Rage" since those are three separate abilities that build off each other.

Dead Calm doesn't need to mention altering Greater or Mighty Rage because it doesn't alter those abilities.

I realize they are all separate abilities that can be replace/modified separately, but in the case of Dreadnought it's not needed.

Rysky wrote:
While those abilities don't have "this ability modifies Greater Rage and Mighty Rage" at the end in the "This ability alters..." text it specifically calls out that they alter those abilities in the ability itself.

Once again both Urban Barbarian and Savage Technologist both alter Rage in a way that wouldn't later function correctly with Greater/Mighty Rage.

Greater and Mighty Rage don't function alone. They only modify Rage by adding onto the base ability of Rage.

You literally can't read that Greater or Mighty Rage would bypass what Dead Calm mentions in its text. They don't add a flat bonus to Rage they simply increase the existing bonus from +4 STR/+4CON/+2 Will to +6/+6/+3 with Greater and +8/+8/+4 with Mighty.

So if Greater Rage alters Rage to give a +6 STR/+6 CON/+3 Will and Dead Calm only allows "half the usual bonuses from her rage" then it automatically works.

Dead Calm, Greater Rage, and Mighty Rage all alter Rage. So they all take effect regardless of if the archetype mentions it or not.


2 people marked this as a favorite.
Rysky wrote:

Still, Greater and Mighty Rage are separate abilities from Rage (as evidenced by the Archetypes that trade them out*) and the fact the abilities say the bonuses increase to +_

I don't lean any which way in particular, since the archetype is vague enough that there is support for both views. Dead Calm modifies Rage, yes, but if it modified Greater and Mighty Rage it should have also stated so.

*Flesheater and Mooncursed for Barbarians, Prowler at World's End for Bloodragers

Dead Calm doesn't need to mention altering Greater or Mighty Rage.

Dead Calm wrote:
A dreadnought can enter a dispassionate killing spree as a free action, granting her additional combat prowess. The dreadnought gains only half the usual bonuses from her rage but takes no penalty to her AC, can use all her normal skills and effects that require concentration, and is not fatigued when her rage ends. The dreadnought cannot enter a rage for 1 minute after she ends her rage, and she cannot charge or run while under the effects of her rage.

Greater Rage and Mighty Rage both modify the base Rage.

Greater Rage wrote:
At 11th level, when a barbarian enters rage, the morale bonus to her Strength and Constitution increases to +6 and the morale bonus on her Will saves increases to +3.
Mighty Rage wrote:
t 20th level, when a barbarian enters rage, the morale bonus to her Strength and Constitution increases to +8 and the morale bonus on her Will saves increases to +4.

They both just increase the base Rage ability to give a higher bonus.

Since Dead Calm only allows half the normal bonus from Rage. Later when Greater/Mighty Rage increases the amount of the bonus given, Dead Calm would still half it.

Rage grants +4/+4 and Dead Calm halves it to +2/+2.

Rage later grants +6/+6 once you have Greater Rage. Dead Calm still says you only get half the bonus so it turns to +3/+3.

Your example given (Flesheater, Mooncursed, and Prowler) all alter the ability (Greater Rage/Mighty Rage) in a way that is thoroughly different from the normal Rage mechanics.

Mooncursed changes doesn't even give the normal Rage bonus. It transforms you with Beast Shape I. So Greater/Mighty Rage have to be altered or they wouldn't do anything at all.

Flesheater adds new mechanics to Greater/Mighty and so need to be altered as well. Same with Prowler at World's End.

Dreadnought doesn't alter Greater/Mighty since it still follows the normal bonus progression for Rage.

Greater Rage and Mighty Rage both just add onto what Rage does, so if Dead Calm says only half the normal bonus it has to effect those abilities as appropriate.

So a Dreadnought with Mighty Rage would only get +4 STR/+4 CON and +2 Will.


1 person marked this as a favorite.

It doesn't seem that difficult to me.

Communicate with group or know what your group wants.
It's that simple.

I don't think anyone is advocating that a DM can't alter encounter before they happen, or alter story before it happens.

If "fudging" rolls and such is what the group wants it's not cheating. If the group playing knows or doesn't care about "fudging" then no issue. This is totally cool in my book, everyone has preferred play styles. If my DM tells me before hand that they do this I can now choose if i want to play or not.

If a DM does it in secret and hides it from the players, without knowing their preference, or bothering to tell them before the game starts...it's cheating. It's also a sign of control issues, if a DM is changing the outcome of everything on a whim why even use a rule set, or why even have players?


1 person marked this as a favorite.

Drizzt Do'Urden
Male Drow 10th Fighter/1st Barbarian (Urban)/2nd Ranger/3rd Unchained Rogue (Survivalist)
Chaotic Good Medium Humanoid (Elf)
Init: +8; Senses: Darkvision 120 feet; Perception +21

-Haste and Controlled Rage in ( )-

AC: 31(34)(36 with Defending) [+8 Armor, +6 DEX, +1 Dodge, +1 Shield, +5 Deflection]; Touch: 22; Flat-footed: 24
HP: 150 (16 HD)
Fort: +24, Ref: +20(+23), Will: +12
+2 against Enchantment Spells and effects; +3 bonus on Will saves against Fear
Immune: Sleep

DR: 5/evil

Speed: 40 feet(70 feet)
Melee:
Icingdeath +25/+20/+15 (+28/+28/+23/+18) [1d10+11(+13) plus 1d6 Cold/15-20x2]
and
(Using Defending) Twinkle +22/+17/+12 (+25/+20/+15) [1d10+5(+6)/15-20x2]

Ranged
Taulmaril +24/+19/+14 (+27/+27/+22/+17) [1d8+6 plus 1d6 Electricity/20x3]

Special Attacks
Sneak Attack (+2d6)

Controlled Rage (Ex) (7 rounds)
[+4 morale to DEX]

Spell-Like Abilities (CL 16th)
1/Day - Dancing Lights, Darkness, Faerie Fire
Spell-Like Abilities (CL 3rd)
1/Day - Endure Elements

STR 17, DEX 22, CON 16, INT 13, WIS 14, CHA 10
Base Attack: +15; CMB: +18; CMD: 40(43)
Traits: Indomitable Faith, Reactionary

Feats: Blind-Fight, Quick Draw, Weapon Finesse, Two-Weapon Fighting, Improved Two-Weapon Fighting, Greater Two-Weapon Fighting, Two-Weapon Defense, Dodge, Mobility, Precise Shot, Advanced Weapon Training (x2), Weapon Focus (Scimitar), Improved Critical (Scimitar), Critical Focus, Staggering Critical

Skills: Acrobatics +24, Climb +8, Handle Animal +8, Perception +21, Swim +8, Linguistics +6, Survival +14, Stealth +25, Knowledge (Nature) +12, Ride +10

Languages: Elven, Undercommon, Common, Dwarven, Drow Sign Language

Special Qualities:

Favored Class (Fighter)
[+10 HP]

Poison Use
[Drow are skilled in the use of poison and never risk accidentally poisoning themselves.]

Sure Step
[Characters with this trait suffer no movement penalties when blinded or moving in darkness.]

Daylight Adaptation
[Maintain their darkvision, but no longer have the light blindness trait. ]

Finesse Training (Scimitar) (Ex)
[At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier.]

Hardy (Ex)
[At 1st level, a survivalist is already prepared to endure extreme hardships and environmental conditions. She can go twice the normal number of days without water and triple the normal number of days without food before feeling the effects of either thirst or starvation.]

Evasion (Ex)
[At 2nd level, a rogue can avoid even magical and unusual attacks with great agility. If she succeeds at a Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.]

Rogue Talent (Fast Stealth) (Ex)
[This ability allows a rogue to move at full speed using the Stealth skill without penalty.]

Favored Enemy (Goblinoid +2) (Ex)
[At 1st level, a ranger selects a creature type from the ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.]

Track (Ex)
[A ranger adds half his level (minimum 1) to Survival skill checks made to follow or identify tracks.]

Wild Empathy (Ex)

Combat Style (Archery) (Ex)

Crowd Control (Ex)
[At 1st level, an urban barbarian gains a +1 bonus on attack rolls and a +1 dodge bonus to AC when adjacent to two or more enemies. In addition, her movement is not impeded by crowds, and she gains a bonus equal to 1/2 her barbarian level on Intimidate checks to influence crowds.]

Controlled Rage (Ex)
[When an urban barbarian rages, instead of making a normal rage she may apply a +4 morale bonus to her Strength, Dexterity, or Constitution. This bonus increases to +6 when she gains greater rage and +8 when she gains mighty rage. She may apply the full bonus to one ability score or may split the bonus between several scores in increments of +2. When using a controlled rage, an urban barbarian gains no bonus on Will saves, takes no penalties to AC, and can still use Intelligence-, Dexterity-, and Charisma-based skills. This ability otherwise follows the normal rules for rage.]

Bravery (+3) (Ex)
[Starting at 2nd level, a fighter gains a +1 bonus on Will saves against fear. This bonus increases by +1 for every four levels beyond 2nd.]

Armor Training II (Ex)
[Starting at 3rd level, a fighter learns to be more maneuverable while wearing armor. Whenever he is wearing armor, he reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. Every four levels thereafter (7th, 11th, and 15th), these bonuses increase by +1 each time, to a maximum –4 reduction of the armor check penalty and a +4 increase of the maximum Dexterity bonus allowed.

In addition, a fighter can also move at his normal speed while wearing medium armor. At 7th level, a fighter can move at his normal speed while wearing heavy armor.]

Weapon Training II (Ex) (Heavy Blades)
[Whenever he attacks with a weapon from this group, he gains a +2 bonus on attack and damage rolls.]

Advanced Weapon Training (Ex)
(Fighter's Finesse) (Heavy Blades)
[The fighter gains the benefits of the Weapon Finesse feat with all melee weapons that belong to the associated fighter weapon group (even if they cannot normally be used with Weapon Finesse). The fighter must have the Weapon Finesse feat before choosing this option.]
(Effortless Dual-Wielding) (Heavy Blades)
[The fighter treats all one-handed weapons that belong to the associated weapon group as though they were light weapons when determining his penalties on attack rolls for fighting with two weapons.]
(Focused Weapon) (Scimitar)
[The fighter selects one weapon for which he has Weapon Focus and that belongs to the associated fighter weapon group. The fighter can deal damage with this weapon based on the damage of the warpriest’s sacred weaponACG class feature, treating his fighter level as his warpriest level. The fighter must have Weapon Focus with the selected weapon in order to choose this option.]

Equipment:

Icingdeath
[+3 Frostband Mithral Scimitar; Sheds light as a torch when the temperature drops below 0° F. At such times it cannot be concealed when drawn, nor can its light be shut off. Its wielder is protected from fire; the sword absorbs the first 10 points of fire damage each round that the wielder would otherwise take.

A frost brand extinguishes all nonmagical fires in a 20-foot radius. As a standard action, it can also dispel lasting fire spells, but not instantaneous effects. You must succeed at a dispel check (1d20 +14) against each spell to dispel it. The DC to dispel such spells is 11 + the caster level of the fire spell.]

Twinkle
[+2 Defending Scimitar]

Taulmaril
[Acts as a Lightning Bow]
[Statistics
Alignment neutral; Ego 9
Senses 120 ft.
Int 6, Wis 11, Cha 11
Communication speech (Auran)
Description
This intelligent item is called a lightning bow by mortals, a name is seen as a slight to the lightning elemental trapped within it—a creature honor-bound to serve in the bow for no less than 100 years. Each of these +3 adaptive composite longbows is a haughty and often highly intelligent member of its race, who chides those who don’t know its true name— which is often a complicated series of high pitched squeaks, like live wood burning on a pyre. The elemental in a lightning bow only speaks Auran. Lightning bows will not fire on other outsiders with the elemental subtype. Some are also bound not to attack other individuals, based on their history. For instance, one of these bows might be foresworn not to attack the Sultan of Fire, fire giants, or red dragons. Additionally, lightning bows have the following powers.

A lightning bow needs no ammunition. With the pull of a string, it creates a +3 shock arrow or a +3 brilliant energy arrow (the wielder’s choice with each shot).
Three times per day, the wielder can cast true strike as a swift action. The true strike can only be used with attacks made with the lightning bow.
Three times per day, the wielder can use lightning bolt as a spell-like ability.]

Bracers of the Blinding Strike *(Drizzt wears them on his legs.)
[Custom Magic Item: Feet Slot Acts as Boots of Speed and Boots of Striding and Springing]

Belt of Physical Might (+4 STR/CON)

Ring of Protection (+5)

Cloak of Resistance (+5)

Ad'non's Silkshirt
[Acts as a Mantle of Faith]

+4 Mithral Chain Shirt
[+8 Armor, Max DEX +8]

Onyx Figurine of Wondrous Power (Guenhwyvar)

This is how i would try to play Drizzt in Pathfinder.


1 person marked this as a favorite.

"Benefit: You have a prehensile tongue with a range of 10 feet. You can pick up items weighing no more than 5 pounds, make Sleight of Hand checks, perform the steal or disarm combat maneuvers, or make melee touch attacks with your tongue."

Nothing about Agile Tongue would make it a Natural Attack.


1 person marked this as a favorite.
Ravingdork wrote:
HWalsh wrote:
Fudging dice is a time honored tradition in the noble profession of GM'ing. Please don't call it cheating, that has a negative connotation and since the game assumes the GM does this, it can't be cheating if it is in the rules that they can do it.
Where in the game's rules is this assumed? Citation please.

Probably this.

"The Most Important Rule

The rules presented are here to help you breathe life into your characters and the world they explore. While they are designed to make your game easy and exciting, you might find that some of them do not suit the style of play that your gaming group enjoys. Remember that these rules are yours. You can change them to fit your needs. Most Game Masters have a number of "house rules" that they use in their games. The Game Master and players should always discuss any rules changes to make sure that everyone understands how the game will be played. Although the Game Master is the final arbiter of the rules, the Pathfinder RPG is a shared experience, and all of the players should contribute their thoughts when the rules are in doubt."

So I mean if everyone at the table knows the GM uses a Houserule to "Fudge" the dice rolls then it's total fine.

But if the GM does in secret without telling the players it's cheating.


1 person marked this as a favorite.
John Mechalas wrote:
Brain_in_a_Jar wrote:

You can maintain concentration and eat dinner, or walk around the town, or maybe even sprint down the streets, assuming they could make the easy check.(Vigorous Motion would be a DC 11 Concentration check...which is kinda trivial.)

Most people also can't cast magic...

Just because there's magic that doesn't mean the rest of life doesn't apply. Water still flows downhill. People get bored and distracted when performing repetitive tasks. It's a game, not a simulation, one where the rules are primarily focused around combat. That's the whole point of Rule Zero. The GM gets to decide what's not covered by, or outside the bounds of, RAW.

That's not what's happening in this case.

Concentration is well defined. The game tells you exactly how it works and what can ruin concentration.

Not liking it because it ruins plot isn't a good reason to suddenly decide a player's class feature doesn't function as written.


2 people marked this as a favorite.

Zarius... could you please quote the rules that back up literally anything you just said.

Zarius wrote:
But the Oracle curse is caused by contact with a god. It overrides.

That isn't a rule.

Zarius wrote:
But, to answer the question as I see it, you are ENTIRELY within your rights to override his racial immunity.

While not correct from a rules perspective.

This is true ONLY because a GM could change anything they want without backing in the rules.

Zarius wrote:
My own GM also points out that the curse SPELL would trump his racial perk, and as such a permanent curse that literally can't be lifted without direct divine intervention (not even Wish or Miracle can take an oracle's curse), so there should be no mechanical way the racial would override.

Rules citation required.

I assume your talking about Bestow Curse? If an Elf with Lightbringer was given a curse from that spell that made then Blind or Dazzled from light it wouldn't do anything.

Lightbringer makes you immune to "light-based blindness and dazzle effects". This doesn't change just because of a curse.

Zarius wrote:
Magic trumps racial traits, if the two should conflict.

Prove it in the rules.


1 person marked this as a favorite.
Daw wrote:

Paradozen,

Interesting story, worthy of justifying this kind of thing.
Except that you really missed what the Lightbringers are, from what I have read and been told.
They have nothing to do with Sarenrae or any human religious concept, they are wholly an Elven phenomenon. They are searching for a transcendent knowledge or experience, to become one with the Light. Exactly what this means to each seeker varies, wildly, but the power of it is in the search, it isn't a gift like a divine boon, it is part of getting closer to the Light. I am not sure what transcending means, maybe the dev's know, but I rather suspect it is not meant to be part of the game world, it is the search that is important, kind of like "The journey is what is important, not the destination." I may be way off on this last bit.

I don't think Lightbringers are supposed to be capable of giving up completely, they just keep trying different approaches, your concept could lead to some pretty scary ones.

If you character did no longer seek the light, I am not sure he would still be a Lightbringer. You might try that he is seeking the Light in Darkness. It fits in with your Dark Tapestry theme very well. I am not sure that you wouldn't be setting yourself up for a Corruption masquerading as a Transcendance, but at least it would be interesting concept. I would work with a player/character on this kind of concept.

I would of course expect the character to act accordingly, which with this concept would include some risky and probably insane choices. Not a character headed for a quiet retirement, but likely to have one of the Table Hall of Fame Death Scenes.

Lightbringer is a racial trait for elves.

You seem to be talking about a Brightness Seeker. They aren't related.


3 people marked this as a favorite.
Snowlilly wrote:
Unless those immunities are directly granted by a deity, they will not allow an oracle to circumvent conditions imposed by their curse.

That's not an actual rule.

The Curse says "The oracle's curse cannot be removed or dispelled without the aid of a deity."

It's not being removed or dispelled. It's a legal combination. Just because some people don't like it doesn't make it wrong.


2 people marked this as a favorite.
Tels wrote:

*skims skims skims*

Huh, nothing new here except people saying, "I'm totally right, and the PDT is wrong despite having no evidence to back me up."

Guess I'll just move along from this thread and stop paying attention to it.

Except...Paizo PRD

"Ranged Weapons and Ammunition: The enhancement bonus from a ranged weapon does not stack with the enhancement bonus from ammunition. Only the higher of the two enhancement bonuses applies.

Ammunition fired from a projectile weapon with an enhancement bonus of +1 or higher is treated as a magic weapon for the purpose of overcoming damage reduction. Similarly, ammunition fired from a projectile weapon with an alignment gains the alignment of that projectile weapon."

See the portions I've place in BOLD.

It literally tells you to treat the ammo as a "magic weapon" and tells you that it is for the purposes of overcoming DR.

Check the link. Their own website even links the word "damage reduction" straight to the Glossary which tells you how to overcome DR.

Overcoming DR wrote:

"Overcoming DR: Damage reduction may be overcome by special materials, magic weapons (any weapon with a +1 or higher enhancement bonus, not counting the enhancement from masterwork quality), certain types of weapons (such as slashing or bludgeoning), and weapons imbued with an alignment.

Ammunition fired from a projectile weapon with an enhancement bonus of +1 or higher is treated as a magic weapon for the purpose of overcoming damage reduction. Similarly, ammunition fired from a projectile weapon with an alignment gains the alignment of that projectile weapon (in addition to any alignment it may already have).

Weapons with an enhancement bonus of +3 or greater can ignore some types of damage reduction, regardless of their actual material or alignment. The following table shows what type of enhancement bonus is needed to overcome some common types of damage reduction."

The PDT is only correct in so far as they have the power to change things via a FAQ, not because that's what the rules actually say.