In the preview blogs, we had a lot of mentions a about wording standardization, but that's not true in the classes feats. A lot of feats that should (and that really does that) give the same abilities to different classes, are a lot different in different clssses. They mean the same, but some write one thing in five lines, while the other write that in three lines.
You can double check all druid's and ranger's feats for animal companions and see that there are a lot of differences. (The same apply to paladin's steed and other feats that are mutual to two or more classes.)
Also, the class powers entries are showing different texts for the same rules between different classes. It's already hard to explain to players that you have spell points to cast powers that are spells. Couldn't you standardize those texts?
(That's just a nitpicking observatiin, but in the final Core Rulebook, this could be ajusted to improve the game to be more player-friendly and modular.)
For what I understand, as potency runes for armor and weapons don't have the invested trait, we don't need to invest them to receive its benefits.
Also, some property runes have the actavion entry. RAW, we need to spend 1 Resonance Point to Activate it. That's ok.
However, in Activating Magic Items entry (on page 376), we can activate only items that we have invested, as the Requirement entry says.
ACTIVATE AN ITEM
Requirement You can Activate an Item you’re wearing only if you have invested it.
Cost 1 Resonance Point, spent when you start taking activate actions for this activity
You activate an item’s magical ability. Activating an Item is an activity that takes a variable number of actions, depending on the item. The activate actions required are listed in the stat block. You can spend those actions in any order you wish, provided you do so consecutively on a single turn. As soon as all activate actions are complete, the item’s effect occurs. If an item has multiple abilities that can be activated, you must choose which one to use each time you Activate the Item.
So, shouldn't those property runes with a activation entry have the invested trait?
When Paizo says that "the real meat behind the classes is in their feats", and shows some examples of the fighter feats, like Sudden Charge, Quick Reversal, and so on, it just remembered me about the 4e class powers: they're all powers that give characters new tactical options and/or different, new attacks with more damage dice.
All examples of Paizo's staff, like one that says "a fighter can leap and swing a blade to a dragon's head" looks the same way of 4e class powers.
I'm not saying this is a bad thing for martial characters (since fighters and the like always needed more different options to do in combat instead of "I'll walk and strike" or "I'll go full attack mode").
But I'm just thinking what that will do to spellcasters. Will they remain with the vancian spell system?
And what about the classic, fixed, must-having class features of the classes, like paladin's smite evil and detect evil, druid's woodland stride and beast shape, ranger's tracking ability, and so on? What will happen to this?
Will the classes remain with core/backbone features?
Does the mechanic tricks of the mechanic class have this name because the trick itself is something mechanic, or because it's a "trick of a mechanic/trick a mechanic can do"?
The question is the same for operative exploits, does it have this name because the exploit itself is something operative, or because it's a "exploit of a operative/exploit a operative can do"?
I know that in english it can be both, but in latin languages it do make difference.
Seems to me that all PCs in the examples of play in the CRB are told as female, but that is not true (I guess).
Can anyone tell me what are the sex/gender of:
What would be the category (Intuitive, Self-Taught or Trained) of the Occult Classes according to the table 5-1 in the Appendix 1 of the Advanced Race Guide (page 248)?
In what category would be the Kineticist, Medium, Mesmerist, Occultist, Psychic and Spiritualist?
The rules for Inappropriately Sized Weapons say: A creature can’t make optimum use of a weapon that isn’t properly sized for it. Acumulative –2 penalty applies on attack rolls for each size category of difference between the size of its intended wielder and the size of its actual wielder. If the creature isn’t proficient with the weapon, a –4 nonproficiency penalty also applies.
So, Can a human really wield a colossal great axe (8d6 damage), since it suffer a -8 penalty?
Seems ridiculous... but the Titan Mauler have the Massive Weapons in the UC, so, I just can imagine that is this, or the archetype need to be revisited...
There are three new standard races (all 10 RP) that live in Fankör world, of Blood Lotus Campaign Setting (Lótus de Sangue in the original).
Fell free to use and discuss(please, remember the credits and product identity).
The races was originally developed in Brazilian Portuguese, so there may be some grammatical errors that was not noticed during the translation.
Initially generated through evil rituals involving members of other races, gors are humanoids that only exist to bring pain, anguish, curses and suffering to the world. More than any race, they have a natural gift to destroy the lives of those they meet, and hardly are taken out seriously or viewed in unfocused moments, sharing something enjoyable.
Physical Description: Measuring between 1.60 and 2.20 meters tall and with skin ranging from pure white to pale gray, gors are usually skinny and strong. With teeth look dirty, disheveled, have hair ranging from black to grizzly. His red eyes and lack of ears, with his six fingers on each hand and disproportionately long arms guarantees look really bizarre and conveying the idea that they are cursed beings.
Society: Living in occupied cities, usually with few inhabitants and many slaves, almost always the cities of these people exist only in order to serve as a basis for their armies. For this reason, value blacksmiths and all other activities that support the war, and are driven for their religion very harmful.
Relations: Almost unanimously, due to its origin, gors hate and are reciprocally hated by almost any creature, and allies are the minority for this race. Thus, the vast majority of the creatures sees it as a very real threat, avoiding any contact. Although hostile to everyone, in some instances combine with orcs and derros, or even a few extremists talors.
Alignment and Religion: Born and raised in order to spread pain and suffering to other breeds, gors usually tend to evil, and depending on their position in their caste, either hang on for chaos to order. Due to their usually society driven by powerful clerics, the great majority follow the evil deities who created them, being almost always polytheistic.
Adventurers: Traveling frequently to get what they want, and applying its strength to follow the path ahead, is relatively common to find gors that separate the root cause of their race to achieve own goals. They rarely walk with members of other races, but when they do, tend to limit the orcs, derros or similarly cruel creatures, although they would like to ally with talors because of the advantage in combat they can achieve.
Gors Racial Traits
Since it is possible, noighulyens are a peaceful race and patient, living in harmony with nature and neighboring communities. Due to its cooperative spirit and mutual cohabitation, thay make friends easily and are always willing to help.
Physical Description: With a height ranging from 1.70 to 2.30 meters for men and women slightly lower, have brown, black or gray hair and show dark or brown skin, always with rocky-pearled aspects around their body. With eyes as varied as humans, men have no hair and have a crown of thirteen little bone formed spheres in the head, sometimes without skin, and women, who do not have this crown, usually cultivate their hair to almost touch the ground.
Society: Organized in enormous tribes besieged in valleys, this indigenous people live on the basis of barter and favors, valuing the craftsmanship and removing just enough of the nature. They love oratorical arts such as theater and poetry. Because of the longevity that have, are patient and perfectionist, always seeking to fulfill their tasks in the best possible way.
Relations: Fairly easy to relate to anyone, because they live close to the elves, maintains excellent relationship with these people. They also relate very well with the gnomes and dwarves, but in a more distant way. Due to the difference in culture they have, they rarely engages with humans and halflings. Dislike orcs because of the brutal behavior of the race, and avoid talors and their battles whenever possible. Hate gors and treat them with contempt. The crossbreed, who have little contact in their own communities, often consider them the same way as its non-human counterpart.
Alignment and Religion: Of altruistic, simplistic nature, always seek to be related to the next, having a good nature. Worshiping the moon and respecting the spirits, follow deities related to these aspects and the nature, seeking harmony between your physical body and soul.
Adventurers: In the past, rarely left their land without a good reason, but with their new more powerful form and extended longevity, they have an intriguing curiosity about what happens beyond their tribes. Normally, seek out what happened to their race, as well as meet the rest of the world beyond the valleys, in order to understand the minds of others or even to discover the other races cultures to incorporate into their communities.
Noighulyens Racial Traits
Called by the other races of “great people”, are physically the biggest of all civilized races, and although they are esthetically very similar to humans, are not as versatile as they are. However, they tend to be very focused and determined, each one in its own way, seeking glory and recognition, satisfying the overwhelming need to inflate their egos as large as their powerful bodies and developed brains.
Physical Description: With a height between 3.5 and 4 meters, have the same variations in skin, eyes and hair than humans, although some have yellow or orange eyes. In addition to its monumental size, some rare members of the race have horns that can reach up to 75 cm in length, having almost any format, although the most common is that they are smooth and curved upward, always in tones of red color.
Society: Totally focused on the arts of war, the higher the rank of someone or his relationship with the war, more important that person will be for your community. Somewhat megalomaniacal, largely because of its size in relation to other races, love to display their abilities and capacities, so it is common to find overly large buildings in their cities, even in comparison to their own size.
Relations: Although they have an overall behavior similar to that of humans, talors are born conquerors, and this affects their relationship with the other races. Possessing a huge rivalry with the dwarves due to lands in the mountains, are never friendly to race, and treat the orcs similarly due to the bestiality of these beings. Rarely involved with the elves, because their lands are far away, and somehow afraid these people. In relation to the gnomes, very little interest to them, and many do not even know of its existence, contrary to what happens with humans, who are always in contact, whether friendly or hostile. Talors are very interested in studying the noighulyens and their physical structure, but usually are moved away. Already the gors, which are completely strangers to them, sometimes makes alliances to take advantage in war.
Alignment and Religion: Naturally orderly, they are not interested in doing good or bad, and usually only be guided to achieve their goals, and are generally lawful neutral. When believe in a deity or superior entity, tend to worship beings representing aspects such as strength, war and conquest.
Adventurers: Innate conquerors, are always looking for something to dominate or take for themselves, and though the world is big enough, is not in your hands. Always with great ambition, often use their superior physique to achieve their own goals and stand out among others of his race.
Talors Racial Traits
Actually the talors have 11 RP, but the costs (specially language) should be reviewed.
In my game, the players need to enter a cave to talk with a imprisioned (and asleep) demigod to translate a book in a forgotten language. However, there is a giant on the way who says to your city (not evil) that talks to the demigod and receive advice to govern his people. Behold, the paladin (aware that this giant is evil and the city does not) talk do this evil giant, and with a sucessful diplomacy check request to pass without problems. The giant agree, but only if the paladin don't tell to the city that the demigod is asleep and is him lying to the city.
The paladin's code of conduct don't mention about overlook evil acts to achieve a greater good (since he cannot lie, even to his enemies).
So, I'm not sure if he should lose his powers or not. What do you think? I'm really inclined to make he lose their powers.
How difficult terrain works to non-medium creatures in your games? Are there any rule (or house rule) for this?
In our games, we give these creatures the option of choosing a line of its movement to consider which squares count as difficult terrain, but in a place where all squares are difficult terrain, this rule does not work.
What idea do you have for that? What solution did you face in your games?
I'm not sure I get what you mean when you say their bonuses will not be the best of all. Do you mean base saves plus ability score bonuses based on necessary high abilities?
The Magus is the only class to have high Fort and Will saves. That's the high save for a Fighter and the high save for a Wizard. Sounds pretty good to me, but again I'm not sure what you're seeing as the downside.
Made few changes in the magus arcana and added some new.
New Magus Arcana and changes:
Magus Metamagic (Su): A magus with this magus arcana can apply anyone metamagic feat he have without increasing the casting time or the level of the spell by spending a number of points from his arcane pool equal to the spell slot level the spell uses up with the feat. When using this ability, the magus can only apply metamagic feats that modify the spell by a number of levels equal or less than the highest level spell he can cast, and cannot apply more than one metamagic feat by using this ability at the same time. The magus must have any metamagic feat to select this magus arcana. The magus must be at least 6th level before selecting this magus arcana.
Rapid Spell Sacrifice (Ex): Whenever a magus with this magus arcana sacrifice a prepared spell slot to gain an additional number or arcane pool points, he may use a swift action instead of the a standard action to gain an additional number or arcane pool points equal to half the level of sacrificed spell slot. The duration of this additional points is not changed. The magus must be at least 8th level before selecting this arcana.
Quick Magus Metamagic (Su): A magus with this magus arcana can apply the Quick Spell feat by the use of the magus metamagic ability, as if this activation of this ability use a free action instead of a swift action. The magus must have the magus metamagic and the Quick Spell feat to select this magus arcana. The magus must be at least 14th level before selecting this magus arcana.