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Goblin Squad Member. 521 posts (581 including aliases). No reviews. No lists. No wishlists. 1 alias.


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Not to get too caught up in specific examples, but a barbarian priest could take the acolyte background to add weight to their roleplay as a priest. It seems to work fairly well for that character type too, mechanically.


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Igwilly wrote:

Not very exciting, but good articles nonetheless.

I just want to know the playtest's final boss, but I guess I'll have to wait :P
The downtime rules are going to get my attention. I've never thought much about using these kinds of rules in my games. I'll check that out.

Quadratic W wrote:

So it's the scaling DCs of 4e...but with a static DC table too. One based on a "how difficult is this?" back of the envelope question rather than a "let's add up all these modifiers and see what comes out" approach.

Honestly, that's so elegant I wonder why 4e never thought to use it.

WotC's 4e was worse than 4e :P

But enough talk about editions! Now we fight like men! And ladies, ladies who dress like men! For Gilgamesh, it's morphing time!

(I hope anyone gets it).

P.S.: Why this avatar image popped up here, it's a mystery.

We can all use more Final Fantasy 5 in our lives. :P I'm not sure about the avatar, but when you mention "smurf" your avatar becomes a smurf, although I don't really notice you saying that.


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Lockewood wrote:

… So now onto the Bloodline Powers and what does Lackluster mean?

Okay, so lackluster might have been the wrong word but to show you what I mean lets take a look at Glutton's Jaws...
Glutton's Jaws basically makes it so I don't need a backup weapon cause in an emergency I can summon up a pretty good enchanted weapon if enemies get too close for comfort.
So what's the problem?
Well, if I wanted to play some kind of martial Sorcerer this wouldn't really help me because:
1. I could make an even better weapon.
2. I can't enhance this cause it's temporary.
3. If I wanted to use shape-shifting spells to maul my enemy like a druid, then this still doesn't help unless I can apply it to that forms natural attacks....

I've been thinking about how a sorcerer could best use Glutton's Jaws, it seems to me it depends on the magic item mighty handwraps work, which where mentioned in the Trinkets and Treasure blog. I would imagine that they add magic runes to your character's unarmed attacks. Since Glutton's Jaws already increases it's enhancement bonus, it would be a way to add other effects to the attack, like add a frost rune to add cold damage.


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KingOfAnything wrote:
ChaiGuy wrote:
I found it strange that it is not specifically said that both ability score increases need to be in different abilities, maybe you can double up with this increase
That would probably be outlined in the general character rules rather than repeated on each entry.
Joe M wrote:

:

ChaiGuy wrote:

I found it strange that it is not specifically said that both ability score increases need to be in different abilities, maybe you can double up with this increase

... (snip)

I expect that there's a general background rule regarding ability boosts like, "apply to any score other than a score that is modified by another ability boost in the same step."

That would achieve consistency across every time you gain a set of ability boosts, whether from Ancestry or leveling up (where we know they work like that) or Background.

I suspect that the general rule of not stacking fixed and floating ability score bonuses from a single source to be highly likely, I'm still surprised it wasn't reiterated if that is the case.


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I found it strange that it is not specifically said that both ability score increases need to be in different abilities, maybe you can double up with this increase


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I suppose one option is to allow a spell to be heightened above what a caster normally would be able to do. For example if a caster could usually only cast 3rd level spells allow a spell to be heightened to level 4 or 5 after a ritual.

Allowing the spell to be cast without taking a spell slot could work too I guess.


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Interesting idea MuddyVolcano. I remembered something about magic rituals that was in the Paizo blog all about spells: (rituals) Typically they involve some number of secondary casters, which can get the whole party involved or make a nice set-piece encounter with an evil cult.


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Pagan priest wrote:
It is a flavor thing more than anything else. If I am creating a character around a Robin Hood type theme, using a composite bow is just not right. Then too, a primitive group might be able to harvest the right trees even if they can't manage the layering involved in a composite bow.

Thank you for the clarification. Since the flavor of these weapons seems very important to you I hope that bows both compound and self, can come with strength to damage as a core choice. For me, I've seen Pathfinder weapons as not really that closely tied to actual historical weapons. Consider the well known (on these boards at least) discussion about the longsword.


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sadie wrote:

Starfinder CRB is on the first page of that list. This makes sense, because Starfinder is new enough that people are buying the core book, which isn't the case with PF1. At one point Pathfinder was outselling D&D. Now, people just don't need to buy core rulebooks they already own. That's part of why PF2 needs to exist at all.

I've no doubt that PF2 will be on that list when it comes out; the question is, for how long and how much of an impact it will make? 10 of the top 20 items are D&D 5e. That's going to be hard to beat.

The general public will never know the difference between them. If I have to tell a norm what I'm doing, I tell them I'm playing Dungeons & Dragons, even if what I'm actually playing is Pathfinder, Starfinder, Mouseguard, Maid or even Munchkin.

Strangely among the people I play with they freely use the terms D&D and Pathfinder interchangeably. For example if we have a game session of Pathfinder planned, they may say something like "See you at the D&D game tonight." I used to try to correct them in a way pointing out the game was going to be Pathfinder, but generally their response was along the lines of "Pathfinder is D&D". I don't think they are or where trying to be dismissive, they just didn't see the need to make the distiction.

It's like when I'm at a fast food drive thru and ask what I'd like to drink, and I ask for a Coke. If they serve Pepsi products, they'll inform me of that. I don't have a strong cola preferrence, so I'll just go with it. Some people strongly perfer one cola over another, I see RPGs similarly. Many people see table top role playing games as D&D and don't have a strong perfference when it comes to playing games, others do have a strong prefference.


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Rysky wrote:

I want my sorcereress to look like Lulu.

*shrugs*

Yeah, real sorceress' carry around plushies! :P


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I generally feel that alignment is usually used to give a shorthand impression of your character to the other players of the game. I'm generally less sure if it does a good or is useful in that regard though.

Alignment can help players notice potential conflict between player characters, and work on handling those situations before the game even begins, assuming that PC information is shared between all of the players, although I've been part of many games where this is discouraged to various degrees.

I don't think alignment needs to go, but I think there should be an emphasis on players to create motives, quirks and backgrounds that help create a fun game with the other players. I believe that the core book should emphasize creating PCs with the other PCs and the tone of the game to be played in mind. I guess alignment can sometimes be a part of that, but it tends to be too vague to do this successfully on its own.


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Persona 3 Nyx: "Yes, the Arcana is the means by which all is revealed."


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I'm guessing that exclusivity is the reason why there are domain powers, specifically exclusivity among clerics. For example if Artistic Flourish became a spell, then all clerics would be able to get it, but if it remains a domain power it is gated to clerics worshiping a deity with that domain, making deity selection more interesting and important.

Also since there are no class specific spell lists, if Artistic Fourish became a divine spell, all divine casters would have access to it. This may just be a problem with combined spell lists, but while purify food and drink would be fine for a druid, Artistic Flourish would be less so IMO. Clearly it could be left up to the GM to prohibit spells that do not fit the theme of a class (or character), but that would add a lot of work for the GM, making houserules over which spells fit and would likely cause some GM/Player tension. Probably nothing that couldn't be worked out, but it could be a thing.

Domain powers could also leave more room for archtypes for the cleric class, since it gives them another item to be swapped out or modified, depending on how archetypes work, if they are anything like they where in PF1 (possibly a stretch).


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I guess I'd go with Endurance, it can really put an emphasis on having a tough as nails character, but it's benefit depends on the type of game being run. The ability to sleep in medium armor is the bright spot IMO, but it only really applies when there are night time battles, which depends on GM style. I've had GMs who did so rather often, other who never did so.

In a gritty low level, low magic campaign it may be worth taking, in most games I've played in it's only good if you can get it with little investment, like the half-orc racial to trade a -2 to intimidate for the feat.

Speaking of half-orcs Endurance leads to several other cool themed feats, the Deathless line, with 3 feats in that line. They really give the flavor of a tough as nails character that refuses to die (similar to die-hard). The problem is spending feats to gain benefits when you're at negative hit points, isn't optimal, to say the least. By the time you get deathless initiate if you're in the negatives the character is probably not going to make it, since many enemies at that level will have their secondary attacks. I had a GM allow a character of mine, a half-orc to take deathless initiate early (I had met the other pre recs), I never really used it, but I felt it added to that character's flavor.

To really shine Endurance and the associated tree, would need to apply to things that happen more often, such I suppose as reduce bleed damage, help resist poison, being transformed against your characters will (like turned to stone, or baleful polymorph), ect...


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Perhaps instead of larger in general, bestiaries could be more focused on certain level ranges. The default bestiary has monsters with CRs ranger from fractions to 20+. Usually the GM is only interested in monsters that are a sufficient challenge to the pcs, so in game prep they only need a small portion of those monsters.

How about having the bestiaries be focused to say CR up to 6, in the say heroic bestiary, CR 7-13 in the paragon bestiary, CR 14 to 20 in a Epic bestiary, CR 20+ in another bestiary. Since they are more focused on their CRs you can have the same number of monsters per book, but the monsters will be more relevant to the GM when they prepare for a game, since there will be more choices in the CR range relevant to the game they are preparing for.


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As soon as Atalius mentioned the ability to use "you" only spells on allies, I thought of the brown fur brown fur transmuter arcanist. I doubt this would be the best buffer in the game, but I'm sure it'd have potential to be quite strong.


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Spell list Druid

0: Spark, their is nothing really horrible on the list, but this is easy enough to not need magical assistance.

1: Advanced Scurvy, making people sick is morally wrong.
2: Pox Pustules, same as the 1st level spell
3: Water of Maddening (I think this spell's name has been changed from Waters of Lamashtu) it's pretty nasty stuff, physically and mentally.
4: Explosion of Rot, very nasty imagery indeed
5: Contagion Greater, now magic is required to cure the disease.
6: Epidemic, sickness is the theme here
7: Creeping Doom, kind of gross and unlike control weather it doesn't have many good applications.
8: Blood mist, make people go crazy and attack each other
9: Sea of Dust, makes permanent deserts


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It's not faster, and they didn't actually fall, but I remember playing with someone who was making their first PF character, a paladin. They where told that a paladin was a shinning example of honor and good. After one battle with a medium sized evil fey (I'm not sure what kind starting level 3), he claimed his character would skin the fey and wear it as a skin suit. I wasn't the GM, but I was kind of shocked, that he thought it'd be ok to wear the skin of a sentient being, just for fun more or less. He said it'd be OK, since it was evil. After a short conversation he just skinned it and sold the skin in the nearest town.

We all just cut him some slack for being new and not really knowing his preferred play style I guess. His next character was not a paladin, and I suggested from his natural role playing leaning, that he not be lawful or good, which I believe he took, I think rolling with a CN barbarian.


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Players that don't pay attention when it's not their turn in combat, or in the game in general. I know that at times it can be awhile between your turns in combat, but it helps the game move more smoothly if everyone is focused on the game.

It becomes a cycle, the game takes longer because player A takes longer because he was on his phone, or chatting off topic with another player and doesn't know what is going on when his turn comes. Then other players have to wait longer, and are more tempted to be side tracked from the game.

This can happen in non combat situations with players that have few social skills.


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I've been tempted to create a summoning themed character that refluffs the spell casting as an elaborate card game, that has a fancy arm cardholder, where he starts every battle by yelling, "It's time to duel!".

I remember in 3.5, my friends and I sometimes joked about a morbidly obese rogue with a really high dex score, since weight doesn't effect the character in any real way RAW.


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My first characters tended to male and have a strong LG and divine casting tendencies. I think gradually they diversified, melee focused characters being the second most common. I have played few female characters, and only with groups I knew well.

One thing common among all of my characters is that none of them emphasized let's say, romantic relationships. I remember a fellow player saying romance is a driving force in the real world, so it's natural for PCs to focus on such activities. For me though, I don't find having my imaginary character court another imaginary character as a fun activity.


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I wonder how this would work with a dual talented human? I'm guessing it only applies the penalty to one score of the player's choice and may wind up giving the bonus to the other ability score. The inherent bonus should stack with the other racial bonus. I doubt that's great, but it might be something.


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Wheldrake wrote:

Illusion! Heh!

Like preparing a nice little dungeon, but waiting to actually place it in the wilderness until the PCs decide where they're going. Or having them meet a given NPC in a place convenient to the flow of the evening session, rather than not having them meet the key NPC just because they didn't go to the place you'd intended him to be lurking. Or having an ingenious trap that could potentially be in several different corridors.

Would that make it Schrödinger's trap?

It's probably only a Schrödinger's trap it's also conveniently the type of trap that targets the low save of whoever triggers it. :P


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Sycophant wrote:

To clarify: in your experience what talents, traits, feats, class combos caused you problems to start with (or still cause you problems). Depending on what incentives the players pick up the characters should be starting between levels 1-3.

By incentives I mean I reward XP to players for coming up with some backstory and creative character concepts.

I can understand wanting to reward players for things such as backstory, but giving a 2 level spread is going to be really rough.


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My favorite thing is the support: Paizo's site, pfsrd, archives of nethy's, the wiki are great sources of information. The Pathfinder message board here is robust, well moderated and more often than not very focused on helping. Paizo does seem to really be in touch with the fan base and always works to make Pathfinder better for them as well as for the bottom lime.


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The arrowsong minstrel bard is a really good looking archer.

Pros:

skill list, and good number of skills.

They have spells that help with archery added to their spell list (like gravity bow.)

Inspire courage helps their to hit and damage for yourself, and even the entire party (it's one of the best buffs in the game).

One bonus feat (precise shot at 2nd level).

Cons:

3/4 BAB, not full BAB in part made up by inspire courage.

Using Inspire courage, will keep your character from full attacking, cutting into your DPR, but it could help if your party is making a lot of weapon attacks.

Mediocre d8 hid die

Diminished spell casting (1 less spell per level compared to normal bard)


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I'm guessing that animated objects might be ok. Building constructs lists the price of several animated objects and golems. They're more expensive than undead, but I would imagine that there would be less backlash over a small workforce of animated objects vs an army of undead workers.


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There is the slashing grace feat, that works for slashing light and one handed weapons.

Also there is the fighter's advanced weapon training: "Fighter’s Finesse (Ex) 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." This is unusual in that it allows even non finesse weapons dexterity to damage and doesn't have the restrictions that many dex to damage has.

Unchained rogues have:

Finesse Training (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. The rogue can select a second weapon at 11th level and a third at 19th level.

This lets them have dex to damage with any finesse weapon, also I've heard that it is the only way to get dexterity and a half to damage with a 2 handed finesse weapon (such as the elven curved blade).

Edit: Ace bolt gunslingers get dexterity to damage with one type of crossbow at level 5. Pistalero gunslingers gain dexterity to damage with one weapon that is a one handed firearm.


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Azurespark wrote:
ChaiGuy wrote:
One thing about Pathfinder is that you need to make sure you keep track of what the bonus types you gain from items, spells ect. since most bonus types don't add together (or stack as it is often called), instead your character gains the benefit of the higher bonus. In this case the bonuses from Trapspringer's Gloves and masterwork thieves tools stack, since the bonuses are competence and circumstance.

I think you made a typo there. Bonuses from multiple sources do stack, so long as they are different types, like in your example there.

But if the bonuses are of the same type, then you only gain the benefit of the higher bonus. So if you got a +2 and +3 and both are competence bonuses, then you would only benefit from the +3.

You're right, I meant say bonuses of the same type don't stack, as you have pointed out, thank you for the clarification. :)


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Besides the essential "big 6" for a rogue, I'd suggest the eye slot item Eyes of the Eagle for a nice +5 competence bonus to perception for a reasonable 2,500 gold. A handy haversack is also nice for the extra carrying capacity (2000 gold).

Trapspringer's Gloves gives a nice +5 competence bonus to disable device and +1 luck to saves vs traps, it's a little more pricey at 4,000 gold. Getting masterwork thieves tools which gives a +2 circumstance bonus to disable device. One thing about Pathfinder is that you need to make sure you keep track of what the bonus types you gain from items, spells ect. since most bonus types don't add together (or stack as it is often called), instead your character gains the benefit of the higher bonus. In this case the bonuses from Trapspringer's Gloves and masterwork thieves tools stack, since the bonuses are competence and circumstance.


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NaeNae wrote:

Speaking of magic items, can someone kindly explain them to me?

From what I read, an item can have a max of +10 enchantments. So as an example, it can be a +5 Masterwork Short Sword with two enchantments one +2 and one +3? Or is there a limit to how many enchantments can be applied to a weapon?

What about armors? I found the Greater Shadow enchantment that counts as a +5. But if I apply it to a cloak, what else can be done with it? How do enchantments like... Fly fill into it? Or say, something like that ring that lets you mark a spot and then teleport back to it.

Concerning Fly, are you talking about the fly spell? If so spells effect your character, unless they effect your gear like the spell magic vestments.

One thing about magic items is that they each take a slot, so the number of magic items a character can use is limited by these slots. There are a lot of slots so it only becomes an issue at higher levels.


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I think that the general terms for the "big six" as they would apply to all characters would be: Attack increasing item (for many full casters this could include metamagic rods to make their spells more effective), Armor (which could include bracers of armor for many full casting arcane types, although it's probably not really needed for them). ring of protection, amulet of natural armor, cloak of resistance, and ability score increasing items. Full casting arcane classes have less use for armor and similar items, but can reasonably use most of the others (if you count metamagic rods and similar as the attack increasing item.


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Azurespark wrote:
ChaiGuy wrote:
Concerning magic items there is something known as the "big six" that is generally considered must have items in Pathfinder. For your character these would be: Magic weapons, Magic armor, ring of protection, amulet of natural armor, cloak of resistance, and belt of dexterity. You mentioned that point buy makes characters seem samey, but unfortunately the fact that most characters in Pathfinder spend the majority of their gold in these 6 item types does so more IMO, but then again it's never been too big of a deal for me.
I don't think that's quite right, because I'm positive the big 6 included both a belt of physical stat, and a headband of mental stat. The headband is sure to benefit everyone, even if you're not a caster.

You're right, I should've said "ability score increasing item's" rather than "belt of dex" since I was talking about the "big six" specifically. Eventually I'd imagine an item (headband?) of wisdom to help with will saves and perception (and other wisdom based skills) would be nice, but I'd imagine that dex takes priority for item based increase.


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I hope that you will not mind a few tips that I believe will be useful to low level characters NaeNae.

Dealing with Damage Reduction: Some creatures are resistant to physical damage, except that there is usually a way around this resistance to damage. For examples lycanthropes (such as werewolves) are difficult to hurt without alchemical silver weapons. DR usually starts at 5 and increases in increments of 5. Even DR 5 can be hard to handle for low strength characters, fortunately most low level DR enemies have weaknesses that aren't too hard to get around.

At low levels both alchemical silvered weapons and cold iron weapons are affordable. Alchemical silvered weapons cost +20 gold and cold iron weapons cost double the normal amount. You should be able to pick up one of each. You can also have cold iron and silvered arrows too.

Another low level DR factor is damage type, there are 3 types of physical damage in Pathfinder: piercing, slashing and bludgeoning. The short sword does piercing damage, which as a damage type bypasses less than the other 2 types. I would recommend getting a light bludgeoning and light slashing weapon to deal with DR. A alchemical silvered dagger and cold iron light mace would cover 4 types of DR.

DR magic is something that can come up and incorporeal creatures cannot be hurt by non magic weapons. An oil of magic weapon is good to have around to help with these situations. They cost 50 gold each, so you may be able to pick one up soon.

Concerning magic items there is something known as the "big six" that is generally considered must have items in Pathfinder. For your character these would be: Magic weapons, Magic armor, ring of protection, amulet of natural armor, cloak of resistance, and belt of dexterity. You mentioned that point buy makes characters seem samey, but unfortunately the fact that most characters in Pathfinder spend the majority of their gold in these 6 item types does so more IMO, but then again it's never been too big of a deal for me.


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Dave Justus wrote:

For the first one, I think a variant summon musical instrument that ignores the size restriction, but only creates a virtual instrument is the best answer.

For the second, I think you can keep the base concept but change the focus a bit. Rather than have a focus on improvised weapon and summon musical instrument, create an exotic weapon that is both a lute and an axe. That will end up being more effective (since the weapon can be enchanted) and it isn't particularly likely to break, eliminating the problem with summon musical instrument.

Perhaps adding a Bayonet to the lute would be another possibility, although you cant usually add a bayonet to a lute, I'd imagine it'd be no more unusual combo than an axe / lute.


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Quandary wrote:
ChaiGuy wrote:
In my opinion the Invulnerable Rager Barbarian fits my concept of the barbarian better than the base class. IMO the things the archetype gives up, uncanny dodge / imp uncanny dodge and TRAP SENSE, are more rogue like abilities. The barbarian class write up mentions that they have a sixth sense, but I still find it odd that the core barbarian has trap sense.

But at a basic level, they do reflect that the Barbarian is as much about defense as offense, and reflect an 'uncivilized' approach to achieving thing. IMHO the problem is as much that there isn't really any Archetypes or Rage Powers that expands upon those features, i.e. follow up, which is strange if UD and TS are truly considered expressions of a core trope.

In specifics, Invulnerable Rager's increased DR doesn't really differ from Vanilla in terms of the core theme or trope in regards to, it just does so with bigger numbers, i.e. power level not trope expression per se. The Endure Elements/Elemental Resistance does express trope of 'barbarian acclimatized to (some) harsh lands' but I'm not sure if that is core to the Barbarian trope, after all Barbarian can live in temperate plains and forests or swamps just as well as they can live in deserts/jungle/tundra. Although it does parallel their DR as tolerance to damage in general.

Personally I find Scarred Rager to more strongly engage the core Barbarian trope via new means: Intimidate/Diplo dichotomy harkening back to Illiteracy (dropped for gameplay reasons), Tolerance immunity/reduction reflecting Rage's inherent Fort/Will bonuses, Scarrification Bleed Resistance reflecting DR.

It's interesting to see how many forms of inspiration there are to the concept of barbarian. Everything from cartoon/anime (the Hulk, Kenpachi), literature (Conan), historical (vikings), Pathfinder/D&D elements (illiteracy, although I'm not 100% sure how illiterate = intimidate, although I'd agree that the barbarian concept would probably be intimidate more than diplomacy), and perhaps even mythical/legendary influences, like Chu Chulainn.

I like the Scarred Rager archetype upon closer examination, although I generally dislike giving up fast movement, which is hard to say if it fits the barbarian concept. I'd probably play the archetype the next chance I have at playing a barbarian, it'd be interesting to see it paired with intimidate options like cornugon smash and/or dreadful carnage.


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In my opinion the Invulnerable Rager Barbarian fits my concept of the barbarian better than the base class. IMO the things the archetype gives up, uncanny dodge / imp uncanny dodge and TRAP SENSE, are more rogue like abilities. The barbarian class write up mentions that they have a sixth sense, but I still find it odd that the core barbarian has trap sense.

I don't think that uncanny dodge or imp uncanny dodge are bad, I think they're great defensive abilities, but I think the Invulnerable Rager is a more true to my concept of the barbarian.


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Kaelan Ashenveil wrote:
Hmm... that doesn't seem to fit as much. I'm thinking cavalier fits the image in my head the best- mostly as a sort of "golden boy" inspiring rich guy who, while is still competent, got to where his is by who he knows, rather than what he knows.

I think this really shows the strength of Pathfinder, usually there is more than one possible way to create a character.


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The warpriest has a lot to juggle: 2 Blessings that have limited per day uses, spell casting, sacred weapon and sacred armor, fervor limited uses per day to keep track of, bonus feats (that can treat warpriest levels as fighter levels for prerequisites), channel energy per day (uses fervor pool).


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I'm guessing it works with inflict X wounds and harm, so you take no damage rather than half with successful saves.


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A dwarf with the trait glory of old and the feat Steel Soul has +5 to saves against spells and spell like abilities, you could even combine that with superstitious barbarian.


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I would say that your interpretation of a Lovecraftian story (which I believe is correct) is at odds with the basic premise of Pathfinder (as I see it): that the player characters eventually prevail against the challenges presented to them. In my opinion it's not the popularity of Cthulhu that this is to blame for Pathfinder being a difficult method of telling a Lovecrafian tale.

Having said this a GM can create a game with the opposite expectation, that is that the player characters will eventually all be killed and thwarted by the cultist and or monsters. This would have to be agreed on in advance IMO, since if not it could lead to some hurt feelings among the players. With some buy in from the players it could work, kind of like those scary ghost houses at Halloween time, to properly enjoy them (although I'm nor really a fan) you need to suspend you disbelief and suppress your knowledge that you are in no danger to actually be scared during a haunted house tour.


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Darc1396 wrote:
How dojo do you guys feel about the Choleric one?

It depends on if you want to focus on spell casting or not. When the character is under the effects of the Rage Spell, it puts you under the same restrictions of a barbarian rage, which means no spell casting among other things. The Will 15 is something you could make, but it could still hurt. It's unlikely that levels of Bloodrager would solve this since bloodrage is technically different than rage. Even if you took 4 levels of bloodrager, to get bloodcasting it probably won't work without a house rule. Even then being 4 levels behind in casting is pretty bad, although the bloodrager gets a few spells themselves.

Chakram: It's a good choice if you can get a good str for melee and str/dex for throwing. Throwing builds are feat and item intensive, I'd recommend looking for threads that give advice for that if you want that as an important part of this character.

If your less concerned with your spell dcs you could probably get by with 14 cha min, but it could get pretty MAD. The d8 is much better than d4, but with the feat it leads to less of a nead for str. With the chakram, if you're interested in using it in melee you'd probably need to pick up heavy armor or ask if you can use a gauntlet to prevent the chance to hurt yourself (as a house rule). Barbarians probably loose less than bloodragers, although barbarians loose their fast movement, which you seem to like (I like fast movement too.)

@ the Sideromancer: I'm not sure what you mean. Do you mean the 10' of movement you loose from lame isn't countered by the 10' you gain from cinder dance? I'm not saying you're wrong I'm not sure what you mean.


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One thematic class for this race IMO is Cave Druid. Now unfortunately as you know Druids are prepared spell casters, but with this archetype you can eventually (10th level, kind of late) wild shape into an ooze. They also have other ooze related "powers".

It would be a cool way of playing a character who wanted to be more ooze.


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So you're taking broken wing gambit for a flightless bird mount, well played. [tips hat] :P


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The metamagic feat Reach Spell would allow you to make touch attacks at close range. This requires you take the matamagic feat and the spell takes a spell slot one higher than normal.

A Metamagic Rod of Spell Reach will to the same with a little gold investment. The spell won't take up a higher slot, but you'd have to get one and they are only usable 3 times a day for spell levels 1-3 on the cheapest version of the rod.


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As long as we're talking about the earthbreaker, there is the feat Thunder and Fang.

I've never used it, but it could work well with a strength based ranger or slayer.


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The concentration check is caster level + caster stat, but there are ways to improve that.

The feat Combat Casting grants a +4 untyped bonus to the concentration check when casting defensively.

Traits can help too, focused mind gives a +2 trait bonus.

So if you had both of these with your 19 wis (+4 mod) you'd have a concentration check of: (Caster level) +1, (Wisdom mod) +4, (combat casting, untyped) +4, (focused mind, trait +2) total 11.

You're success rate for your level 1 spells would be 75%, not automatic but good.


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kyrt-ryder wrote:
Then levels in a party should be varied to match.

In Advanced D&D different classes had different xp tracks, so a rogue needed less xp to level up than a wizard.

In Pathfinder you could have different classes use different xp tracks to: Non-casters on the fast track, partial casters medium and full casters on the slow xp track.

Treasure would have to be monitored by the GM so that the classes stay close to expected gear.

I doubt I'd do it, but it could be an quick band aid fix if it bothers people.


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Triphoppenskip wrote:
Bacon666 wrote:
A mystery game is fun, but if it turns out to be a mystery between clowns in a circus... Expectations aren't met.
Yeah the story can and should dictate a lot of the characters' reactions. We are playing two different APs at the moment. We are starting Book 2 of Second Darkness and so far the lack of seriousness hasn't been a real issue. But we are well into Book 3 of Carrion Crown and that's the one that's really ruining my immersion. I'm a big horror fan and I love horror themed campaigns but I'm having a hard time enjoying this as much as I should because we have made it less Lovecraft and More Abbott and Costello meet Frankenstein.

Is is like Young Frankenstein?