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Michael F wrote:
SirUrza wrote:
Who thinks a Seoni t-shirt would sell better? :)
The only problem is half the pictures of Seoni are borderline NSFW.

Well, I DO have a high-quality picture of Seoni somewhere in my computer. If Paizo is interested... ;)


Locworks wrote:

I like that idea. Small paladins are already penalized for being small (weapon size, size penalty to attacks, weight carried, etc.)

I'm not sure that they should be further disadvantaged from having a Medium mount (war pony, riding dog). After all, small conjurers don't conjure smaller versions of the standard monster or animal.

A starting point may be the light warhorse. (http://www.d20srd.org/srd/monsters/horse.htm)

Yeah, I think that works. I mean, in real life we have 6-8 year-old children riding full-grown horses, even if they are of the smaller breeds, and the Mongols rode pretty small horses themselves, so the difference in size wouldn't call for different stats. A halfling or gnome paladin would ride a horse a couple of hands smaller than a human paladin, but the stats would remain the same.


My suggestion is that the Paladin's Special Mount be given its own stat block, which would be independent of actual shape. It'd be a celestial spirit in encased in physical form, which could look like a horse, lion, shark, lizard, etc., without affecting its abilities. The additions for higher level Paladins would already be included in the stat blocks for that level.

A Paladin could take feats (or maybe talents, or bonus feats) to alter those stats, like having a feat called "Winged Mount" (Requirement: Paladin 10th) that gives the Special Mount a fly speed, or "Steed of the Sun", which allows the Special Mount to deal fire damage with its attacks.


Two things I'd like to propose:

1 - Alternate to Spellcasting: I'd like to see an option for those who don't want Paladins (and Rangers) casting spells.

2 - Special Mount: instead of making it an "Animal with adjusted stats", I'd like to see it get fixed stats, regardless of its shape (so a Special Mount that looks like a warhorse has the same stats as one that looks like a dire lion). Make it a celestial spirit (just like the one that bonds to a weapon) that takes the shape of the animal most appropriate to the character. If the Special Mount's hp drop to 0, the spirit dissolves back to its home plane, and takes 30 days to recover (instead of the paladin calling another one, he calls the same spirit, either to bond with a weapon or to shape into a mount).


Erik Mona wrote:

Lookin' good, Claudio!

Thanks, Erik!

Okay, folks, it is done:

Seoni and Merisiel


CrackedOzy wrote:
Great art Claudio, do you have a deviantArt profile or anything like that? If not you should, we'd love to see more of your work.

http://www.enworld.org/Pozas

http://www.enworld.org/Pozas/portfolio.htm


Claudio Pozas wrote:
Wicht wrote:

Maybe you should submit this as a scoop to ENworld ;)

I just submitted this to EN World as a Pathfinder scoop.

Lo and behold, it's on the front page, verbatim.


Wicht wrote:

Maybe you should submit this as a scoop to ENworld ;)

I just submitted this to EN World as a Pathfinder scoop.


James Jacobs wrote:

Pretty cool! (And yeah... it's spelled Merisiel).

As for Seoni's reduction surgery... Wayne's origianal concept of her actually wasn't all that crazy super chesty. Certain artists, though, do tend to exaggerate certain features.

Yeah, Seoni's breasts aren't "small" by any means, they're just "realistically big".

Thanks for the kind words, everyone! I got a little sidetracked illustrating two adventures (for Fiery Dragon and EN Publishing), but I devoted the past two days to working on Seoni. She's 80% done (a lot of the black lines won't be black in the final picture), but I had to share (you can also see a bit of Merisiel).

Here it is.


I like the idea of favored classes, but I'd like to see the benefit more diversified.

Each class would get an entry such as this:

"Favored Benefit: if [CLASS NAME] is your favored class, you gain [INSERT BENEFIT HERE]".

For instance:

Wizard
Favored Benefit: if wizard is your favored class, you gain one extra spell per day of the highest level you can cast. You also gain +1 to your spell save DCs per 4 levels in wizard.

Rogue
Favored benefit: if rogue is your favored class, you can reroll a Stealth or Thievery check. You can use this reroll once per day for every 4 levels in rogue. You must take the second result, even if it is lower.

Fighter
Favored Benefit: if fighter is your favored class, you can reroll a combat maneuvre check. You can use this reroll once per day for every 4 levels in fighter. You must take the second result, even if it is lower.

And so on, and so forth...


So Wayne Reynolds' designs are great. So much so that I whipped up a quick (oaky, maybe not so quick) picture of Seoni and Marisiel (or is it Merisiel?). I plan on colouring it, and that's when I'll be adding Seoni's tattoos, so for now she goes tattooless.&#13;&#10;&#13;&#10;Anyway, here it is.&#13;&#10;&#13;&#10;


Azzy wrote:
Claudio Pozas wrote:
James Jacobs wrote:
Also: We've settled on our artwork. We've been more or less consistent on the look of the races when we get them illustrated for coming up on a year now. We're not going to be changing their looks until we blow up Golarion and move on to some other planet, and I hope that won't be for a LONG time.
S'okay, James! I can work under a style guide! <nudge, nudge, wink, wink>
So, Mr. Pozas... When do we get to see your interpretations of the Pathfinder iconics? *hint hint*

As soon as I finish something I'm doing. <wink, wink>


Frank Trollman wrote:

Wait, are people seriously telling us that Seoni is Too much cheesecake for an RPG product?

That makes no sense to me. Or at least, it is a statement that is without historical precedent. Fantasy has always been covered by nearly naked women. Nearly naked men, too.

-Frank

Well, to be fair, Avalanche Press is (in)famous for those covers.


She looks awesome, and I've been advocating for druid to be the gnome's favored class for a while.

The snow leopard looks a bit small, though, when you resize the druid side-by-side with the other Iconics.


SirUrza wrote:
Claudio Pozas wrote:
- "Pathfinders" Comic Book

Too expensive. They'd sooner do novels/short stories. They want to, just don't know when.

Claudio Pozas wrote:
- Action Figures/Busts/Figurines

Have you seen the miniatures? They're awesome.

Now if they could get Kotobukiya to do vinyl statues of the Iconics... wow that would be awesome. My friend has all the DC Comics ones Kotobukiya has done, hehe I could just imagine the hottest of Seoni.

Comic Books too expensive?

Not really. Get decent, up-and-comming artists and writers that known the medium and you're all set.


Erik Mona wrote:

The iconics will be all over the Pathfinder RPG.

We won't get into their backstories or anything, but their names will probably appear and their images will be on almost every spread.

Erik,

Two suggestion for the Iconics:

- "Pathfinders" Comic Book

- Action Figures/Busts/Figurines


James Jacobs wrote:
Also: We've settled on our artwork. We've been more or less consistent on the look of the races when we get them illustrated for coming up on a year now. We're not going to be changing their looks until we blow up Golarion and move on to some other planet, and I hope that won't be for a LONG time.

S'okay, James! I can work under a style guide! <nudge, nudge, wink, wink>


KaeYoss wrote:

If you want to keep the peasants down, better ban crossbows, too. That, not firearms, were the big scare for knights - with those hellish contraptions, an unskilled knave in rags could take out a trained, experienced, and fully armoured knight.

So I'd say guns shouldn't be kept out so paladins can sleep at night.

Not that I'm saying that they shouldn't be kept out.

They shouldn't be in the standard tables. Some place where they keep options - in the core book, mind you - is fine.

I liked FR's smokepowder gunnes, and the kind of weapons they had in some parts of Ravenloft (that gun-powered rapier where you'd skewer the guy and then pull the trigger so the blade "shoots" further in.) I wouldn't mind a small part of Golarion having those (in limited availability and for steep prices even if you are allowed to purchase them at all).

They just shouldn't be a common occurance in Golarion, or in the "assumed standard world model" PRPG's standard rules assume.

Indeed, the earliest firearms were no better than a heavy crossbow (and took longer to reload, not to mention the higher rate of misfire). What both weapons (firearms and crossbows) could have is a special quality to ignore armor and shield bonuses at 10 feet or less.


Jason Bulmahn wrote:

Design Focus: Skills

For information on design focus threads, please read this thread.

It has become apparent that there are a great number of opinions on the new skill system. I would like to spend a moment to talk about some alternatives that we might explore to help address some of the problems. Here are the options:

1. Pathfinder: The system presented in Skills chapter of the Pathfinder RPG.

2. 3.5 OGL:The system presented in the 3.5 OGL.

3. Combination: Using the system in the 3.5 OGL for characters, and using the system in the Skills chapter of the Pathfinder RPG for NPCs and monsters (noting that they would not get additional skill choices at higher levels). This system gives NPCs and monster that multiclass a slight edge (depending on the class), but makes them quite a bit easier to create.

4. Hybrid System: In this system, characters would get a number of skill ranks equal to the number of skill choices granted by the Skills chapter of the Pathfinder RPG. Skill ranks granted by the first level of your class must be spent on class skills. Skill ranks granted after first level and those granted by a high Intelligence score at first level could be spent on any skill. Instead of the class skill/cross-class skill distinction, your bonus in a skill would be determined in the following method.

0 ranks – Untrained: Bonus = ability modifier + racial modifiers (or modifiers)
1 ranks – Trained: Bonus = 1/2 your character level + modifiers
2 ranks – Skilled: Bonus = your character level + modifiers
3 ranks – Expert: Bonus = your character level + 3 + modifiers
4 ranks – Master: Bonus = your character level +6 + modifiers

There are a few additional rules to go with this. At first level, you can have no skill higher than 2 ranks (or the skilled level). Many of the prestige...

Opyion #4: Hybrid seems to have the best balance between granularity and simplicity. And with it, you can get rid of Skill Focus and the endless +2/+2 feats. You could, if desired, keep in a "Skill Rank" feat, allowing you to add 1 rank to a skill of your choice. And as the character advances, he can bump new skills to Mastery level, or keep them merely Trained.

And you could have more powerful uses of several skills available only to Experts and Masters. Imagine a Master Weaponsmith creating masterwork weapons with bonus greater than +1 (essentially, nonmagical "magical" weapons).


Jason Bulmahn wrote:

Hey there all.

First off, lets tone down the nature of this thread. No need to argue, we are all on the same side here. As for the language, I have been thinking about toning it down a bit, if for no other reason that to make sure that there are a wide variety of options open to half-elf and half-orc characters.

Jason Bulmahn
Lead Designer
Paizo Publishing

If the "born out of violence" bit is kept, I'd suggest including the line "While many are born out of violence, some come from loving couples who tend their offspring in a manner best suited to their lifestyle" to the half-orc entry. There's no reason a human and an orc can't genuinely fall in love (or at least lust), when a human and an elf can.

Here's what I wrote on half-orcs for Fiery Dragon:

Spoiler:
Orc Blood!?

by Claudio Pozas

Let's face it: half-orcs got the short end of the stick when it came to assigning racial traits. All other non-human races get bonuses to skills, weapon proficiencies and more, while our boys get what? Orc Blood? C'mon!

So what follow are not one, but TWO half-orc variants. Half-human orcs (which are half-orcs raised by orcs) and half-orc humans (which are those raised in human society). Enjoy!

Half-Human Orcs

Half-human orcs are orc-human crossbreeds raised by their orcish kin. They suffer from most of the cultural drawbacks of orcs, such as a lack of education, a poor sense of hygiene and a tendency to hate everyone else. Since they're not as strong as full-blooded orcs, half-human orcs must make up for it through sheer cunning and malice, as befits a kill-or-be-killed society.

Half-human orcs generally become the scouts and hunters of orc tribes, since they have keen senses to balance their (relatively) reduced physical prowess. For a half-human orc, chiefdom is virtually unatainable, but they may become advisors and hidden masterminds among the even cruder orcs.

When away from other orcs, half-human orcs usually feel the call of their human side, which manifests usually as a sense of wanderlust or curiosity. But when meeting strangers they tend to show all the usual orc prejudices (specially hatred against elves and dwarves).

Half-Human Orc Racial Traits:

- +2 Strength. -2 Intelligence: Half-human orcs are physically imposing, but have a hard time reasoning.
- Medium: As Medium creatures, half-human orcs get no special bonuses or penalties due to their size.
- Half-human orc base land speed is 30 feet.
- Darkvision: Half-human orcs can see in the dark up to 60 feet.
- +1 racial bonus on Survival and Listen checks.
- +2 racial bonus on Intimidate checks and on level checks to resist intimidation.
- Half-human orcs receive Endurance as a bonus feat.
- -2 penalty to Bluff, Diplomacy and Gather Information checks. Half-human orcs are generally distrusted.
- Weapon Familiarity: A half-human orc treats the orc double-axe as a martial weapon instead of an exotic one.
- Orc Blood: For all special effects that depend on race, a half-human orc counts as an orc.
- Favored Class: Barbarian. A half-human orc heeds the call of its orcish ancestry.

Half-Orc Humans

Half-orc humans are orc-human crossbreeds raised by their human kin. They endure a great deal of prejudice while growing up, and that tends to toughen them up to face the world. At the same time, their faster growth rate ensure that they are larger and stronger than most humans of their age, leading to a sense of personal power. Unless reared by a loving parent, half-orc humans tend to become bullies.

Half-orc humans tend to work where their savage features go unnoticed and their great strength is appreciated, becoming blacksmiths, sailors and hunters. They tend to be either too reserved and wary or too boisterous and imposing. But once one gets past that defense mecanism, the half-orc human shows all the personality ranges of a human, even if a bit short-tempered.

Half-orc humans don't have any special attitude towards elves and dwarves, but are so often treated badly by such individuals that they develop a dislike for them anyway (but mostly geared towards the individual than to the race as a whole).

Half-Human Orc Racial Traits:

- +2 Strength. -2 Intelligence: Half-orc humans are physically imposing, but have a hard time reasoning.
- Medium: As Medium creatures, half-orc humans get no special bonuses or penalties due to their size.
- Half-orc human base land speed is 30 feet.
- Darkvision: Half-orc humans can see in the dark up to 60 feet.
- +1 racial bonus on Listen checks.
- +2 racial bonus on Intimidate checks and on level checks to resist intimidation.
- Half-orc humans receive the Endurance feat as a bonus.
- Orc Blood: For all special effects that depend on race, a half-orc human counts as an orc.
- Favored Class: Any. A half-orc human can heed the call of their wild orcish heart or the adaptability of their human spirit.


graywulfe wrote:

I was just noting that if Use Rope is removed from the game, that its functions will be needed to be folded into other skills. After all what is the DC of an Escape Artist check set by or what is used to set a rope for climbing? Use Rope is the skill for these things. I suppose the simplest solution is to use Escape Artist to set the DC for Escape Artist, and Climb could be used to set a rope for climbing.

Graywulfe

(hey, we have the same avatar! :D )

IMHO, Use Rope's uses could be accomplished through any of these:

- Climb (mountaineers learn how to secure ropes)
- Escape Artist (escapists learn how to knots work)
- Profession (sailor) (sailors learn a bajillion knots)
- Survival (outdoors enthusiats learn a bajillion knots)


Pneumonica wrote:

I disagree with just about everything in this thread, but a few points to be made:

Evanta wrote:

I believe a pet peeve of mine for D&D 3.5, is that players can never keep an accurate count of the modifers in combat with all the buffs / magical effects / racial bonuses etc.

I would suggest to keep the number of stacking named bonuses and things like damage types down.

1. Dmg types
Just 8 will do pls - Holy, Unholy, Fire, Acid, Lightning, Cold, Physical, Force, and re-classify everything else into those types.

Uhm, the only damage types you've excluded are bashing, piercing, and slashing, and axiomatic and anarchic (Law/Chaos). And I want those.

Claudio Pozas wrote:
I'd pare it down to:(snipped by the server)

Firstly, lumping racial bonuses in with all those other bonuses is a guarantee that race will become an irrelevant characteristic after level 6.

Secondly, while I'm with you on the "Divine" bonuses (I've actually seen somebody stack sacred and profane bonuses - it was disgusting), the diversity of modifiers is a useful one. Typically, the reason why a new modifier name is used is so that the bonuses from one source will stack with others but not with itself (take alchemical bonuses for instance). Simply mindlessly declaring that there can be no other forms of modifier limits the system in ways that it should not be limited.

Re: Racial: make them "scale" up with level, or have magical effects increase the racial bonus.

Re: Divine vs. Profane/Sacred: that was precisely my point. You can use a Divine bonus from one source, not two (let alone use Sacred AND Profane... those two should cancel each other out).


Evanta wrote:

I believe a pet peeve of mine for D&D 3.5, is that players can never keep an accurate count of the modifers in combat with all the buffs / magical effects / racial bonuses etc.

I would suggest to keep the number of stacking named bonuses and things like damage types down.

1. Dmg types
Just 8 will do pls - Holy, Unholy, Fire, Acid, Lightning, Cold, Physical, Force, and re-classify everything else into those types.

2. Named Bonuses
- Rather than the she-bang of Enhancement/Magic/Luck/Morale/Sacred/Deflection/Competence/Whatever crap;
- reduce it to just, say, Competence/Magic/Luck. Reclassify everything into those categories. Allows less things to stack, which is good IMO as it allows for better balancing.

3. Racial Modifiers
- Do we really need to keep track of so many racial abilities?
- Can we keep it to, say, 4 abilities max per race? Make them significant, but reduce the number. I really don't think bonuses vs. racial enemies are neccessary, esp. if the characters are a non-martial type anyway.
- Would like to see something clean like
e.g. Dwarf
Bonus 1: +2 CON, +2 WIS -2 DEX
Bonus 2: Darkvision 60'
Bonus 3: Hardy; +2 to all saving throws vs. Magic and Poison
Bonus 4: Can pick 1 dwarf racial feat at lvls 1, 5, 10(which allows proficiencies in axes, etc, dwarf-like things the player actually wants his dwarf to have)

But ya, imo book-keeping must go down if possible. Having less mods flying around would be a good place to start.

I'll add another YES! to the list of modifiers. The current list is:

Alchemical
Armor
Circumstance
Competence
Deflection
Dodge
Enhancement
Inherent
Insight
Luck
Morale
Natural Armor
Profane
Racial
Resitance
Sacred
Shield
Size

I'd pare it down to:
Armor (includes Shield; armor bonus from different items stack... yes, you can wield two shields, if you want)
Circumstance (includes Alchemical; circumstance bonus from different circumstances stack)
Competence (includes Inherent, Insight, Luck, Morale and Racial)
Deflection
Divine (includes Profane and Sacred, and they don't stack)
Dodge
Magic
Natural Armor
Size

Enhancement modifier simply alters an existing bonus.
Resistance depends on the source. It can be Magic, Competence, etc.


Snorter wrote:
Claudio Pozas wrote:
Something along these lines?

Yeah!

Huh, wait, what's that dwarf doing clutching his head?

He's POSSESSED! GRAB HIM! Oh, the humanity! Won't somebody think of the children, etc, etc...

If you'll notice, the halfling "casually" looking at the weapons has a small pot of glue nearby.


KaeYoss wrote:
Claudio Pozas wrote:
KaeYoss wrote:

I know, everyone wants to play art director, but.... Well, no but, I'll give you my idea anyway:

Instead of drawing all those weapons on a simple white background, why not put them all on racks or stands, like in a weapons shop or maybe the playroom of a weapons collector? You could put the names on plaques or simply tags.

Might be just me, but that sounds a lot more classy than the PHB representation.

Something along these lines?

Definetly. Just add the names somehow so peoplw know what they're looking at (that goes for weapons and armour, not the girl's anatomy. ;-))

And, of course, we (and by "we", I mean something that doesn't include me, because I can't paint) need to cover all the weapons and armour this way.

It might take up too much space, anyway, but I'm not sure about that.

Nice picture, by the way! Have you applied yet to be on the PFRPG art crew?

Is there an application thread?

I sent e-mails to the Art Department of Paizo, but got no word from them yet. This was pre-Pathfinder, though.


Level Adjustment: a great idea that sparked unending confusion. What does it add to? What does it modify? Instead of being a flat number to alter other numbers, why not let it work like every other character-building block in the system?

When creating a PC from a level-adjusted race, make it mandatory to add a level of Commoner per point of LA. What will this accomplish?

- Character level = HD

- XP table will remain the same

- Token additions to hp (d4), BAB, saves (all poor) and skills (2)

- Max skill modifier will remain the same

Being the most subpar class in the game, the Commoner will balance out the additional benefits of a LA race.

As an option, you could replace "Commoner" with a new class created specifically for this purpose, making it subpar, but still better than getting nothing.

Opinions? Suggestions?


Level Adjustment: a great idea that sparked unending confusion. What does it add to? What does it modify? Instead of being a flat number to alter other numbers, why not let it work like every other character-building block in the system?

When creating a PC from a level-adjusted race, make it mandatory to add a level of Commoner per point of LA. What will this accomplish?

- Character level = HD

- XP table will remain the same

- Token additions to hp (d4), BAB, saves (all poor) and skills (2)

- Max skill modifier will remain the same

Being the most subpar class in the game, the Commoner will balance out the additional benefits of a LA race.

As an option, you could replace "Commoner" with a new class created specifically for this purpose, making it subpar, but still better than getting nothing.

Opinions? Suggestions?


James Stephens 4 wrote:

okay, I think one of the goals is to make this simpler to understand. add side effects strikes me as making things unreasonably messy. I personally like the idea of +1d6 per two levels, and being a DM I see it as something that is easily understood and a simple fix to a broken ability.

I would like to hear of some people who have play tested this and get their thoughts.

I think adding additional dice instead of a flat number helps prevent massive damage through a critical or class ability. For kicks, I once statted out a Paladin 10/Cavalier 10 who did over 200 points of damage on a charging smite (even more on a crit).


Jubal Breakbottle wrote:

One of the things that I like of d20 Modern was the class bonus to Defense. I've never enjoyed the inherent weakness of AC of lightly armored characters, because Dexterity never really threatens to make the difference with armor and shield.

Is it too radical to introduce a new bonus to Armor Class? It effectively would translate into a standard bonus to AC equal to the character's base Reflex save. Therefore, bards, rangers and rogues can have an equivalent AC to heavily armored clerics, fighters and paladins.

Decipher's Lord of the Rings RPG has a very yoinkable "feat" called Grace of Heroes (or somesuch) that increases the character's "AC" when he's not wearing armor. I think it wouldn't be hard to include "level-based" AC bonuses this way.


Stephen Klauk wrote:

When the Ranger and Paladin get their write-ups, I'd like to ask that the damage for Favored Enemy and Smite be changed to extra d6's for damage (kind of like Sneak Attack). It will bring the Paladin some needed oomph and bring both abilities more in line with sneak attack and other abilities.

As an aside, I'd also like to see Spirited Charge tweaked so it grants an extra d6 to damage (+2d6 with a lance) rather than the doubling/tripling it does now. Doubling/Tripling damage is just too easy to abuse.

I really like this idea, too.

How about something like:

Smite Evil (Su): As part of a melee attack, you may channel holy power to deal more damage to an evil creature (if used against a nonevil creature, the smite is wasted and has no additional effect). You may add your Charisma modifier (minimum +1) to your attack roll. If you hit, you deal +1d6 holy damage per two paladin levels (maximum +10d6 at 20th level). Your attack counts as good-aligned for damage reduction purposes. You may smite evil once per day at 1st level, and an additional time per day at every 4th level (up to six times per day at 20th level). You may only smite evil once per round.

Favored Enemy (Ex): Select one creature type. Against creatures of that type, you gain a +2 bonus to Listen, Search, Spot, Survival and Knowledge (as appropriate to the creature type) checks, and you deal an extra 1d6 points of damage with a successful melee attack, and ranged attacks within point blank.
At levels 5, 10, 15 and 20, you gain an additional favored enemy. In addition, you may choose to increase the bonus against one of your favored enemies (including the one you just selected) by +2 (to skills) and +1d6 (to damage).


I'd love for the Bard, Druid and Ranger to be moved closer thematically. And I'd love to see the Bard draw more spells from the Druid list.

But then again, I remember a time when Rangers used to cast Druid and Magic-User spells... :)


KaeYoss wrote:

I know, everyone wants to play art director, but.... Well, no but, I'll give you my idea anyway:

Instead of drawing all those weapons on a simple white background, why not put them all on racks or stands, like in a weapons shop or maybe the playroom of a weapons collector? You could put the names on plaques or simply tags.

Might be just me, but that sounds a lot more classy than the PHB representation.

Something along these lines?


Plognark wrote:
I like Reynolds work a lot. Using his style and art as the core visual style reference seems like a fabulous idea.

My only concern is Pathfinder and D&D4E (not to mention Eberron) both using Wayne Reynolds as a core artist. I like his work, but that can be a bit much.


AlBeddow wrote:
maliszew wrote:


I agree with this. The Lawful Good and Lawful Good-only paladin has been a staple of D&D since the very first supplement to OD&D in 1975 (yes, yes, it was just Lawful back then, but the point stands). Indeed, the alignment restriction is one of the most iconic elements of the class. To change it is to turn one's back on tradition and I thought part of the point of Pathfinder was to stay true to the 30+ years of accumulated story.

Here's some thoughts:

Overall, while yes I want D&D to stay D&D, holding on to something that (at least to me) was so horribly wrong to begin with just because "it's iconic/always been that way" is just as bad as "change for the sake of change"

That being said, if I may add my thoughts on the "Paladin":
1) Make it so the Paladin is NOT required to be LG. I mean why can't non-LG deities have holy warriors.

IMHO, Paladins shouldn't be forced into being servants of deities. That's for clerics (and the D&D cleric is militant enough for that).

Paladins, in D&D, represent something higher, something better, a greater ideal of behaviour. The Paladin doesn't get his powers from a deity, but from his own righteousness. If he chooses to follow a deity, it will be a deity that reflects his ideals. He won't follow the code because of the deity, he'll follow the deity that spouses the code.


For some reason, I can't see my previous post, and the boards don't register this as a thread I replied to, so I'll re-post it.

Jason Bulmahn wrote:
Tamago wrote:

My biggest paladin problem is that after 6th level, they get no new class abilities. There's no reason to stick with the class after that. <sarcasm>"I can cast Remove Disease one more time per week? Whoop-de-doo!"</sarcasm>

(yes, I know that they get spells, but they're not good enough and Paladins get too few for them to really be useful.)

Given the nice slew of class abilities Paizo is throwing out here, I'm hopeful that this will be addressed. . .

Rest assured, this is a concern that I will be addressing. That said, do you have any suggestions.

Jason Bulmahn
Lead Designer

Since you asked for it, here's what I started doing when I toyed with 3.75ing D&D:

PALADIN

Celestial Cavalier Talent Tree:
Celestial Charger – You gain the service of a celestial spirit that looks like an exceptionally powerful heavy warhorse. Requirement: Any two talents from the Hospitaler or Beacon talent trees.

Celestial Destrier – Your companion grow in power and motes of light around it coalesce into a beautifully forged set of plate barding. Any piece of barding removed disappears instantly. Requirement: Celestial Charger, 7th level.

Unicorn Charger – Your companion becomes a bit slimmer and motes of light on its forehead coalesce into a graceful spiralled horn. Requirement: Celestial Charger, Lay On Hands, Remove Disease.

Winged Charger – Motes of light encircle your companion and coalesce into powerful feathered wings. Requirement: Celestial Charger, 9th level.

Hospitaler Talent Tree:
Lay On Hands – You heal wounds in the thick of battle. You can only heal wounds suffered in the last 10 rounds.

Remove Disease – Ritual. Once per day you can remove a nonmagical disease from a non-evil creature. If you have the Remove Curse talent, you can also remove magical diseases. Requirement: Lay On Hands.

Remove Curse – Ritual. Once per day you can remove a curse or magical from a non-evil creature. Requirement: Lay On Hands.

Beacon Talent Tree:
Aura of Courage –

Aura of Light –

Aura of Protection –

Aura of Life –

Templar Talent Tree:
Smite –

Healing Smite –

Blinding Smite -

As for Alignment, I prefer Paladins to be *Good*. Most Paladins would be LG, and uphold just laws. But a Paladin that lives in an land ruled by Evil can instead be CG.


Doug Bragg 172 wrote:
I think the unorthodoxed fighting is way too powerful. You allow players to pick their most important stat and turn every other stat into a dump stat.

And why is that bad? If a player wants to play an Intelligence-based fighter, he could take 3 feats and use Intelligence as a basis for melee, ranged and AC. He wouldn't need to make class-juggling to play the character he wants, and it'd really help classes with MAD (a Paladin could focus on Charisma, or a Monk could focus on Wisdom).


I was just thinking about this in the Paladin thread over in General Discussion...

Ride-by-Attack, Trample and other maneuvers should be expanded uses of the Ride skill, accessed through the "Mounted Combat" feat. You choose to be trained in Ride, take the Mounted Combat feat, and you gain all those nifty options while riding (like the feats in PHBII that opened up new uses for Balance, Diplomacy and whatnot). If needed, scale up the abilities gained (like saying "At 9th level, you deal triple damage on a mounted charge (quadruple with a lance)").


Quote:

Agile Maneuvers

Your have learned to use your quickness in place of brute
force when performing combat maneuvers.
Benefit: You add your Dexterity bonus to your base
attack bonus and size bonus when determining your
combat maneuver bonus (see the Combat chapter) instead
of your Strength bonus.
Normal: You add your Strength bonus to your base
attack bonus and size bonus when determining your
combat maneuver bonus.

Unorthodox Fighting

Your have learned to use your best qualities in place of brute
force or raw speed when performing combat maneuvers.
Benefit: Choose one ability score. You may apply that score's modifier to melee attack rolls, ranged attack rolls, to your AC (your choice when the feat is taken).
Strength - Your blows connect through sheer power, or you push your opponents out of the way.
Dexterity - You dodge through opponet's defenses and attacks.
Constitution - You won't give up an attack, enduring lesser blows to get into position.
Intelligence - You have memorized thousands of martial stances, and adapt within moments.
Wisdom - You read your opponent's movements and is keenly aware of your surroundings.
Charisma - You feint, bluff, intimidate and generally mislead your opponent into opening up for you attack or into missing you.
Normal: You add your Strength modifier to melee attack rolls, and you add Dexterity modifier to ranged attack rolls and to your AC.

This lets you create a swashbuckler that uses Charisma to attack, or a wizard that uses Intelligence to defend, etc.


Jason Bulmahn wrote:


Golem101... You are on to something here. An option would be to add feats that allowed you to take these sorts of actions (or something similar). Lets say take a look at the following possibility...

Powerful Strike (combat)
You can sacrifice additional attacks for added damage.
Prerequisites: Power Attack, base attack bonus +11
Benefits: When performing a full-attack action, you can sacrifice one of attack to add your Strength modifier on all melee damage rolls this round. You can sacrifice two attacks to add twice your Strength modifer on all melee damage rolls this round. This bonus damage stacks with the normal Strength modifier added to your damage rolls.

You could add a similar feat that allowed you extra movement or other benefits (such as added AC) for sacrificing these less than optimal attacks as well.

Thoughts?

Jason Bulmahn
Lead Designer

That's a neat idea, but I'd rather see it done as Combat Options more than feats. Or maybe have the actual iterative attacks be the feats (it certainly takes more training to swing a sword effectively three times in a 6-second span than to swing it once with extra force).

Maybe, under Full-Round action:

Full-attack: you can perform extra attacks, at lower accuracy.
Running Attack: you can move your speed and attack. You gain a bonus to your speed equal to your BAB-1 (round down to the nearest multiple of 5; so +5 feet at BAB +6, +10 feet at BAB +11, up to +15 at BAB +16).
Devastating Attack: you swing your weapon with extra strength. Make a single attack. If your base attack is at least +6, add twice your Strength modifier to damage. If it is at least +11, add three times your Strength modifier. If it is at least +16, add four times your Strength modifier.


Jason Bulmahn wrote:
Tamago wrote:

My biggest paladin problem is that after 6th level, they get no new class abilities. There's no reason to stick with the class after that. <sarcasm>"I can cast Remove Disease one more time per week? Whoop-de-doo!"</sarcasm>

(yes, I know that they get spells, but they're not good enough and Paladins get too few for them to really be useful.)

Given the nice slew of class abilities Paizo is throwing out here, I'm hopeful that this will be addressed. . .

Rest assured, this is a concern that I will be addressing. That said, do you have any suggestions.

Jason Bulmahn
Lead Designer

Since you asked for it, here's what I started doing when I toyed with 3.75ing D&D:

PALADIN

Celestial Cavalier Talent Tree:
Celestial Charger – You gain the service of a celestial spirit that looks like an exceptionally powerful heavy warhorse. Requirement: Any two talents from the Hospitaler or Beacon talent trees.

Celestial Destrier – Your companion grow in power and motes of light around it coalesce into a beautifully forged set of plate barding. Any piece of barding removed disappears instantly. Requirement: Celestial Charger, 7th level.

Unicorn Charger – Your companion becomes a bit slimmer and motes of light on its forehead coalesce into a graceful spiralled horn. Requirement: Celestial Charger, Lay On Hands, Remove Disease.

Winged Charger – Motes of light encircle your companion and coalesce into powerful feathered wings. Requirement: Celestial Charger, 9th level.

Hospitaler Talent Tree:
Lay On Hands – You heal wounds in the thick of battle. You can only heal wounds suffered in the last 10 rounds.

Remove Disease – Ritual. Once per day you can remove a nonmagical disease from a non-evil creature. If you have the Remove Curse talent, you can also remove magical diseases. Requirement: Lay On Hands.

Remove Curse – Ritual. Once per day you can remove a curse or magical from a non-evil creature. Requirement: Lay On Hands.

Beacon Talent Tree:
Aura of Courage –

Aura of Light –

Aura of Protection –

Aura of Life –

Templar Talent Tree:
Smite –

Healing Smite –

Blinding Smite -

As for Alignment, I prefer Paladins to be *Good*. Most Paladins would be LG, and uphold just laws. But a Paladin that lives in an land ruled by Evil can instead be CG.


Troy Taylor wrote:
Claudio Pozas wrote:
Author or co-author of Fiery Dragon's BattleBox, rules bits of Counter Collection 2, 3, Summoned Creatures, Undead and Counter Pack 3: Eldritch Horrors & Occult Investigators. Article published in Dragon 273.
The BattleBox is really an inspired gaming accessory. You should be very proud of that contribution.

I truly am. Thanks for the mention!


Frank Trollman wrote:
Remember that D&D operates on an exponential power system. That is, characters two levels higher are supposed to face challenges that are literally twice as large. As such the game hands out Cohorts at level - 2 and Apprentices at Level - 4 and doesn't even blink. If you're getting power at level divided by 2, you are falling farther and farther behind the curve. In four levels you are your own cohort. In eight levels you are your own apprentice. In 10 levels you seriously don't even have an ability that is even worth writing on your character sheet.

I know, but it's still better to get 5 spellcasting levels out of your 15 levels of fighter than none at all, right? It'd be like spreading the feat Practiced Spellcaster (Complete Divine) throughout the class levels.

Plus, if you're a cleric 10/wizard 10, your Magic Rating would still be 20, just like a Wizard 20 or Cleric 20, so no need for a Mystic Theurge.


RSM wrote:

What about splicing in the NeverWinter Nights feat: Dedicated Spellcaster.

I'll have to look up the prerequisite later, but it allowed the character the spell progression of their magic using class while multiclassing. I've tried it with a psion, and it doesn't seem to unbalance anything, and a cleric gave it shot for a quick playtest, and it didn't seem to harm anything.

Can't say I'm familiar with that feat.

But I was thinking... what if races gave a one-time boost to the Magic Rating? Elves and Gnomes could give, say, +1, whereas Dwarves and Half-orcs would give +0, or even -1 (minimum 1). So an Elf Fighter 1/Wizard 1 would still have an MR of 3, while a Dwarf wizard 3 has a MR of 2.

Just thinking this stuff up on the fly.


So it has been said before that spellcasters multiclassing in 3.x are screwed royally. So what about adding a "Magic Rating" to all classes?

Wizards, Cleric, Druids, Sorcerers, Bards => MR = class level

Paladins, Rangers, Monks => MR = 1/2 class level

Fighter, Barbarians, Rogues => MR = 1/3 class level

No matter how high the MR, the character can't cast spells unless he has levels in a class with the "spells" ability listed. MR cannot be higher than character level.

... or something to that effect.


Author or co-author of Fiery Dragon's BattleBox, rules bits of Counter Collection 2, 3, Summoned Creatures, Undead and Counter Pack 3: Eldritch Horrors & Occult Investigators. Article published in Dragon 273.

I like the rules, but I think the classes could be made closer to each other in terms of structure (based on the structure of the Rogue Talents).


Kruelaid wrote:
I'm with Fatey as long as it allows people to fly normally without making rolls. I don't see why a creature that is native to the air needs to use the skill though. Dolphins don't need to make a swim roll, and I've never seen a bird blow his fly roll.

Then you don't see many birds closely. Just by tuning in on Animal Planet, you can see those "Funniest Videos" thing and witness birds missing land spots, crashing into tree limbs during windy days and whatnot.

And dolphins have to make Swim checks to avoid hazards.


Stephen Klauk wrote:

Another question - would being on a broom of flying or carpet of flying be a Ride check or a Fly check?

I'm seeing some of the logic behind having this skill, but I still think the Fly spell and its kin still need to be tackled, as well as the base flying rules being simplified. Swim movement isn't nearly as complex as the base flight rules - I think the flight rules should be no more complicated than the swim rules, myself.

As an aside, it does also bring up the question of "what about burrow?" as it is a sort of "swimming through land". It isn't a skill you'd likely see in PC hands, but there's a few creatures that use the movement type. What it would do would be beyond me. But, if there isn't going to be a special skill for burrowing (and the mighty danger it has is collapse of the "tunnel" the creature is in), do we really need a special skill for fly?

We may not have a skill for "Walking", but we certainly have skills for "walking special maneuvers" (Balance, Jump, Tumble). We have a skill for "aquatic special maneuvers" (Swim). As for "burrow", it is a matter of breaking through the earth (damaging it to open a tunnel), then use a skill for "underground special maneuvers" (Escape Artist).

My point is, whenever there's a special obstacle to be overcome, we have a skill to do it. It stands to reason that flying, with wind, updrafts, thermals and gravity, warrants the same treatment.


Geron Raveneye wrote:

Oh, you're welcome...I simply like your illustrations. If you don't mind, I'll simply pimp it a little by linking your line-ups as comparisons. :)

Male Line-Up

Female Line-up

I'll have to mention that those weren't meant originally as a line-up, but were assembled from separate pictures, which is why some of the feet don't actually match.

Here are a couple of pictures I did for Tunnels & Trolls:

Specialists

Warriors

Wizards


Geron Raveneye wrote:

So basically, I'd petition for a different line-up in the racial chapter. I know Lockwood is probably not available, but I would point to his line-up in the PHB as a comparison. Or Claudio Pozas' alternative line-up. Something along those lines would say "D&D fantasy races" without asking to be called "donkey-ear elf".

Thoughts?

Hey, thanks for the mention!

I think the racial description should reflect the racial statistics. As such, that elf is far too Herculean for a -2 Con race.

That being said, i'd love to take a stab at them.

Jason? Sean? Erik? :D


Jason Bulmahn wrote:

Ah yes... the Fly skill.

So, it occurred to us very early on in the process that it was odd that Climb and Swim both had a skill check, due to their chance of failure and harm, but Flying, which is perhaps even more perilous, did not. Instead, fly has an odd subsystem that works on its own mechanic. This led to a number of corner case problems as well, such as tripping a flying creature, or grappling a flying creature. There are no rules for determining how to bring down a flyer.

This made the Fly skill an obvious choice from that angle. I realize that it is not a very useful skill for PCs, since they do not generally have the ability. That said, I still feel that it has a place in the game.

Of course, I am open to your thoughts and ideas. Keep em coming.

Jason Bulmahn
Lead Designer

I love the Fly skill. Been thinking of something like this for a long while. If there wasn't a Fly skill, I'd say use Acrobatics for maneuvering.

I think creatures with an innate Fly speed should get it as a bonus Trained skill.

Creatures that fly with no wings should get a bonus.