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breithauptclan wrote:
Depending on the setting, it may also be possible to re-lore the society. Make it so that raising undead is not necessarily evil. Sort of like how our own society allows us to desecrate corpses in the pursuit of scientific knowledge as long as certain conditions are met.

You could easily argue that using undead is akin to using unmanned drones to avoid casualties - perhaps people could volunteer to a sort of undead milia post mortem rather than having to serve in their prime and risk a premature death?

Perhaps its more of Lawful-Evil, but I could even imagine people selling the right be raised post-death or relatives being paid for being allowed to raise their deceased next of kin. Such contracts could even be time limited, sort of a reverse life-insurance - where if you expect to stay alive for next 25years whats the downside of collecting some gold for some guy wanting the right to raise your cadaver for a period of no longer than 10 years with an expiration period in 25years.


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VestOfHolding wrote:


Blank 12
Dwarf 16
Elf 47
Gnome 25
Goblin 35
Half-Elf 30
Halfling 12
Half-Orc 20
Hobgoblin 2
Human 109
Leshy 7
Lizardfolk 5

In relation to this I thought it would be interesting to see which Heritage and Class comboes seem to be most popular, (excl. non-core Ancestries and classes)

TOP 2 ANCESTRY PER CLASS
Count Ancestry Class Count
16 Dwarf: Druid 4
Champion 4

47 Elf: Rogue 12
Wizard 10

25 Gnome: Cleric 6
Wizard 5

35 Goblin: Sorcerer 5
Alchemist 5

32 Half-Elf: Rogue 8
Wizard 5

13 Halfling: Wizard 4
Druid 2
Rogue 2

19 Half-Orc: Barbarian 4
Fighter 4
Champion 4

112 Human: Wizard 17
Fighter 17

So half of Dwarfs are Clerics or Druids and almost half of Elves are Rogues or Wizards


this is pretty cool thanks :)


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Any thoughts on WHY casters generally tend to score lower on the Enjoyment factor - is it just a matter of power?

From my own meagre experience I do think that Martials in general has perhaps also seen the biggest improvement in terms of decisionmaking during play of how to interact with the new 3action-round while Casters with most spells being fixed at 2 actions have less decisions, sure they can do a shield cantrip, move, aid or try intimidation etc. but I wish more spells interacted witht the 3-action round perhaps with more spells having been eligible for application of a greater variaty of metamagic feats or more spells had scaling effects depending on action-investment.


very nice initiative, would it make sense to ask if people mostly played low-level, low-mid level etc. as the power balance between casters and martials obviously depend a lot on the level played at.


Healing people back up from Dying seems way too easy ... atleast in PF1 they would go to negative HP and it would take more healing to get them up.

I would suggest reducing healing effect by half if healing someone with the dying condition, to make it less attractive for PCs to bounce around on the 0 HP thresshold.

In PF1 if you hovering around 0 HP you were at serious risk of being one-shotted by a powerful attack, that just doesnt seem possible anymore ... so its now almost impossible to die, even before considering hero points!

(I guess I just like grim and dark ... I should probably play wfrp instead or some such...)


Without having played the ranger yet, it seems to me that the current rules encourage a low level ranger to use his companion mainly as a damage sink and flanking partner, while he himself gets in position to strike atleast 2-3 times from his dual attacks. I do agree though that particularly in a fluent battle the ranger looks to be action starved - It probably needs a boost, I suggest something like this:
a) change Hunt Target to a free action b) give or create a feat to give, all animal companions minimum 1 action each turn. (in which case control just gives +1). c) create a ranger feat that once per round allows the ranger to use HT or Control as a free action (my favorite suggestion!)


I was thinking about doing a simular post, since I do feel some domains are just much weaker than others - ofcause perhaps not everything should be balenced from a PC perspective ...but then again. However I do not agree with ALL you write, so here is my thoughts:

Vylatka wrote:


MAGIC Domain - sure the initial power is only good with concentration spells, so kinda weak. However, I do feel the second "Mystic beacon" is actually quite powerful - remember it boosts by a SPELL level not caster level so it often translates into +2d not just 1. Only thing kinda messed up here is that the spells you get from the domain, doesnt really benefit at all from being heightened themselves - sure magic missile is great, but it takes 3 actions to cast properly.

DESTRUCTIVE CRY - seems to me like an example of some powers just scaling differently than others, at low level sure it sucks - at medium level is it that bad? Adding 5-10 pts of damage as an action you have avaliable if you dont think you would be able to hit with a followup attack and its a guaranteed success since you only use it AFTER the attack. Comparing it to Weapon Surge, which is great at low level - but sucks at higher levels ... here your poweruse is wasted if you dont hit!

At another note, I just came across ´Tempest Surge´ is it just me or is that in a WAY higher power league? Its ranged, its NOT an attack so you can follow up with a melee strike without penalty and it scales by d10 per level its hightened! and druids get to use it as a reaction!?


We created our lvl 1 party and had couple discussions, feedback in no particular order:

0. We really liked the general flow of building characters and backgrounds :) though few seem very niche but I guess many more will be forthcoming.

1. It would be nice to have another feat to flesh out your character at lvl 1 - perhaps tie them into backgrounds so they give 2 feats of 3 choices?

2. Buying/nitpicking equipment like backpack, waterskin, chalk etc takes a long time and almost requires a spreadsheet. Please include some basic kits that can be mixed and matched - I mean we dont buy each thief tool individually.

3. please spell out for all multi-attacks such as monk flurry of blows counts as 1 or 2 attacks for impairing multi-attack penalty to further attacks??

4. Bulk seems to pretty inconsequential ... if we understand it correctly even a character with STR 10 seems ot be able to carry heavy armour etc?!

5. Like the noisy / clumsy characteristics of armours!

6. Travel clothes has a spelled out bonus, but not fine clothing?

7. shouldnt it be an option to resist Trip with Athletics skill?

8. Whats the point of d4 weapons? Perhaps have a quick-draw quality for "sidearms" such as daggers (1h swords?)


I completely agree with all the above points.


Yeah I agree - that has also been my suggestion to our DM ;)


Having just picked up the mantle of a half-orc Paladin-redeemer I discovered what I think is kinda funny.

The redeemer is trying to not slay evil (characters) as much as make them see the wrongness of their ways and turn them into good happy citizens :)

To this end, the redeemer has a modified version of Smite Evil called Mercifull Smite - with this the redeer can choose to inflict non-leathel damage on a smite ... The FUN part comes when you then combine this with thefact that the redeemer does not have Detect Evil so:

...The redeemer sees what appears to be an evil doer - faces them and declares 'Merciful Smite' ... if the person is actually evil he takes non-lethal damage ...if he is NOT evil he takes lethal!

Or in the words from Black Adder where the Witch Sniffer tells of the method of deciding guilty or not guilty:

..."The accused head is placed on a choping block with an axe aimed at it. If the axe bounces off, the accused is guilty and is burnt at the stake."...

LOL