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RPG Superstar 6 Season Star Voter. Organized Play Member. 82 posts. No reviews. No lists. No wishlists.



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Just starting a new campaign and decided to allow firearms. I just realized there is little you can do against them, magically or otherwise. So maybe wizards came up with this?

Bulletproof
Aura strong abjuration; CL 3th; Weight —; Price +1 bonus
DESCRIPTION
This suit of armor or shield adds its AC bonus to its wearer’s AC vs touch against firearm attacks.
CONSTRUCTION REQUIREMENTS
Craft Magic Arms and Armor, bullet shield; Cost +1 bonus

What do you think?

Dark Archive Star Voter Season 6

I'm getting that message after clicking on the "I agree" button. Is anyone else having this issue?

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Characters don’t gain skill ranks neither at character creation nor when they level up. Skill rank prerequisites for feats, prestige classes and other character options are replaced by character level.

I haven't actually tested it yet but I plan to, what are your initial thoughts on this crazy idea?

EDIT: I would still keep the +3 bonus to class skills (only, it would apply to all class skills because there are no skill ranks)

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Looking at the extensive list of archetypes that already exist, the biggest challenge I've encountered is thinking of one that hasn't been covered yet.

How do you guys deal with that? Any advice would be great.

Dark Archive Star Voter Season 6

I have seen items repeat more than once, yet not mine. Maybe I'm just paranoid, but knowing would help.

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It bugs me that 90% of the feats are under 1 category (General) which gives a hard time when you're looking for a feat (especially new players). So I've reordered feats in a table divided by more feat categories.

I've also condensed redundant feats whose only purpose is improving another feat's effect so that they take up less space (in table and descrption).

Take a look and give me your opinion: Simplified Feats.

Dark Archive Star Voter Season 6

I've read people from many countries unite their forces in the quest for RPG Superstardom. And that's not unexpected given the global scope of this amazing contest.

So if you are participating, tell us where you're from. Maybe we can get an idea of how many people of what countries are in.

Myself, I am from Costa Rica.

So, where are you from?

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(sorry if this is in the wrong section)

I have been playtesting Pathfinder RPG and I have noticed how many character classes offer more options now. Such as the barbarian, a very stiff class in 3.5, now has a lot of character options with rage powers.

This is very important. Something that many people has complained about 3rd edition D&D is that two characters of the same class are mechanically the same. These options make characters different from each other and give the player a chance to choose his/her character's abilities.

However, there are some classes in Pathfinder RPG that still don't have options. It'd be a huge thing to incorporate this concept in them too. I am talking about this litte guys:

-Bard
-Druid
-Monk
-Paladin

In general, these character classes don't offer so many options as the other classes. They're still stiffy. I don't bring a lot of suggestions, but I know a lot of people can come up with very good ideas on how to include options for this classes instead of fixed abilities.

For example, I think a good option would be adding more songs to the Bard's repertoire, so that the player can choose what songs (or dances, or jokes) to learn, in lieu of the ability to cast spells.

Druids have more options than in 3.5, since they can now choose a nature bond. But still I feel it stiff compared to wizards/sorcerers and clerics, who have choices over their powers by choosing domains/specializations/bloodlines.

Monks could have different fighting styles to choose from.

Paladins, I'm not sure, but they certainly need more versatility.

That's it what do you think of this? Any better ideas to make these classes more versatile?

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Please let me say first that the 2nd Alpha Release is awesome! Pathfinder is approaching D&D perfection.

I strongly disagree on the way Raise Dead works now in regards to level loss. As I understand from the document, since it's possible after a raise dead all parties now will follow up with a restoration spell to eliminate the negative level.

I like the 2 Constitution points loss though, I suggest that as the straightforward consequence to raise dead instead of level loss, regardless of the level of the individual being resurrected. This Constitution loss should not be healed by Restoration or any other spell for that matter.

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What do you think the Chormatic Dragon's position is in regards to the Age of Worms?
Is she still an enemy to Dragotha? What about Kyuss? Whose side is she on?

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I got the PDF. Studied it. I must say I like it, and I like it very much. This said, there are some things that can make this system even better. Here's what I like, what I don't like, and my suggestions to change it.

What I Like:
Illustrations and Design: These kick ass! Everyone knows Paizo Illustrators and Designers are the top!

Arcane Bond: This is a big one. I've been looking for something like this in D&D for a long time.

Domain/School Powers: These are great, they make the spellcasting characters interesting at every level.

CMB: Simplifies things? Sign me up!

Core class abilities at higher levels: Makes interesting playing whatever core class to its end.

Classes: I like the Fighter now. I love the Rogue even more. These classes make sense.

Feats: The combat feats are cool.

Grouping skills: So obvious! I thought they would do this back in 3.5 but they didn't.

What Could Be Better:

Favored Class: I know many people share my opinion. This should be merely a fluffy suggestion, not a mechanical thing, especially having anything to do with HP.

Races perception bonuses: Again, many people think the same. These should be flat bonuses. Environment-dependent at the most.

Hatred and conditional bonuses: Unnecessary. Racial feats with way cooler abilities and bonuses can be made instead, if anything. Turn into fluff.

Sneak Attack: OK, so sneaks can be used against undead. Critical hits too? Makes sense. Nothing really against this one. But we should include critical hits in the list of things that affect "weak spots" and not vital organs.

Starting HP: I would go for the flat +6 HP at first level.

Bookkeeping: A lot of abilities means a lot of bookkeeping at high levels. No really good suggestion for this one. If anyone can come with a solution that'd be awesome.

Turn Undead: It should NOT heal! Otherwise it has a wrong name. I would strongly suggest to remove the healing propriety of turning undead. It might not be used in every adventure, but a cleric has a lot other resources as well (Domain Powers, Spells, Melee, etc). I liked the simplification for it though, so I'd say leave it as in the book but remove the healing effect.

Too high AC /Attacks vs Monsters: I don't have a solution for this one either. As D&D is today, characters of high levels especially have a lot higher AC and Attack bonus than most monsters. The Weapon and Armor Training given to the fighter class worries me. This would have to be playtested to be sure, but my guess is unhittable fighters.

Knowledge (arcana): It should not encompass all monsters. I like the way monster lore is handled in 3.5. It should stay that way.

Flying Skill: Erase this. I know this was a "natural 1" on the book but you can always do a Psychic Reformation.

Skill Checks

This requires more elaboration. You either are a master in a skill or you can't do it altogether. I don't like the concept. I propose a more flexible yet simpler than 3.5 version of the skills system.

Each skill has three 3 ranks. The first rank costs 1 skill point, the second rank costs 2 skill points and the third rank costs 3 skill points.
A skill with 1 rank has a skill modifier of 2 + your ability modifier.
A skill with 2 ranks has a skill modifier of (3 + your level)/2 + your ability modifier.
A skill with 3 ranks has a skill modifier of 3 + your level + your ability modifier.

The maximum number of ranks for a cross-class skill is 2.

At first level, characters earn the number of skill points according to their class plus Int x 3. Thus a barbarian would start with (4 + Int) x 3 skill points.
Additionally, a character gains the number of skill points given by its class every 4 levels . Thus a barbarian would earn 4 + Int skill points every 4 levels.

Comparing this system to the standard 3.5 one, characters will have less maxed skills at lower levels (but consider that many skills are now grouped, and that evens it out somehow) and there is more flexibility at higher levels (you can have a larger number of skills with less ranks)

Linguistics would grant 1 additional language in the first rank, 2 additional languages in the second rank and 3 additional languages in the third rank (for a total of 6 languages granted by the skill in addition to its other uses.)

Flexibility is a good thing to have in the skills section. The more different a character can be from another, the better.

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At the end of Library of Last Resort the PCs when to Alhaster to create some magic items and....DESTROY THE ZIGGURAT!

I haven't read Dawn of a New Age yet but as far as I know this ziggurat being complete is necessary for the last adventure.

You think there's a way to run Dawn of a New Age after this event? Any ideas?

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In Spire of Long Shadows, one of the prophecies speaks of several major artifacts surfacing the earth:

-Black Blade of Aknar Ratalla
-Tome of the Black Heart
-Obsidian Eye
-Dread Forge
-Bindings of Erivatius

and, of course, the Rod of Seven Parts.

Now, regarding the first 5 artifacts, I suppose they are references to previous Dungeon Adventures, but I haven't been able to find what they do or what they are.

Can anyone give a rough description for some of these?

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The +1 unholy dagger in Zyrxog's lair. According to the adventure, it brings an ill fate upon the bearer (DM's Choice). So, what have you chosen? or any nice any ideas of what the curse could be?

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You heard it. One of my players suddenly decided to take a level in the above mentioned PrC after beating Zyrxog. I dont think there will be any more mind flayers in AoW, right?

Any suggestion to avoid this character's new and future class abilities are completely useless in AoW and therefore ruin his fun?