Search Posts
Hello everyone and all the strolling trolls out there! I have a question for you all. I always interpreted the wild shape ability of the Animal Shaman archetypes as a "modification/augmentation" that took effect at 6th level. This would mean that an Animal shaman would get wild shape at 4th and 5th level as per a normal druid and at 6th level you would specialize in poly-morphing into a particular animal type at the expense of other forms. Recently i heard another interpretation that has the animals shamans not getting wild shape at all until 6th level. I am not convinced this is supported by the RAW. Am i missing something? What are those of you who have these in your games doing for the WS ability? The exact wording of the Su is below: Wild Shape (Su): At 6th level, a bear shaman’s wild shape
Thanks in advance!
How are people interpreting the prereqs for the style feats. Let us take, for example, Crane style feat that states: Prerequisites: Dodge, Improved unarmed strike, base attack +2 or monk level 1st. Now i read this as, in order to qualify for the feat, you must have either; dodge, improved unarmed strike, base attack of +2 or a monk level meaning if you have any one of the following you can qualify for the feat. Another interpretation: You need to have dodge, improved unarmed strike and BAB +2 or just 1 level in monk (not grammatically supported IMO) Yet another interpretation: You will always need dodge, improved unarmed strike and either BAB or a monk lvl (so basically a monk would need dodge first before qualifying for this feat). Any thoughts and even better an official ruling that i have clearly missed? Thanks!
After posting the thread about designing chases i thought i would post my rules on mass combat that i am designing and see what you all thought. Think of this system as melding individuals into a swarm that do automatic damage. This system involves a bit of upfront work on the part of the GM as they will need to calculate attacks/exchanges between all potential combat units and even PCs. PCs can also attack the swarm/unit but can only do as much damage as an individual contributes to the unit's HP. Also after mass combat has ended you can take the damage sustained to the unit and kill off a number of individuals equal to the number that would contribute that number of hit points. Mass combat system basics:
*All or nothing: For a group to be considered a "unit", they must be similarly equipped with the same arrangements of feats, hps, AC etc as this will really simplify the math (yes there is a fair amount of math involved here). *Unit stats:
Attack: (Calculated as follows using the bestiary stats, do not round)
The above calculation is done for the main attack and recorded. It is then repeated for multiple attacks and can be done for specific circumstances like a charge or if the unit is under the effects of bardic music etc. This can become as complicated as you want it to be but i prefer to have at least stats for attacks against each potential defendant on the battlefield for a standard attack, charge and full attack. note: Attackers crit range value depends on the specific weapon used and is calculated as follows: long swords crit range value = 2 because both 19 and 20 represent potential crits, A rapier would be 3 (18, 19 and 20 are crit threats) and unarmed strikes would be 1)
Units can do the following in a round:
I have more rules for formations etc. but i think i have made this far too complicated for this forum already so i will just touch on a few points and end lol...
Anyways thanks for reading!
Recently, i ran a Darksun Mod and wanted to include chases to add depth to parts of the adventure that otherwise would have been lacking. I used the template presented in the GMG but expanded/clarified a bit and wanted to share some ideas to flesh out chases. What chases are to me: Chases are not only a way to spur excitement and get the PCs from Point A to Point B, they are also a way to let more "skill-based" classes shine. As such, i am always looking for ways to introduce more obscure skill checks as an option for players who happen to have that skill. "Chases" are any series of events that require "non-combat" options like skill checks to overcome obstacles usually in a set amount of time. This would include: chasing an enemy, fleeing from an enemy or natural disaster, opposed skill check events etc. Designing a chase: Like the chases presented in the GMG, i use boxes to denote an option that the PCs can take. Chases are divided into Sequences that describe what is going on for that phase of the chase and the options boxes available to the PCs as seen below. Below is just the first two sequences of 5 of the first chase i exposed my PCs to and involves the PCs running after a thief who stole water from an older elven woman while the PCs were battling a group of ruffians attempting to use intimidation to cut in where the PCs were in line for water. Sequence 1: The chase is on...
Sequence 2: Which way did he go?
Components
Option boxes: contains a description and skill name needed to pass through the box and continue the chase. Note that the DC are normally hidden from the PCs and the DCs within boxes of the same sequence are usually within 5 of each other. Boxes can contain descriptions like "Run", "Stand still" or "Do nothing" and do not require a roll. In this case generally it means the PC who chose that path must spend a "round" for each option box labeled as such within a sequence before progressing, although they may at any point use a round to make a check if they desire to move faster. Success/passing the DC of a box means progression in the chase and potentiality onto another sequence. Failure generally keeps the PC from progressing and can result in damage (ex. falling) but does not usually result in "backward" progression. The PC generally stays where they are and can try again next round. Rounds: PCs can move one box in a round, either forward or in some cases backwards. The DM will set a countdown die (Or multiple dies) representing a number of rounds before something happens (usually bad like a sandstorm reaches the PCs location, a thief slips away into an impossible maze of tunnels or a horde of zombies catch up to the PCs). Each round reduces the die by 1 until the event happens or the PCs hit some milestone and are successful. Each PC is considered to be on its own during a chase. This means if a PC makes its check and advances, he cannot help the following PCs to get to his spot in the same round. There is an option PCs have to convert some boxes into "run" boxes if they sacrifices a round to "guide" their friends, but again they can only guide after they declare they will "guide" and only as long as they sacrifices a round to do so. This ruling came into place because i see the chase round as slightly longer than the standard round and as people get excited and are involved in the chase they do not necessarily keep tabs on each other. PCs can also go backwards during a chase. I have seen this when the PCs wanted to go back for some friends who could not Pass an option box and where stuck while a horde of zombies approached. This is simply done by choosing the boxes that the would progress the PC to the desired box and pass all necessary skill checks. Note that failure results in a failure to progress. Spells: As spells can have huge effects on bypassing sequences i have a simple rule that is universal to both PCs and NPCs/monster... any spell that can reasonably be used to advance the PCs or hinder a foe/event only results in the movement of one model one option box. No matter the level of the spell... So casting teleport will only allow a wizard to progress one box in a chase. Although this seems very unfair, the idea is not to have spellcasters simply bypass a chase and generally means a spellcaster will save their spells and use them when they can get their full effect (anytime outside a chase like right when the chase ends). #Fails: This part is included for every sequence and is the number of failures that can be accrued before something happens. This can be that simply enough time and effort results in automatic progression, or can result in being taken out of a chase or worse. Special notes: The Run feat also allows anyone who has it to combine all "Run" boxes within a sequence into one box.
Hello All,
Introduction: Welcome to the desolate world of Athas, the Dark Sun campaign world. Most of you reading this are familiar with the setting, but for those who are not, Athas is a dying, desert world that has seen many wars over its long, but largely forgotten history. Entire races, common in other settings are all but a distant memory in the minds of the people of Athas. Gnomes, Trolls, Orcs, Ogres and Kobalds are notable examples of species that have been wiped from the face of Athas, although traveler from other planes or solitary hidden tribes may be found in the deep reaches of the waste. Of the races that remain, many are not the cookie cutter variety that you would find on other worlds. Halflings are savage cannibalistic hunters, elves are nomadic raiders and traders and Dwarves are bald... Three other races are commonly found throughout Athas and their stats are detailed below: The half human half dwarven slave race of the Muls, the insectoid hunter race of the Thri-Kreen and the massively built and emotionally unstable Half-giants.
New Rules
Mul Racial Traits
Thri-Kreen Racial Traits
Half-Giant Racial Traits
Classes
All arcane classes exist and NPCs can be defilers. This option is not available to PCs in my game. Defilers gain the following:
Templars are either Inquisitors or Oracles with the Battle Mystery. Spells that create water have their spell level increased by 2. Create water is now a 2nd level spell. Paladins are now totally changed in concept and are no longer the “paladins” of other game settings. In Dark Sun they are a class of Gladiators with two variants; Hero's and Tyrants (Paladins and Anti-paladins respectively) that Draw their power from the roar of the crowds and their reputations in the Ring which provides them class benefits (regardless of being in the Ring or not.
I allow Psionics in my campaign. All material presented in the 3.5 EPH (Expanded Psionics Handbook) are allowed (races aside). I do not allow material from the Complete Psionics Book. The only difference is that the skills are all adjusted to Pathfinder and Hit dice will be increased one step. The thought process with this decision is that psionics in 3.5 were overpowered when compared with the other core classes. Since all classes got a boost in Pathfinder, in theory these classes should be more balanced now (if slightly underpowered). I use the Psionics-magic transparency rule. Due to Athas' inhospitable nature the DC for the Survival check to “Get along in the wild” is increased to 15 base and providing for additional characters is done for one person for every 3 points that you succeed your check. As water is so scarce, even to simply drink, swim is no longer a class skill for any class.
Weapons
Light Blade: H (Hardness) 7, HP (Hit Points) 1, Brutal 1
Bone/Horn/Chitin Spikes: H 6, HP 9/inch Special: 3Wicked, 4Awkward 3Wicked: Wicked weapons gain a bonus on damage rolls equal to the Wicked rating. Ammunition, light and one-handed melee weapons generally receive Wicked 1 and Two handed weapons receive Wicked 2. This damage is not multiplied on a successful critical hit.
Starvation and Thirst
A character can go without water for 1 day plus a number of hours equal to his Constitution score. After this time, the character must make a Constitution check each hour (DC 10, +1 for each previous check) or take 1d6 points of nonlethal damage. A character can go without food for 3 days, in growing discomfort. After this time, the character must make a Constitution check each day (DC 10, +1 for each previous check) or take 1d6 points of nonlethal damage. Characters who have taken nonlethal damage from lack of food or water are fatigued. Nonlethal damage from thirst or starvation cannot be recovered until the character gets food or water, as needed—not even magic that restores hit points heals this damage. Tyr
Hello all,
Second question, which at first seems stupid but has been bothering me and that is; For abilities like the "challenge" and the bards "bardic Performance" ability, both have similar wording for the bonus to damage and the # of rounds a bard can use "bardic performance" respectively. Technically both are worded to say that they increase as they gain in levels, but one could easily read it to say that it is referring to the character's level and not the class level in their respective class. For the bard for example it reads "At each level after 1st a bard can use bardic performance for 2 additional rounds per day." So if a bard multiclasses, would he still get 2 more rounds of bardic performance even from other levels (understanding nothing else would increase related to that performance)? For the cavalier, it could be interpreted similarly (ie. the damage increases with character level not class level). I understand that under the multiclassing paragraph in the core rulebook it says that class abilities are usually specific to the class level as far as progression, but then again it does also say "most" meaning not all. Other abilities under different classes are usually worded differently and specifically include the "class level" clause. Please advise.
Hello all! I just wanted to share my idea I implemented in my last group and seemed to work well so i thought i would share it with the Pathfinder community for peer review. This alternate build helps address what has been brought up multiple times on the forum and might help some of you in your games, or be horribly flawed. Either way here goes...: 1. Get rid of SLA monster summoning.
Anyways that it. Kinda simple really. Thoughts?
Hello all! I had a quick question as to whether other DMs allow their players to swap out feats in the event of casting a summon monster spell. This came up a few games ago and i did not have any problem with this at the time as the player was willing to put in the time to prepare his summoned monsters for the game to make his turn go faster and it seemed logical that you would be able to summon monsters that might not be cookie cutter versions of the species (making sure they keep bonus feats and qualify for the feats of course). Has anyone seen any rulings about this, I've looked everywhere and looked through the sourcebook but i have found nothing to say one way or the other. I am mainly looking for rulings but i would be interested in opinions too. Thanks! |
