Blue Dragon

Draco Caeruleus's page

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By the way, both emails were sent on Wednesday, December 8. The first was sent at 2:50pm, the second one at 3:03pm.


Sorry if this has been posted elsewhere, but I haven't seen it.

Apparently, Pathfinder and D&D are tied for the most amount of sales in an RPG.

Click here to see the report.

I'm pleased to see this, but not surprised. D&D has the name recognition, but Pathfinder has the solid quality behind it.


If I have a weapon, let's say a longsword, as my arcane bond, then I have to be wielding the longsword. The way I read this, the sword must be drawn from its sheath and in my hand. Is this correct, or can the weapon still be in its sheath so long as my hand is on the hilt?


What do people think of replacing the universalist wizard's hand of the apprentice with an extra prepared spell of each level? Part of the reason I'm suggesting this is because hand of the apprentice uses a mundane weapon (albeit in a magical way), which doesn't fit my vision of a wizard. The other part is because the universalist seems lackluster compared to the specialists, and extra spells would adjust for that, I think.

Thoughts?


In describing the summoner's eidolon, the APG says that "The eidolon’s physical appearance is up to the summoner, but it always appears as some sort of fantastical creature." What counts as a "fantastical creature"? Does this mean that I can't have an eidolon that looks like a human or a horse? What about an elf? In the real world, we consider elves fantastical, but do they count as such in a fantasy world? But if we're thinking in terms of a fantasy world, what does count as fantastical? And if we do assume that an eidolon cannot look like a human, what would be the reason behind this?


Aside from Qadira: Gateway to the East, the Legacy of Fire AP, and, of course, the Campaign Setting book, which products have material that support campaigns with an Arabian-theme?


One thing I love about the oracle is that it is a very versatile class. A battle oracle and a life oracle, for example, feel very different, yet use the same base class. That, in my mind, is great class design.

However, I must admit that I would like there to be a little more variation. Further, there are some aspects of the class itself that I'm not happy with. I wanted to share my ideas on this, and I welcome constructive feedback.

First of all, I really dislike the oracle's curses. The idea is an interesting one, but I don't like the implementation, and I don't like the fact that every oracle (and only oracles, for that matter) must be burdened with them. Part of the reason is that I want to reflavour oracles for my campaign - rather than being selected/burdened by the gods, an oracle's power comes from contemplation and drawing on one's inner power, and nothing about that suggests they must be cursed. I know, I could work curses into this flavour, but I don't want to. This issue with the curses doesn't worry me too much, however, because I think class would work perfectly fine if I simply removed the curse entirely, both the curse itself and its associated benefits.

Second, while using Charisma for spellcasting works, I also like the idea of having oracles use Wisdom for spellcasting. This is tied to the idea of their power coming from inner contemplation, which I associate with Wisdom. As with the curses, I see no problem with simply making the switch. However, in this case, I'd like a little variety, so I may allow the player to choose which stat will be used in spellcasting. This choice would be made during character creation, and once chosen, it can never be changed. Or, I may decide that certain oracle mysteries use Charisma while others use Wisdom (and I may, in fact, have the lore mystery use Intelligence). I understand that some stats can be more advantageous in some ways, but given that all stats have their uses, I'm not overly worried about this. If you disagree, I'm happy to hear why. FWIW, I've also considered having the sorcerer cast with Intelligence (or at least having sorcerers with the arcane bloodline use Intelligence).

There's one more way that I'd like more variation among oracles, and that's in combat ability. While I can understand why many oracles would wear armour and engage in melee, I picture oracles of life and lore to be less martial. (Again, I can see why they could be more martially inclined, but I like having the option that they are not.) So, I propose that oracles have the option of making the following changes. First, drop all armour and shield proficiency. Next, reduce BAB to the poor progression, and reduce HD to d6. I'm toying with the idea of giving them spell failure in armour, but I'm not sure about that yet. To balance out these losses, I would increase their skill points to 6 + Int modifier per level, and I would give them a revelation every odd level (so, in addition to the ones they already get, they also get revelations at levels 5, 9, 13, and 17). I may require this change for some mysteries and disallow it for others, rather than making it the player's choice (although in either case, the battle oracle would not be allowed this option). As before, this feels a reasonable change to me, but I'd be happy to hear reasons why people may disagree.


This is listed as being available for preorder. Does anyone know when it will be released?


While I like the cleric's channel energy class feature, I don't think it necessarily works for clerics of any deity. So I figure it would be interesting to swap out channel energy for some other class feature. This will help differentiate clerics devoted to different gods, more so than just picking different domains.

Share your suggestions. Here are a few that occurred to me, let me know if you think they have any problems.

Replace channel energy with one of the following:


  • Sneak Attack (as rogue). This would be fitting for sneaky deities whose clerics fight dirty.
  • Bonus Combat Feats (as fighter). This would be suitable for clerics of martial deities.
  • Smite <Alignment> (as paladin). This would work well for crusader types.

Also, let me know if I've missed another thread with similar suggestions.


Draco Caeruleus wrote:
I'm hoping some of you have the Rokugan book, so that you'll be able to tell me if this works. (It would be a violation of copyright for me to just post the whole thing here, right?)

It just occurred to me that they may have designated classes as OGC. Sure enough, that seems to be the case. I guess that means I can say a bit more about the class, so that even those without the book can comment.

In addition to the information given in my first post, here's what you need to know about the ninja. Their class skills are pretty much the same as the rogue. They have good Reflex, and poor Fort and Will. They have sneak attack the same as a rogue. At 2nd level, they have Poison Use (never accidentally poison themselves when applying poison to a blade). They also get Uncanny Dodge and 3rd level, and Improved Uncanny Dodge at 6th level. Ninja Dodge gives them a +1 dodge bonus to AC, with an additional +1 every fifth level (+5 at 20th level).

Hopefully, that will give you an idea of what my assassin class for Pathfinder is like.


I know that there has been some discussion on whether the sorcerer is on par with the wizard. I know that there has been disagreement on this issue. I think that the sorcerer could use a little boost, and I was wondering what people think of the following.

It's quite simple. Give the sorcerer the medium BAB progression (with the corresponding d8 HD). While the sorcerer will still lag behind the wizard in terms of spellcasting, she'll at least be a little bit more hardy, plus have a better chance of hitting with those spells that require an attack roll.

(Note that I'm familiar with the battle sorcerer from Unearthed Arcana. That's not quite what I'm looking for here, as this is meant to be a boost rather than a variant.)

Thoughts?


Note: I just tried posting this, and I did not see it appear on the board. If I have accidentally posted this twice, I apologize. I'm new here.

First of all, this is my first post on these boards. I recently took a look at the Pathfinder RPG, and I simply love it. Thank you Paizo!

Now, here's why I'm posting. I had an idea for a mystic class that I wanted to get some feedback on. I've drawn on the mystic class from the 3.5 Dragonlance book, the evangelist (variant cleric) from Dragon#311, plus a little bit of my own ideas. I'm trying to capture a broad range of "mystics", from whirling dervishes to itinerant healers. I envision them as not necessarily being devoted to any deities, but rather turning inward for enlightenment. (Of course, a mystic may still choose to follow a deity whose ideals he/she agrees with, just as any character may.)

First of all, start with a cleric. Reduce BAB to the poor progression, and correspondingly reduce HD to d6. Beginning proficiency is only with light armor and simple weapons. The mystic has 6+Int mod skills ranks per level, with the following class skills (in place of the cleric's): Bluff, Craft, Diplomacy, Heal, Knowledge (arcana, nature, religion), Perception, Perform, Profession, Sense Motive, Spellcraft, Survival.

(Some of the choices for class skills may require explanation. I've given them Perform so that a player may emulate a sort of sufi mystic who would use poetry, music, and/or dance as a path to enlightenment. Sense Motive and Perception are given due to their being in tune with the world around them. Survival as a class skill would be useful for the hermit who seeks enlightenment in solitude, away from civilization. As I said, I want the class to allow for a wide variety of "mystics". If any other choices needs explanation, let me know.)

Like clerics, mystics use Wisdom in their spellcasting. However, they are spontaneous casters, and use the sorcerer progression for spells known and spells per day. Mystics choose spells from the cleric's spell list (although, depending on the type of mystic envisioned by the player, and with the GM's approval, this may be replaced with the druid's spell list). Any 0-level spells (orisons) known may be cast at will.

At first level the mystic gains two cleric domains of the player's choice (although it is recommended that there by some rationale behind the choices). The mystic adds the spells to his/her spells known (assuming he/she is of sufficient level to cast them), and gains all of the domain's granted powers. At levels 5, 10, 15, and 20, the mystic may add an additional domain, gaining access to the spells and powers as above.

Finally, the mystic does not gain the channel energy or aura class features of the cleric. They also do not cast any extra spells per day from their domains (domains only add to spells known for the mystic).

I hope that was clear, and that I didn't leave out anything important. Does this look roughly balanced? Is there a problem I'm missing? I invite your feedback.


First of all, this is my first post on these boards. I recently took a look at the Pathfinder RPG, and I simply love it. Thank you Paizo!

Now, here's why I'm posting. I had an idea for a mystic class that I wanted to get some feedback on. I've drawn on the mystic class from the 3.5 Dragonlance book, the evangelist (variant cleric) from Dragon#311, plus a little bit of my own ideas. I'm trying to capture a broad range of "mystics", from whirling dervishes to itinerant healers. I envision them as not necessarily being devoted to any deities, but rather turning inward for enlightenment. (Of course, a mystic may still choose to follow a deity whose ideals he/she agrees with, just as any character may.)

First of all, start with a cleric. Reduce BAB to the poor progression, and correspondingly reduce HD to d6. Beginning proficiency is only with light armor and simple weapons. The mystic has 6+Int mod skills ranks per level, with the following class skills (in place of the cleric's): Bluff, Craft, Diplomacy, Heal, Knowledge (arcana, nature, religion), Perception, Perform, Profession, Sense Motive, Spellcraft, Survival.

(Some of the choices for class skills may require explanation. I've given them Perform so that a player may emulate a sort of sufi mystic who would use poetry, music, and/or dance as a path to enlightenment. Sense Motive and Perception are given due to their being in tune with the world around them. Survival as a class skill would be useful for the hermit who seeks enlightenment in solitude, away from civilization. As I said, I want the class to allow for a wide variety of "mystics". If any other choices needs explanation, let me know.)

Like clerics, mystics use Wisdom in their spellcasting. However, they are spontaneous casters, and use the sorcerer progression for spells known and spells per day. Mystics choose spells from the cleric's spell list (although, depending on the type of mystic envisioned by the player, and with the GM's approval, this may be replaced with the druid's spell list). Any 0-level spells (orisons) known may be cast at will.

At first level the mystic gains two cleric domains of the player's choice (although it is recommended that there by some rationale behind the choices). The mystic adds the spells to his/her spells known (assuming he/she is of sufficient level to cast them), and gains all of the domain's granted powers. At levels 5, 10, 15, and 20, the mystic may add an additional domain, gaining access to the spells and powers as above.

Finally, the mystic does not gain the channel energy or aura class features of the cleric. They also do not cast any extra spells per day from their domains (domains only add to spells known for the mystic).

I hope that was clear, and that I didn't leave out anything important. Does this look roughly balanced? Is there a problem I'm missing? I invite your feedback.