Blood Vol Cultist

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74 posts. Alias of Jal Dorak.



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Scarab Sages

Inspired by this thread:

Any stories to share about passing notes at the table?

Mine involves a wizard hanging back too far from the party in a lich's sanctum, me asking to see all the character sheets and then writing "You are dominated." on the wizard's.

Scarab Sages

Thoughts on the latest article on "Bounded Accuracy".

I like the idea that low-level challenges remain somewhat challenging, and that low-level characters can take on more difficult challenges through teamwork.
I also like the idea that classes that do get bonuses, like fighters, actually feel more significant.

I don't like the implication of hit point and damage bloat.

I'm also wondering if there is a sort of elegance to the idea, in that if all AC/DC are the same, can a DM eyeball a scenario by just totalling up each sides hit points and damage to see which side is strongest? Eg. Giants vs. Town: How many guards does it take to barely equal the giants?

Your thoughts?

Scarab Sages

I'd like some opinion on the following houserule I've been developing to smooth out the pace of adventures and deal with some other issues. The brainstorm I had recently was rather than trying to "fix" the 15 minute adventuring day, why not embrace it? Let characters rest, but don't break the verisimilitude by fast-forwarding the timeframe each day.

Any feedback is welcome, but specifically feedback about the details of the system. Keep the following points in mind:

1) The first goal is to allow characters to continue adventuring without overpowering any single class or ability.

2) The second goal is to maintain the 3.X sensibility that the PCs should still have a requirement for magic to heal.

3) Finally, from the perspective of world-building, this rule should not allow for any strange cases of exploitation (eg. no escaping from a jail cell with 0th-level spells).

THE SHORT REST

A short rest is 10 minutes of uninterrupted light activity. When starting a short rest (or combined short rests), the character must specify from what they are recovering. The possible choices are: class features, spells, hit-points, or fatigue. A character may combine short rests (see below, or to recover multiple choices) but must wait at least 1 hour before taking another short rest, or extended 8 hour rest.

Class Feature Recovery

Any single class feature or feat with limited uses per day can be recovered with a 10-minute rest. The character must specify which feature is being recovered before resting. A character can recover multiple class features or feats by combining short rests.

Spell Recovery

A spellcaster can use a short rest to recover one spell (or spell slot for spontaneous casters). This spell must have a level equal to the number of combined short rests used. Eg. a 1st-level spell requires one short rest, or 10 minutes, to recover. A 3rd-level spell requires three combined short rests, or 30 minutes, to recover. The character must declare which spell or spell slot is being recovered before starting the rest.

Hit-Point Recovery

A character can use a short rest to recover lethal damage equal to their level + Con modifier. A DC 20 Heal check and one use of a healer's kit doubles this amount. This also restores non-lethal damage of an equal amount. Multiple combined short rests do not stack.

Fatigue/Fear

A short rest allows a character to recover from fatigue. A character cannot recover from exhaustion with a short rest.

EXTRAS

Any ideas for feats that could take advantage of this system? Another thing I am now thinking about is more powerful fighter feats that would require a short rest to recover.

Scarab Sages

Before you read on, a caveat: this does not apply to Vancian spellcasting. Spells should be powerful and rare, and I have other changes in place to reflect this.

I've been bandying about the idea of changing the mechanics of any class ability that is based on "daily uses".

Basically, any ability that is called out as 1/day in the class description is instead "At-will".

In cases where the ability has a duration, the maximum time it can be maintained varies, but after exceeding the maximum time Constitution checks are needed to maintain the effect. Abilities with durations cannot be activated when fatigued.

Finally, this borrows the concept of a "short rest". This is 1 hour of low-impact activity (no combat or spellcasting).

Barbarian - Rage: Maximum duration is 1 minute. Must have a short rest to recover.

Bard - Bardic Music: No other changes, the bard is already using actions to maintain the ability. Maximum duration is 1 hour (not perfect, but easy to remember). No rest to recover unless fatigued.

Cleric - Turn/Rebuke Undead: Each time the ability is used, effective cleric level is reduced by 1 (only for turn checks) until a short rest.

Druid - Wild Shape: X/day indicates how many forms the druid knows. Can change between those forms and normal form any number of times, unlimited duration.

Monk - Stunning Fist: Each time ability is used, reduce effective character level by 1 (before dividing by half) to determine save DC, until a short rest.

Paladin - Smite Evil: Standard attack to use. If the paladin smites an opponent that is not evil, they lose this ability until they can take a short rest (to pray).

Any Other Ability: Reduce effective level by 1 until a short rest.

Some abilities (like a ninja's invisibility are not appropriate for this system. For example, in that case, it is probably best to simply give ninjas a lesser form of Hide in Plain Sight at 1st level.

Scarab Sages

Wow. Meet David.

That short "trailer" was better than some full-length Sci-Fi. Michael Fassbender has some amazing little acting touches that really touch my neo-Luddite nerve. Fantastic work, and now I'm super-stoked for the movie.

Scarab Sages

Next Marvel Animation DVD

I'm sure this has been mentioned elsewhere, but it bears repeating.

If you like Hulk, Planet Hulk, Conan, sci-fi, or just Marvel in general then this looks to be a strong outing. Budget looks bigger and seems to capture scenes right out of the books.

Hopefully it is long enough to tell all the stories from the series.

Scarab Sages

Will this fix the battlefield, perhaps not entirely, but my group feels it is a step in the right direction. Feel free to comment or criticize.

1) Spellcasting:

  • As deault all spells require a full-round action to cast, unless their current casting time is longer.
  • Save-or-die spells (including spells like hold person) require 1 round to cast.
  • Direct-damage spells remain as a standard action unless they have a secondary effect.
  • Spells with casting times specifically less than a standard action keep their casting time the same.

  • With more chance to disrupt spells with a normal attack, or catch a caster afterwards with a full attack, there is little need to alter the Concentration rules. However, it may be adviseable to change the DC to 10 + spell level + highest threatening BAB. This is an optional rule.

    2) Combat:

  • All characters may make an iterative or feat-based full-attack as a standard action. This includes flurry of blows and two-weapon fighting but not monsters using natural attacks. This does not affect the charge action.

  • Characters who take a full-attack action make all iterative attacks at their highest BAB. This does not affect the charge action.

  • Characters may substitute a move action for an attack of opporunity. Movement in this way does not provoke an attack of opportunity from the opponent incurring the original attack.

    So what do you think? Is it too much at once?

  • Scarab Sages

    Can you name the Pathfinder Iconics?

    Can you name all the variations of true dragons?

    Scarab Sages

    Post ideas here for the all-new Fishmonger core class. A few things to keep in mind:

  • This is meant to be humourous at the suggestion of the existence of such a class. It is not meant to disparage Paizo's work on any other core classes.

  • As such, suggestions could be completely outlandish but should be appropriately balanced within the PRPG system.

  • Scarab Sages

    Thought I would post this here as a handy reference for potential GMs of this drow-themed campaign.

    As drow have spell resistance as a humanoid race, take note of the following:

    A creature with spell resistance must lower their spell resistance as a standard action in order to accept a spell cast onto them. Raising the resistance again is an automatic free action at the start of the next turn. See here.

    A creature casting a spell targetted on themselves is not subject to these rules. See here.

    Thus, a drow spellcaster may cast spells on themselves freely. Any spellcaster casting a spell on a drow (even a drow cleric casting a healing spell) must roll against spell resistance unless the target has lower their spell resistance.

    Side Note: Does this further demean the use of healing spells by drow?

    Scarab Sages

    These classes follow my Pathfinder philosophy that a prestige class should allow the combination of two or more classes (like the mystic theurge) and allow unique combinations of abilities. Classes such as the dragon disciple are discouraged as they can be accomplished by tinkering with core class features. Feel free to comment, or post your own ideas or requests!

    Rage Mage

    The rage mage combines spellcasting with the rage ability, which normally does not permit such. In addition, the class has several unique features to offer such multiclass characters.

    Spoiler:

    Prerequisites: Base attack bonus +5, rage ability, must be able to cast 2nd level arcane or divine spells.

    HD: d8
    BAB: As cleric.
    Skill Points per Level: 2 + Int modifier
    Class Skills: Acrobatics, Climb, Intimidate, Knowledge (arcana), Spellcraft, Survival, Swim

    Class Features
    1 Rage magic, battlecaster
    2 +1 caster level of one spellcasting class
    3 Spellpower might, +1 caster level of one spellcasting class
    4 +1 caster level of one spellcasting class
    5 Rage power, +1 caster level of one spellcasting class
    6 +1 caster level of one spellcasting class
    7 Ragepower magic, 1 caster level of one spellcasting class
    8 +1 caster level of one spellcasting class
    9 Rage power, +1 caster level of one spellcasting class
    10 Arcane/divine fury

    Rage Magic (Ex)
    At 1st level the rage mage chooses one spellcasting class with which he qualified for this prestige class. All class abilities apply to that class only. At 1st level the rage mage can cast spells from this class while raging. In addition, the rage mage gains +2 rounds of rage for every level of this class.

    Battlecaster (Ex)
    The rage mage may cast spells in any armor that he may wear while raging without arcane spell failure. In most cases this means light or medium armor. This ability does not apply to shields.

    In addition, this ability grants the Eschew Materials feat as a bonus feat if he does not already possess it.

    Spellcasting
    Starting at 2nd level, and at every level until 9th, the rage mage continues to gain spells per day, spells known, and caster level increases as if he had taken a level in his chosen spellcasting class. He does not gain any bonus feats or special class abilities from this class.

    Spellpower Might (Su)
    Starting at 3rd level the rage mage can use his magic to enhance his rage. When he initiates a rage, he can choose to sacrifice one of his spells that day to enhance his Strength bonus from raging by an amount equal to the spell level. This effect lasts until the end of the rage and may be used only once per rage.

    Rage Power (Ex)
    At 5th level and 9th level the rage mage may select a rage power from the barbarian list. He adds his rage mage level to his barbarian level to determine which powers he qualifies for.

    Ragepower Magic (Su)
    At 7th level the rage mage has learned to channel his rage into his normal spellcasting. When casting a spell, the rage mage may sacrifice rage rounds to emulate any metamagic feat without increasing the level of the spell. The number of rounds sacrificed must be equal to the spells level as if increased by the metamagic feat.

    Arcane/Divine Fury (Su)
    At 10th level the rage mage channels his rage into his magic to exceed his potential as both a berserker and a magic-user.
    The rage mage uses his current Strength score (after rage enhancements) in place of his normal ability score to determine spell DC when raging. In addition, if he casts a spell on himself it lasts until the end of the rage or its normal duration, whichever is longer.

    Scarab Sages

    These rules replace the standard Weapon and Armor Proficiency rules. They give every character more customization in their armament, and allow a martial character to improve upon their ability in multiple weapons without expending valuable feats.

    The Weapon Focus chain, Improved Critical, and Critical Focus feats are no longer subsumed into these rules. Fighter class abilities still function with these rules.

    Basic Rules:

    Spoiler:

    First Level Characters
    Classes with the following core proficiencies gain the appropriate number of points when a character is first level (1HD).

    Limited List: 0+Int (Monk, Wizard)
    Simple Weapons: 1+Int (Cleric, Sorcerer)
    Simple Weapons plus others: 2+Int (Bard, Druid, Rogue)
    Martial Weapons: 4+Int (Barbarian, Fighter, Paladin, Ranger)

    No Armor: +0
    Light Armor: +1
    Medium Armor: +2
    Heavy Armor: +3
    Tower Shields: +4

    Example wrote:
    A 1st level fighter with Int 14 gains 16 points.

    A racial ability granting weapon or armor proficiency, instead grants a +1 bonus to that weapon or armor rank(s).

    Example wrote:
    If the above fighter was an orc, she would receive +1 slots to both falchion and greataxe and all orc weapons.

    Higher Level Characters

    A character gains 1 proficiency point for every even number of their BAB.

    A character cannot raise a proficiency higher than 1/2 their BAB (rounded down) plus 1 (bonus ranks as above do not count against this limit).

    Weapon Proficiency Ranks:

    Spoiler:

    There are seven ranks of weapon proficiency:

    0 ranks - Untrained:
    Character has -4 to attack roles, character can not apply any special weapon abilities (such as reach or a bonus to trip or disarm).

    1 rank - Proficient:
    Character has no penalties or bonuses when using this weapon.

    2 ranks - Focused:
    Character has +1 bonus to hit with this weapon.

    3 ranks - Specialized:
    Character has +2 bonus to damage with this weapon.

    4 ranks - Master:
    Bonus to hit with this weapon increases to +2.

    5 ranks - Grand Master:
    Bonus to damage with this weapon increases to +4.

    6 ranks - Paragon:
    Gain +4 bonus to confirm critical hits with weapon, threat range doubles.

    Armor Proficiency:

    Spoiler:

    There are seven ranks of armor proficiency:

    0 ranks - Untrained:
    Character takes ACP to attack rolls and all Str and Dex based checks when equipped with the armor or shield.

    1 rank - Proficient:
    Character has no penalties or bonuses when equipped with the armor or shield.

    2 ranks - Focused:
    Character decreases the ACP by 1 when equipped with the armor or shield..

    3 ranks - Specialized:
    Character increases the Max Dex by +1 when equipped with the armor.

    4 ranks - Master:
    Character increases the armor bonus by 1 when equipped with the armor.

    5 ranks - Grand Master:
    Character can move at full speed when equipped with the armor, or can ignore the weight of the armor when calculating encumbrance.

    6 ranks - Paragon:
    Character gains DR equal to 1/2 the base armor bonus of the armor when equipped.

    Scarab Sages

    Here's a warlock class I cooked up. This is very Alpha phase, so be critical (and add options if needed)!

    Warlock
    Alignment: Any non-good. Must be within one step of planar lineage.
    HD: d8
    BAB: As cleric
    Weapon Proficiencies: Simple
    Armor Proficiencies: Light, Medium
    Skill Points per Level: 4 + Int

    Class Skills: Appraise, Craft, Diplomacy, Disguise, Fly, Intimidate, Knowledge (arcana, religion, planes), Linguistics, Perception, Sense Motive, Stealth

    Class Features:

    Spoiler:

    1 Battle caster, ritual magic +1, planar bond.
    2 Lineage
    3 Fiendish servant
    4 Spell circle
    5 Battle caster
    6 Physical manifestation
    7 Ritual magic +2
    8 Pact
    9 Foe of good
    10 Inverse ritual
    11 Improved lineage
    12 Pact
    13 Ritual magic +3
    14
    15 Improved physical manifestation
    16 Pact
    17 Foe of good
    18
    19 Ritual magic +4
    20 Pact, final bond


    Spellcasting:
    Spoiler:

    The warlock gains spells per day as a bard. The warlock can cast spells drawn from the wizard/sorcerer spell list. The warlock knows all spells from the list for each level of spells he can cast. A warlock does not need to prepare spells, but insteads casts spontaneously as a sorcerer does. A warlock must select one prohibited school at 1st level. The warlock does not know and cannot cast spells or use magic items for spells of this school. They may not choose conjuration as a prohibited school.
    In all other regards a warlock is treated as a sorcerer.

    Battle Caster (Ex)
    Spoiler:

    Starting at 1st level the warlock can cast arcane spells while wearing light armor with no chance of arcane spell failure. Only spells granted from the warlock class can be cast in this manner. At 5th level the warlock can cast his arcane spells while wearing medium armor.

    Ritual Magic (Su)
    Spoiler:

    Beginning at first level, the warlock can partake in ritual magic. This grants the warlock and any other arcane spellcaster he chooses within 30ft. a +1 bonus to their caster level and to Spellcraft checks. In addition, 1/day (per bonus granted by ritual magic) while using ritual magic, if the warlock sacrifices a number of hit points equal to 5 times the spell level, the warlock can apply the effect of any metamagic feat he knows without increasing the spells level or casting time. Activating ritual magic is a move action, and lasts until the warlock ceases to use a move action to maintain the effect.
    At 7th level the bonus granted by ritual magic increases to +2. 1/day (per bonus granted by ritual magic) the warlock can now choose to inflict 1 point of Con damage to himself to increase the save DC of his spell by bonus granted by his ritual magic.
    At 13th level the bonus increases to +3. 1/day (per bonus granted by ritual magic) the warlock can use a single full-round action in place of a move action. Any spells cast before the start of the warlocks next turn, by creatures affected by his ritual magic, do not count against the casters normal daily allotment of spells.
    At 19th level the bonus increases to +4. 1/day (per bonus granted by ritual magic) the warlock can sacrifice two spell slots during the casting of a single spell to overcome a single immunity of a single target creature or creature in the area of effect of his spell.

    Planar Bond (Su)
    Spoiler:

    At first level the warlock begins his long association with the creatures of the lower planes. A warlock may not willingly associate with creatures of good alignment. In addition, the warlock must make contact with an evil outsider or organization at least once per week. If he fails to do so, the warlock loses all his class abilities except weapon and armor proficiencies and his ability to cast spells. An atonement spell is necessary to restore these abilities.

    Fiendish Servant (Su)
    Spoiler:

    At 3rd level, the warlock is granted a familiar by his associates in the lower planes. He may select a creature from the wizard familiar list and apply the fiendish template, or may select an imp or quasit. This ability otherwise functions as the wizard familiar.

    Lineage (Su)
    Spoiler:

    At 2nd level the warlock begins to manifest his lineage in physical form. He must select a lineage from those outlined below. At 6th level he gains a physical manifestation. At 10th level his lineage improves. At 14th level his physical manifestation improves. The caster level for all spell-like abilities is the warlock level. The save DC is 10 + 1/2 warlock level + Cha modifier.

    Demonic (CE): Warlock gains Weapon Focus as a bonus feat The warlock may cast enlarge person 1/day as a spell-like ability.
    At 6th level the warlock gains a natural claw attack that deals 1d6 damage (medium).
    At 11th level the warlock may use mass enlarge person 1/day and enlarge person 3/day.
    At 15th level the warlock gains wings and can fly (good) at his base speed.
    Devil (LE): Warlock gains +2 bonus on Will saves. The warlock may cast cause fear 1/day as a spell-like ability.
    At 6th level the warlock gains natural armor +1.
    At 11th level the warlock may use fear 1/day and cause fear 3/day.
    At 15th level the warlock gains DR 5/silver and good.
    Rakshasa (LE): Warlock gains Spell Focus as a bonus feat. The warlock may cast disguise self 1/day as a spell-like ability.
    At 6th level the warlock gains immunity to one spell of first level or lower.
    At 11th level the warlock may use veil 1/day and disguise self 3/day.
    At 15th level the warlock gains the ability to detect thoughts at will.


    Spell Circle (Ex)
    Spoiler:

    At 4th level the warlock can create a summoning circle usable 1/day. Doing so requires 10 minutes of time and normal spell components. The warlock can use this circle to extend the duration of any summoning spell targeted in the circle to 24 hours.

    Pact (Su)
    Spoiler:

    At 8th level, and every 4 levels thereafter, the warlock gains knowledge of a pact. This is an ability useful to him in his pursuits and dealings with fiends. The warlock may select a pact from the list below:

    Absorb Spell: If the warlock is standing in the circle when a spell is targeted on him by another creature, the warlock is unaffected by the spell and instead gains a spell slot of equal value. This spell slot must be used within 24 hours or it disappears.

    Bind Fiend: Any planar binding spell cast by the warlock is treated as being affected by an inward magic circle against evil spell. In addition, the DC to escape the binding is increased by 4.

    Commune with Fiends: The warlock can use an active summoning circle to communicate with a fiend of his lineage. Not only does this fulfill his Planar Bond, but the warlock may also ask of the fiends a single question with a yes/no answer. This functions as a commune with diety spell.

    Fiendish Unity: The warlock may call upon his fiendish allies to fortify him. He gains DR 5/good for 24 hours.

    Fortify Spell: The warlock may use the circle to enhance any spell with a target of self. If the warlock casts such a spell while standing within the circle, the duration of the spell is increased to 24 hours.

    Sacrifice: The warlock can gain benefits from the death of a good creature within the circle. If the warlock is within 30ft. when this death occurs, he gains temporary hit points equal to his level which last for 24 hours or until lost.


    Foe of Good (Su)
    Spoiler:

    At 9th level and 17th level the warlock gains a special ability when combating good foes, selected from the following:

    Final Death: Any good outsider slain by warlock must make a Will save (DC 10 + Warlock's level) or be permanently destroyed.

    Bane of Good: The warlock gains +2 weapon damage against any creature with the good subtype, including creatures with a good aura.

    Corrupt Soul: The warlock gains the ability to detect good at will, and an evil aura. The warlock's alignment becomes evil. This functions as the cleric ability.

    Resist Temptation: The warlock gains a +4 bonus to saving throws against the special abilities, spell-like abilities or spells of creatures with the good subtype.


    Inverse Ritual (Su)
    Spoiler:

    At 10th level the warlock can choose to inverse his ritual magic. Each round he activates or maintains ritual magic, he can choose to apply his bonus instead as a penalty to the caster level and spellcraft checks of any spellcasters within 30 feet. He cannot use this ability in conjunction with his other ritual magic abilities.

    Final Bond (Ex)
    Spoiler:

    The warlocks type changes to outsider and he gains any subtypes of his chosen lineage. He gains the following abilities based on his lineage:

    Demonic: The warlock gains immunity to fire and electricity and resistance to acid 10 and cold 10, and is wreathed in flames dealing 6d6 damage on contact.

    The warlock gains permanent true seeing.
    Devil: The warlock gains immunity to fire and poison and resistance to acid 10 and cold 10, and telepathy up to 100 feet. In addition the warlock can see perfectly in any darkness, even magical darkness.

    Rakshasa: The warlock gains SR of 30.

    Scarab Sages

    Male Human Wizard 5/Bard 5/Fighter 3

    Rather than post around the various PbP boards, I'm giving everybody a heads up in one place.

    After relaxing and enjoying the holidays, I am adjusting to a new lifestyle and job over the coming weeks. I'm still on the boards, but will be less frequent during weekdays (at least until the summer).

    This may affect my ability to participate in some PbP, if you DM such a game and want to work out something here, this is the best place to do so as I won't be able to peruse everything.

    I will continue to run my Red Hand of Doom campaign, which will restart by next week.

    Scarab Sages

    So the majority of the links to the newest post in a thread don't work. This seems to be an IE problem (of course). What gives?

    Scarab Sages

    Please cancel my current subscriptions to:

    1) Pathfinder Chronicles
    2) Pathfinder Companion
    3) Pathfinder Modules

    This is partly an economic reason, but in order to help Paizo out, here is some feedback for each above that also influenced my decision:

    1) I'm more willing to pick and choose titles from this subscription as needed.

    2) I haven't had the time to have a campaign in Golarion requiring this information...yet.

    3) I have a huge backlog, so more titles are just sitting on the shelf.

    Also, to clarify, I want to KEEP my Pathfinder Adventure Path Subscription. I love them.

    Scarab Sages

    So in conjunction with the vocabulary thread, this is a thread to discuss spoken language and little oddities that amuse, anger, or confuse.

    I was watching "Eragon" today, and while Eragon is having a conversation that goes something like this:

    Dragon: "We are strongest when we are together."
    Eragon: "We can't BE together until I am as strong as you."

    Now, that emphasis brings a totally different connotation to the line. What the actor (and director) should have gone with was "We can't be TOGETHER until I am as strong as you."

    Scarab Sages

    From all those observing Veterans Day or Remembrance Day,

    To all those in whose honour these days are marked,

    Thank You.

    Scarab Sages

    Okay, so post here if/when you are trying out a new avatar.

    I'm giving this one a spin.

    Scarab Sages

    I have received the original order that this was intended to replace. Please cancel this order. Thanks for the effort regardless.

    Scarab Sages

    The Universalist ability to mimic a metamagic feat X/day without increasing the spell level causes some very disturbing issues, especially at mid-levels of play.

    For example, in my playtest a Level 11 Wizard can freely use 1/day a maximized disintegrate spell. Not a huge issue? Well, normally this wouldn't be available until 17th level. So a non-optimized wizard blasting monsters with a paltry +10 Fortitude save generally means they take 132 points of damage. It especially is bad for non-Con creatures. Encounters end pretty quickly and it encourages resting to recover this awesome ability.

    At 19th level you're looking at 3/day maximized anything.

    I haven't seen it applied to other metamagic, but I am curious: do other people find the elimination of spell level limits creating wonking blips?

    Scarab Sages

    This order is indicating it was shipped on October 2nd, but I have yet to receive it. I would expect it too have arrived last week. Could someone look into this, please?

    Scarab Sages

    So check out the blue guy in the top left of your screen.

    What does it look like he is doing to you? (Spoiler tags are a good idea).

    Credit to Set for the idea.

    Scarab Sages

    So this is my biggest gripe about Pathfinder so far, and I wanted some reaction. I personally am finding the rogue talents too comparable to feats, which means the rogue becomes a fighter with slightly less BAB. Although the fighter got some improvement, it seems the rogue became all sorts of useful with increased sneak attack opportunity and the talents.

    Now, I do love that I can build an NPC without a prestige class (in my Ruins of Greyhawk game I rebuilt a Thief Acrobat as a much deadlier single-class rogue, with the same abilities). However, unless the feats get a major boost in usefulness I am envisioning the rogue/fighter multiclass continuing to be commonplace.

    Scarab Sages

    Okay, this one's for Kirth.

    Suggest any terminology in the game that you think needs clarification. This isn't about editing corrections, it is more subjective.

    For my part, I think enchant (re: creating magic items) could be changed to imbue.

    Scarab Sages

    Okay, so I just got the idea for a delightfully silly, light-hearted play-by-post. Here is the outline:

    1) You must have over 1,000 posts to join.

    2) I will have final say as the GM, but when I ask, a poster can act as the storyteller, in a nod to Ars Magica.

    3) You can use any system, but your character must be (or be based on) your primary posting alias. Please make your character recognizable as you; we will basically be playing our messageboard selves.

    4) The rules will be very loose. Interpretation and creativity will prevail. Justification of your actions is the primary way to achieve them. Invisible Castle can be used if you need too.

    5) This will be absurd.

    6) Post your desire to participate here. I will gauge the demand when determining when to start the game.

    That's about it. I might come up with more stuff as it occurs to me.


    All those who have been assimilated, report under your new identity and be recognized.

    Resistance is futile.

    Scarab Sages

    I know it is late, but for posterity and the chance Jason has a look, this idea evolved out of a good discussion on this thread. Essentially, fighters gain free weapon and armor enhancements in conjunction with Training, which frees up resources, reduces the need for Ye Olde Huge Magick Shoppes, gives them unique abilities, and ties everything into existing systems.

    Paul Watson wrote:
    Kirth Gersen wrote:
    Jal Dorak wrote:
    I'd rather have a reworking of base assumptions. Fighters need to spend X amount on magic gear, specifically weapons and armor. If they got that stuff for free at certain levels...
    ...then they'd be even more dependent on items (magic), and less reliable on their own (as fighters). It's a possible solution, but not one that sits well with me. No, sir; no thanks.
    Would something similar to the Paladin's Imbue ability work here? Instead of adding a plus to his attacks with weapon training or armour training, the Fighter could be treated as if his weapon or armour had a certain magic property (such as fortfication) due to his skill making it work as an extraordinary ability. Obviously, the list would have to be careful as I can't think up how flaming could be added like that.

    That's a bit more of what I had in mind. Even providing a list, a la Favored Enemy, as to what Fighters can add. You can add any ability that is equal to or less than the bonus granted by your armor or weapon training (repectively, and in addition to those bonuses still being conveyed). A weapon or armor enhanced in this way may not exceed the normal limits of total enhancement bonus. For all purposesany qualified weapon or armor is considered to possess the property while wielded by the fighter. A fighter may change their enhancements every time they gain the relevant armor or weapon training. These enhancements can only be applied to mwk armor or weapons (this circumvents the normal rule of applying enhancements only to magic armor and weapons).

    The List:

    Spoiler:

    Armor:

    fortification (+1, +3, +5)
    slick (+2, +3, +4)
    silent moves (+2, +3, +4)
    shadow (+2, +3, +4)
    invulnerability

    Shields (if included in armor training)
    arrow deflection
    bashing
    fortification (+1, +3, +5)
    reflecting

    Weapons:
    defending
    distance
    ghost touch
    keen
    ki focus
    merciful
    mighty cleaving
    seeking
    speed
    throwing
    vicious
    wounding

    For example, a 20th level fighter could have +5 heavy fortification full plate (but only pay for the +5) and a +5 wounding rapier of speed (but only pay for the +5).

    Because these are magical modifiers, they mostly stack with the benefits of the fighters feats. It also gives them more gp resources for other stuff, while allowing them to do cool things with their weapons.

    Scarab Sages

    This came up a while back in the Alpha and I promised to repost.

    Essentially, my group was discussing referring to Channel Energy when I came upon an idea for the elemental domains.

    The four energy domains (acid=earth, cold=water, electricity=air, fire=fire) currently grant a touch attack that deals elemental damage. In the interests of disclosure, I'm not a fan of this mechanic, but it could stay with no problem. What my group would be keen on is allowing a cleric with one of these domains to Channel Energy as their element. In other words, an Air cleric could unleash a burst of electricity. Like the other channeling, they can leave themselves out of the damage and can use Selective Channeling to omit their allies. Unlike positive/negative channel, it would allow a Reflex save instead of a Will save.

    It's a minor change, could even be a feat. But something worth doing to provide a bit of flavour to Channel and domains at the same time.

    Thoughts?

    Scarab Sages

    From my Ruins of Greyhawk playtest. With some added inspiration from Red Hand of Doom PbP.

  • Spoiler:
    The first battle was against the returned Swordwraiths in the War Wagon. Seeing they had returned and knowing how the battle went, the cleric cast hide from undead which got the party into position, and then started the battle with a positive channel - the CR 7 swordwraiths had a 40% chance to make their saves against a level 9 cleric, which seemed reasonable. The cleric player announced how much more fun the new turning mechanic was after using it in combat and for healing. The battle posed no threat, with only the war wagon dealing damage to the PCs.

    Overall Result: The channel positive is good. Not too good, but worth using in some situations. Definitely improves the overall ability of the group to continue the adventuring day and allow the cleric to cast something other than cure spells. Job well done!

  • Spoiler:
    The dretches stepped back, trying an ineffective scare on the fighter. Then the evil clerics appeared, having cast invisibility on themselves. Stepping up with a 5ft step, 3 clerics (2 CR 4 and 1 CR 8). Both CR 4 clerics hit with their greatswords, having +15 to hit the fighters flat-footed AC, one scoring a critical. The CR 8 cleric had a +20/+15 attack, only hitting once. In one round the fighter lost half his stoneskin and half his hit points - he retreats.

    From there the fight becomes one between spellcasters, with the cleric and sorcerer (now active) using their best spells, including cone of cold, to lay waste to the clerics as the fighter engaged the naga. The group was satisfied with this fight, having at last met a decent challenge. I had fun using the CR 8 clerics rebuking to damage the entire party a few times, even though it wasn't the best option. Not often you can yell "Iuz will take your life!" and really mean it.

    Overall: This was an interesting battle as it involved both evil and good clerics. The evil turning was a treat as a DM, although my negative-channel player in RHoD has had little luck with his damage as of yet (the positive-channeler has saved some bacon though). I am thinking that adding Cha bonus to the damage healed/dealt would be a nice low-level boost to the power. I also fervantly hope that elemental channeling can become an option - the elemental domains should allow the cleric to create an optional burst of elemental energy. As a DM I found the new domains to be a pain for two reasons:

    1. It gives a cleric many more special options. This both increases the size of the statblock and creates more rules searching depending on the domain.

    2. It creates an odd compatability issue. Although most domain powers match the domain spells in 3.5, they are granted at even levels in PRPG. Meaning a 3rd level character is short one spell from his 3.5 counterpart. Considering this could be something dramatic like invisibility in the above example, that radically changes the tactics available to 3.5 versions of clerics.

    A final note on domains: several of the domain powers saw little to no use, being slightly underpowered for the action required (in some cases, I ran 8 clerics with the same domains and never used it once). These were, in no particular order: Trickery (copycat), Evil (align weapon).

    The following domain base powers, on consideration of the PC, appear too useful: Artifice, Evil, Healing, Magic.

    My biggest concern is that many domain powers are unclear if they allow a saving throw. This is especially true for the Evil and Chaos domain powers, which inflict heavy penalties with a melee touch attack.

  • Spoiler:
    Today the brave adventurers left the confines of their refuge bottle only to find themselves in a trap set by the cultists of Iuz.

    Facing 5 level 6 clerics (and on round 3 a mohrg) turned into an interesting battle. Several clerics used rebuking, while others healed the damage dealt to party members by such attempts. The party fighter turned the General's (see earlier post) own tactics against his troops by sundering two holy symbols per round. Overall it was a fairly decent fight for 2 level 10 characters.

    But then the mohrg arrived. As the fighter tried to move to sunder another holy symbol, he incurred an attack of opportunity, which the mohrg used to paralyze him. Rolling a 2 on his save, the party cleric had to use up his remove paralysis to free him. The next turn was the mohrgs, again paralyzing the fighter as he fumbled his save.

    This fight was relevant for 2 reasons. First it showed that Turn Undead is no longer an instant win for the cleric, which is good. Second, it showed the clerics array of spells becomes much more relevant when they are not healing all the time. This does a good job at balancing the power loss from Turn while providing a more interesting class.

  • Scarab Sages

    This is a thread for discussions, debates, and brainstorming for presentation in the Compendium Thread. This thread is free game; please use this space to avoid cluttering up the Compendium thread with anything other than presentation.

    Scarab Sages

    I'll start off with an example:

    Combat Maneuvers with Weapons
    Chapter: Combat
    Effect: When making a CMB check with a weapon, add any bonus you would gain on attack rolls that derives from a feat, class feature, and magic weapon. This applies to both offense and defense CMB values. If your defense is applying to armor or shields, you add the bonus from feats, class features, and magic armor.
    Example: A fighter with a +2 longsword, Weapon Focus (longsword), and Weapon Training (heavy blades +1) would gain a total of +4 on any CMB value when using the weapon. In most cases this means disarm and sunder attempts, both offense and defense. However, if his opponent attempted to sunder his armor instead of his longsword, the fighter would not gain this +4. Instead they would gain their magic armor and armor training bonus on the CMB defense. For example, +2 chain shirt with Armor Training +2 would give the fighter a +4 bonus on his CMB defense to avoid having his armor sundered.

    Scarab Sages

    So feel free to rant here about bad days. This isn't meant to disparage truly bad days, more for those who just had an unexpected setback or frustrating event.

    So I get out from supply teaching, and my car breaks down. Then when I get home with the tow truck, I realize I left my $80 conducting baton at the school.

    There's a write off of a day.

    Scarab Sages

    Here is an index of tables that readers might find helpful, softcover or pdf!

    First, a list of Tables by Table Number and Page Number:

    Spoiler:

    Table Index:

    Table 2-1: Ability Score Costs, page 5
    Table 2-2: Total Points, page 5
    Table 2-3: Ability Modifiers and Bonus Spells, page 5
    Table 4-1: Character Advancement and Level-Dependent Bonuses, page 13
    Table 4-2: Barbarian, page 13
    Table 4-3: Bard, page 17
    Table 4-4: Bard Spells Known, page 18
    Table 4-5: Cleric, page 21 (Deities page 21)
    Table 4-6: Druid, page 24 (Animal Companions page 25)
    Table 4-7: Fighter, page 27
    Table 4-8: Monk, page 30
    Table 4-9: Paladin, page 33 (Mount page 34)
    Table 4-10: Ranger, page 36 (Favored Enemy page 36, Favored Terrain page 37)
    Table 4-11: Rogue, page 39
    Table 4-12: Sorcerer, page 44
    Table 4-13: Sorcerer Spells Known, page 44
    Table 4-14: Wizard, page 49 (Familiar pages 50, 51)
    Table 5-1: Skill Points, page 52
    Table 5-2: Skill Check Bonuses, page 52
    Table 5-3: Altered Skills, page 53
    Table 5-4: Skills, page 54
    Table 5-5: Craft Skills, page 59
    Table 5-5b: Wind Effects on Fly, page 62
    Table 5-6: Knowledge Skill DCs, page 67
    Table 5-6b: Spellcraft DCs, page 72
    Table 6-1: Feats, page 78-80
    Table 6-1b: Leadership Benefits, page 89
    Table 7-1: Starting Character Wealth, page 98
    Table 7-2: Coins, page 98
    Table 7-3: Trade Goods, page 98
    Table 7-4: Tiny and Large Weapon Damage, page 101
    Table 7-5: Weapons, page 102-103
    Table 7-6: Armor, page 108
    Table 7-7: Armor for Unusual Creatures, page 111
    Table 7-8: Donning Armor, page 110
    Table 7-9: Goods and Services, page 113-114
    Table 8-1: Random Starting Ages, page 122
    Table 8-2: Aging Effects, page 123
    Table 8-3: Random Height and Weight, page 124
    Table 8-4: Carrying Capacity, page 125
    Table 8-5: Carrying Loads, page 125
    Table 8-6: Movement and Distance, page 126
    Table 8-7: Hampered Movement, page 126
    Table 8-8: Terrain and Overland Movement, page 126
    Table 8-9: Mounts and Vehicles, page 127
    Table 8-10: Light Sources and Illumination, page 128
    Table 8-11: Size and Armor Class of Objects, page 129
    Table 8-12: Common Armor, Weapon, and Shield Hardness and Hit Points, page 129
    Table 8-13: Substance Hardness and Hit Points, page 129
    Table 8-14: Object Hardness and Hit Points, page 129
    Table 8-15: DCs to Break or Burst Items, page 129
    Table 9-1: Size Modifiers to Attack Rolls, page 131
    Table 9-2: Actions in Combat, page 135
    Table 9-3: Tactical Speed, page 144
    Table 9-4: Creature Size and Scale, page 145
    Table 9-5: Attack Roll Modifiers, page 145
    Table 9-6: Armor Class Modifiers, page 147
    Table 9-7: Two-Weapon Fighting Penalties, page 152
    Table 10-1: Items Affected by Magical Attacks, page 165
    Table 11-0a: Contact Other Plane Results, page 212
    Table 11-0b: Alignment Aura Strengths, page 215
    Table 11-0c: Magic Aura Strengths, page 216
    Table 11-0d: Prismatic Effects, page 257
    Table 11-1: Summon Monster, page 278-279
    Table 11-2: Summon Nature's Ally, page 280
    Table 12-1: Encounter Design, page 291
    Table 12-2: CR Equivalencies, page 291
    Table 12-3: Experience Point Awards, page 292
    Table 12-4: Character Wealth by Level, page 293
    Table 12-5: Treasure Values per Encounter, page 293
    Table 12-6: Monster Statistics by CR, page 294
    Table 12-7: Creature Hit Dice, page 294
    Table 12-8: Size, page 295
    Table 12-9: Creature Statistics by Type, page 296
    Table 12-10: Average Die Results, page 297
    Table 13-1: Walls, page 301
    Table 13-2: Doors, page 303
    Table 13-3: CR Modifiers for Mechanical Traps, page 312
    Table 13-4: CR Modifiers for Magic Traps, page 313
    Table 13-5: Cost Modifiers for Magic Device Traps, page 313
    Table 13-6: Craft (Trapmaking) DCs, page 313
    Table 13-7: Combat Adjustments Underwater, page 323
    Table 13-8: Siege Engines, page 325
    Table 13-9: Random Weather, page 327
    Table 13-10: Wind Effects, page 329
    Table 13-11: Damage from Falling Objects, page 329
    Table 14-1: Adept, page 333
    Table 14-2: Aristocrat, page 334
    Table 14-3: Commoner, page 334
    Table 14-4: Expert, page 335
    Table 14-5: Warrior, page 335
    Table 14-6: NPC Ability Scores, page 336
    Table 14-7: Racial Ability Adjustments, page 337
    Table 14-8: NPC Skill Selections, page 337
    Table 14-9: NPC Gear, page 338
    Table 15-1: Armor and Shields, page 340
    Table 15-2: Armor Special Abilities, page 341
    Table 15-3: Shield Special Abilities, page 341
    Table 15-4: Specific Armors, page 343
    Table 15-5: Specific Shields, page 344
    Table 15-6: Weapons, page 345
    Table 15-7: Melee Weapon Special Abilities, page 345
    Table 15-8: Ranged Weapon Special Abilities, page 346
    Table 15-9: Specific Weapons, page 348
    Table 15-10: Potion Costs, page 351
    Table 15-11: Rings, page 353
    Table 15-12: Rods, page 355
    Table 15-13: Scroll Costs, page 359
    Table 15-14: Staves, page 360
    Table 15-15: Wands, page 362
    Table 15-16: Minor Wondrous Items, page 363-364
    Table 15-17: Medium Wondrous Items, page 364-365
    Table 15-18: Major Wondrous Items, page 365-366
    Table 15-18b: Ioun Stones, page 379
    Table 17-1: Special Ability Types, page 388

    Tables by Category and Subject:

    Spoiler:

    Table Index:

    Character Creation and Levels
    Ability Modifiers and Bonus Spells, page 5
    Ability Score Costs, page 5
    Ability Score Purchase Total Points, page 5
    Aging Effects, page 123
    Ages Randomized by Race, page 122
    Character Advancement and Level-Dependent Bonuses, page 13
    Height and Weight Randomized by Race, page 124
    NPC Ability Scores, page 336
    NPC Gear, page 338
    NPC Skill Selections, page 337
    Racial Ability Adjustments, page 337
    Starting Character Wealth, page 98

    Classes
    Adept, page 333
    Aristocrat, page 334
    Barbarian, page 13
    Bard, page 17
    Bard Spells Known, page 18
    Cleric, page 21 (Deities page 21)
    Commoner, page 334
    Druid, page 24 (Animal Companions page 25)
    Expert, page 335
    Fighter, page 27
    Monk, page 30
    Paladin, page 33 (Mount page 34)
    Ranger, page 36 (Favored Enemy page 36, Favored Terrain page 37)
    Rogue, page 39
    Sorcerer, page 44
    Sorcerer Spells Known, page 44
    Warrior, page 335
    Wizard, page 49 (Familiar pages 50, 51)

    Skills
    Altered Skills, page 53
    Craft Skills, page 59
    Craft (Trapmaking) DCs, page 313
    Fly and Wind Effects, page 62
    Knowledge Skill DCs, page 67
    Skill Check Bonuses, page 52
    Skill Points, page 52
    Skills, page 54
    Spellcraft DCs, page 72

    Feats
    Feats, page 78-80
    Leadership Benefits, page 89

    Equipment
    Armor, page 108
    Armor Donning, page 110
    Armor for Unusual Creatures, page 111
    Armor, Weapon, and Shield Hardness and Hit Points, page 129
    Carrying Capacity, page 125
    Carrying Loads, page 125
    Coins, page 98
    Goods and Services, page 113-114
    Siege Engines, page 325
    Trade Goods, page 98
    Weapon Damage by Size, page 101
    Weapons, page 102-103

    Movement
    Hampered Movement, page 126
    Light Sources and Illumination, page 128
    Movement and Distance, page 126
    Movement for Mounts and Vehicles, page 127
    Tactical Speed, page 144
    Terrain and Overland Movement, page 126

    Combat
    Actions in Combat, page 135
    Armor Class Modifiers, page 147
    Attack Roll Modifiers, page 145
    Break or Burst Item DCs, page 129
    Creature Size and Scale, page 145
    Object Hardness and Hit Points, page 129
    Object Size and Armor Class, page 129
    Substance Hardness and Hit Points, page 129
    Size Modifiers to Attack Rolls, page 131
    Special Ability Types, page 388
    Two-Weapon Fighting Penalties, page 152

    Spells
    Alignment Aura Strengths, page 215
    Contact Other Plane Results, page 212
    Items Affected by Magical Attacks, page 165
    Magic Aura Strengths, page 216
    Prismatic Effects, page 257
    Summon Monster, page 278-279
    Summon Nature's Ally, page 280

    Encounters
    Average Die Results, page 297
    Character Wealth by Level, page 293
    Creature Hit Dice, page 294
    Creature Statistics by Type, page 296
    CR Equivalencies, page 291
    Encounter Design, page 291
    Experience Point Awards, page 292
    Monster Statistics by CR, page 294
    Size, page 295
    Treasure Values per Encounter, page 293

    Dungeons
    Combat Adjustments Underwater, page 323
    Cost Modifiers for Magic Device Traps, page 313
    CR Modifiers for Magic Traps, page 313
    CR Modifiers for Mechanical Traps, page 312
    Damage from Falling Objects, page 329
    Doors, page 303
    Random Weather, page 327
    Walls, page 301
    Wind Effects, page 329

    Magic Items
    Armor and Shields, page 340
    Armor Special Abilities, page 341
    Ioun Stones, page 379
    Minor Wondrous Items, page 363-364
    Medium Wondrous Items, page 364-365
    Melee Weapon Special Abilities, page 345
    Major Wondrous Items, page 365-366
    Potion Costs, page 351
    Ranged Weapon Special Abilities, page 346
    Rings, page 353
    Rods, page 355
    Scroll Costs, page 359
    Shield Special Abilities, page 341
    Specific Armors, page 343
    Specific Shields, page 344
    Specific Weapons, page 348
    Staves, page 360
    Wands, page 362
    Weapons, page 345

    Scarab Sages

    This could fall under the "Open Comments" portion, but I felt obligated to mention this now to give Jason time to digest.

    A good deal of exploits of 3.5 comes from multiclassing combinations that provide serious advantages over single classes (slightly reduced BAB for huge saves and tons of class features? Sold!).

    I was thinking today about how my original D&D group misinterpreted multiclassing when 3rd Edition came out, when it was a new D&D system.

    Okay, so here is how our group originally misinterpreted, in a good way, multiclassing when 3rd Edition came out:

  • BAB and Base Saves do not stack. You take the best of each from your classes at the levels you have in that class. Saves are taken as a group for simplicity of math. If two classes are at equal level, use the first class the character took. We thought this was what the PHB meant, because it was the same way spellcasting and class abilities worked (and later on, returned with the Class Defense variant, by which time we had corrected our "mistake").

    We never had problems with multiclassing until we started using the rules "the right way".

    Example: Gorg the 4th Level will be built two ways in each system. First, under the 3.5 rules as a single-class barbarian, second as a 3.5 barbarian/ranger/druid. Then, under my groups "incorrect" rules as a single-class barbarian, and again as a barbarian/ranger/druid.

    3.5 Mechanics

    Spoiler:

    Gorg, Barbarian 4:
    BAB +4; Fort +3, Ref +1, Will +1; fast movement, illiteracy, uncanny dodge, trap sense +1, rage 2/day.

    Gorg, Barbarian 2/Ranger 1/Druid 1:
    BAB +3; Fort +6, Ref +2, Will +2; fast movement, illiteracy, uncanny dodge, rage 1/day, favored enemy, track, animal companion, wild empathy, nature sense, druid spells.

    Gorg trades +1 BAB for net +5 saves and a whack of class features, it gets more out of whack with more classes and higher levels.

    Proposed Pathfinder Mechanics

    Spoiler:

    Gorg, Barbarian 4: Unchanged from above.

    Gorg, Barbarian 2/Ranger 1/Druid 1:
    BAB +2; Fort +3, Ref +0, Will +0; same class features but Pathfinder.

    Gorg trades +2 BAB for net -2 saves and a whack of class features, adding more classes does not improve his BAB or Saves any faster.

    I'd love to hear from Jason on the potential for this. Obviously it requires some work recalculating BAB and saves, but it is all based off the highest level class so there is really only one calculation (reduce numbers by the difference between one version and the new version). And given the advances with CMB and Turning subsystems, I do believe that the lingering abuse of Multiclassing could use an overhaul.

  • Scarab Sages

    Okay, so here is how our group originally misinterpreted, in a good way, multiclassing when 3rd Edition came out:

  • BAB and Base Saves do not stack. You take the best from your classes at the levels you have in that class. Saves are taken as a group for simplicity of math. For cases where there are two classes of equal level, use the saves of the first class the character took. We thought this was what the PHB meant, because it was the same way spellcasting and class abilities worked (and later on, returned with the Class Defense variant, by which time we had corrected our "mistake").

    We never had problems with multiclassing until we started using the rules "the right way".

    Example: Gorg the 4th Level will be built two ways in each system. First, under the 3.5 rules as a single-class barbarian, second as a 3.5 barbarian/ranger/druid. Then, under my groups "incorrect" rules as a single-class barbarian, and again as a barbarian/ranger/druid.

    3.5 Mechanics

    Gorg, Barbarian 4:
    BAB +4; Fort +3, Ref +1, Will +1; fast movement, illiteracy, uncanny dodge, trap sense +1, rage 2/day.

    Gorg, Barbarian 2/Ranger 1/Druid 1:
    BAB +3; Fort +6, Ref +2, Will +2; fast movement, illiteracy, uncanny dodge, rage 1/day, favored enemy, track, animal companion, wild empathy, nature sense, druid spells.

    Gorg trades +1 BAB for net +5 saves and a whack of class features, it gets more out of whack with more classes and higher levels.

    Incorrect Mechanics

    Gorg, Barbarian 4: Unchanged from above.

    Gorg, Barbarian 2/Ranger 1/Druid 1:
    BAB +2; Fort +3, Ref +0, Will +0; same class features.

    Gorg trades +2 BAB for net -2 saves and a whack of class features, adding more classes does not improve his BAB or Saves any faster.

    We found this incredibly fair for the single-classed players. And easy to convert - just take the total saves from the highest level class and rebuild the saving throws.

    I thought of this when reading recent criticisms of 3rd Edition, and I honestly think it goes a long way to preventing certain abuses of the system.

    Who wants to play a Fighter 2/Duskblade 1/Wizard 1/Cleric 1/Sorcerer 1/Wilder 1/Barbarian 1 when you have a grand total of +2 BAB and Fort +3? There are advantages, but also huge downsides. That is why I like it.

    Comments?

  • Scarab Sages

    Not a complaint, but more a question for my own benefit.

    What is Paizo's policy regarding damaged or worn products. I recently received my copy of "Ghostwalk", and one corner was crushed.

    I am not dissatisfied, and I realize this is inevitable with long deliveries. I am just curious IF Paizo usually does something or not.

    Scarab Sages

    From my Expedition to the Ruins of Castle Greyhawk playtest thread:

    Valis: NG male human rog3/ftr7 (at time of death)

    Spoiler:

    hp 104
    Init +2; Senses Perception +20
    Languages: Common, Elven, Dwarven, Thieves' Cant

    AC 30, touch 15, flat-footed 28
    SV Fort +12, Ref +10, Will +10; Evasion, +2 vs. fear
    Speed 30ft.

    Melee +2 adamantine shatterspike +19/+14 (1d8+10/17-20)
    BAB +9; CMB +14 (Def 33) +9 to sunder

    SA Sneak attack +2d6, armor training +2, weapon training (heavy blades +1)
    SQ Trapfinding, talent (stand up), trap sense +1, bravery
    Skills: Acrobatics +16, Bluff +11, Climb +12, Disable Device +18, Knowledge (Warfare) +10, Perception +20, Sense Motive +10, Stealth +14, Survival +18
    Feats: Blind-Fight, Defensive Combat Training, Dodge, Improved Critical (longsword), Improved Sunder, Iron Will, Power Attack, Toughness, Weapon Focus (longsword), Weapon Specialization (longsword)

    Equipment: +2 chain shirt, +2 destana, +2 adamantine heavy shield, +2 adamantine shatterspike, cloak of resistance +3, ring of protection +2, amulet of natural armor +1, lens of detection, belt of strength +4, gloves of dexterity +2 and constitution +2, stone of good luck, statue of the silver raven, mwk composite longbow (+3 Str), 20 arrows, mwk thieves' tools, 50ft. silk rope, rations x5, small mirror, sun rod x5, tindertwig, alchemist's fire x2, crowbar, sledgehammer

    Keep in mind this is from the Player's sheet, so it may contain errors.

    Now for the feedback:

  • CMB:
    Spoiler:
    Seems to be making his life too easy. Purchasing a +2 shatterspike adamantine longsword and taking Improved Sunder and Defensive Training his PC has +23 to Sunder attempts and a defensive CMB of 33 (along with an AC of 30). With the exception of other fighters of his level, it is very difficult to resist his Sunder attempts unless I ensure NPCs have Defensive Training (and/or Improved Sunder). I mention this here because fighters are most likely to have this strategy available.

    If he wants, he wades into battle and Sunders everything, knowing that the cleric's mending spell will fix some of the treasure he might destroy. These two factors really combine poorly and have ended some combats very quickly. Even if an enemy has 2-3 weapons, he can simply sunder each one in turn.

  • Will Save:
    Spoiler:
    Is even more of a target to remove him from the battle. In this particular battle, he was subject to hold person and summarily executed by a dwarf lieutenant with a waraxe. Bravery had little impact on gameplay - fear effects were not common. It's a nice addition, but relatively little value.

  • CR:
    Spoiler:
    Granted, not everything is an NPC with weapons, but looking ahead through the adventure, I notice quite a few monsters with low ACs and to-hit. Again, I reiterate, it is nice that the fighter has a good AC effectively making them not worry about low-level combatants (very much feels like 2nd Edition), I am finding that creatures around 2 levels lower than the Fighter often require a natural 20 to hit.

    For example, 6 hobgoblin ranger/rogues had no chance to hit the party fighter, even with flanking. Aid another boosted their hit chance to 19-20, but barely dealing enough to bypass stoneskin. The hobgoblin master, CR 7 ranger/fighter, needed an 18 to hit with flank, 16 with aid another. His damage could bypass the stoneskin, but only with luck.

    Second example, Flesh Golem wielding a +2 flaming longsword. After a helpful haste from the party sorcerer, the CR 8 golem had to roll an 18 to hit the party fighter. The party fighter, equipped with an adamantine longsword, easily dispatched the golem. I have come to the conclusion that until the monsters are released, they need major tweaking as some CRs are off in regards to to-hit and AC.

    My initial suggestion is to have armor training apply to either melee or ranged attacks (possibly with an increase in value, say +1). This would give enemies more options for combating the fighter, and support the ranged/melee outlook the player chooses for their character.

  • Favored class mechanic:
    Spoiler:
    I am noticing something as a DM. Almost every NPC the party encounters has extra hp from this and toughness. This essentially negates the benefit of the fighter's Weapon Training.

  • Weapon and Armor Training:
    Spoiler:
    Are spaced out enough that a multiclass character does not experience much benefit unless they commit to fighter levels (based on Stillguar (an NPC clr9/ftr6), who was an effective combatant but not much moreso than if he had remained as a cleric). Most of the time he was either a 9th level cleric, or about a 12th level fighter. Had he been all of one (15th level cleric or 15th level fighter) the fight would have been much more deadly. I see this as a good thing, as it means the new fighter class is not unbalancing multiclass characters.

  • Finally, The General:
    Spoiler:
    Amply prepared for the PCs. The PCs healed up, and cast stoneskin on the cleric and sorcerer but not the fighter, who had about 40 points remaining. I retooled the General (CR 10 human fighter) to face the PCs using only Pathfinder rules, which meant replacing some feats. Tyraniss the blue dragon was left untouched at CR 8. The fighter charged in again, getting pinned between Tyraniss and the General, who began chipping away at his hp and stoneskin. The dragon used breath weapon on the spellcasters, or full attack to keep the fighter occupied. The fight only lasted 6 rounds, but it was action-packed. Even after the dragon fell, the General held his own, sundering (damaging) the clerics armor, the fighters armor, and even (in the best twist) the cleric's holy symbol! The General fell following several vampiric touch spells from the sorcerer, and hasted full attacks from the fighter.

    Now, for interest, here is the satisfying CR 10 General, Pathfinder-style:

    Expedition to the Ruins of Greyhawk wrote:

    hp 102
    AC 32, touch 19, flat-footed 29
    Attack: blade of chaos +21/+21/+16 (1d8+13/17-20)
    CMB: +17 (Defense 36), +22 to sunder (Defense 41)
    Saves: Fort +10, Ref +9, Will +5; (+3 vs fear, resist cold 20 fire 10)
    Special Attacks: Combat Reflexes, Improved Sunder, Power Attack, Spring Attack
    Feats: Defensive Training, Dodge, Improved Critical (longsword), Mobility, Improved Toughness, Weapon Focus (longsword), Weapon Specialization (longsword).
    Gear: 1 potion of cure serious wounds, +2 breastplate, +2 heavy adamantine shield, ring of minor energy resistance (cold), ring of counterspells (hold person), cloak of resistance +1, belt of giant strength +2

    Notes: General has 3 rounds of haste as well as shield of faith +3 and resist fire 10 active at start of battle. He has 100 gp more gear than his 3.5 equivalent. Also note than my group is assuming weapon/armor enhancement can add to CMB (sunder or trip), as well as Weapon Focus and Weapon Training.

  • Valis has been killed twice. Both times as the result of a failed saving throw (hold person and mohrg's paralysis) resulting in a coup de grace. After the second death, the player decided to retire the character.

    In summary, the fighter seems to have become so reliant on AC and attacks as to make very little chance of failure in these areas, especially against low level opponents. This seriously affects the CR system, as the cut-off is around 10 levels difference, but the fighter is unaffected by around 2-3 levels. Except, of course, for saving throws, the player agreed with me that they deserve some kind of mettle-like ability to shrug off effects. Mobility has been helped by CMB somewhat, but could also use improvement.

    Finally, my biggest complaint in relation to fighters. Compared to rogues, they now get the same amount of bonus "combat feats" (minus 1st level feat), because the rogue can select combat feats (or better abilities) as their talents. I find this extremely unfair to the fighter, who gets feats as a primary class feature, yet the rogue matches them step for step at 2nd level and beyond.

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