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Gnome Ninja's page
Organized Play Member. 169 posts. No reviews. No lists. No wishlists.
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Genuinely unsure if this is intentional or not and I’d love to hear from the devs. The pretty well-known “sorcerer skill-monkey” phrase on page 129:
“Bloodline Signature Skills: You are trained in the listed skills and add them to your signature skills.”
Considering the name, I’d assume this is supposed to just add them as a signature skill only, and not be trained.
Atlatl Jones wrote: I find it very strange that Wizards don’t have Lore as a signature skill. Aren’t they supposed to be good at knowing things? The entry on Lore (p. 141) says all Lore skills you have are Signature Skills.
Yeah this is highly strange. A couple other classes like cleric and druid get a free proficiency too, and I wonder if it’s supposed to be included in their base number? So like the cleric 5+Int really means 4+domain+Int? But then sorcerer means 1+bloodline+Int which is a lot less choice than other classes ...
I noticed a weird discrepancy in the number of trained skills classes get.
- Alchemist - 2 + Int
- Barbarian - 3 + Int
- Bard - 7 + Int
- Cleric - 5 + Int + Domain skill
- Druid - 4 + Int + Order skill
- Fighter - 3 + Int
- Monk - 3 + Int
- Paladin - 4 + Int
- Ranger - 6 + Int
- Rogue - 10 + Int
- Sorcerer - 5 + Int + 4 bloodline skills
- Wizard - 2 + Int
This seems really strange, and largely arbitrary! It makes sense that the rogue, ranger and bard get a lot of base skills, but why does the sorcerer get so many? I get that the alchemist and wizard will have high Int anyway, but why does that force them to play skill catch-up behind every other class? Why does the paladin have more skills than others rmartials, and why do the cleric and druid have a lot more too?
Is there something I’m missing here? Mosty I just don’t get why the Int classes are “punished” with low base skill points, and why the cleric, druid, and especially sorcerer have so many more than equivalent classes.
Int is the new Cha. What does Int do? Everything Dex dows, minus a little. What is governed by Int? Answer: Two classes' abilities, and only the Wiz really needs it. I mean, Wizards just take the knowledge skills, and then everyone else can dump Int. Great, I'm going to have players with mentally retarded characters.
DeadDMWalking wrote: I took the 'Gestalt Rules' in Unearthed Arcana and I built a 20-level Racial Progession that each character gets in addition to their class abilities. I think the group has really been enjoying these rules. They make an elven fighter distinctly different from a dwarven fighter, even if the 'fighter' part is identical. I also used that as an excuse to give some extra healing. For example, elves and gnomes (to a lesser extent) have the ability to cast some healing spells. Offtopic, but could you put these somewhere? That's pretty awesome.
KaeYoss wrote: I think gnomes still have their place. Cha is not everything.
They're still very tough for their size, they're still good sorcerers and bards (especially with illusion magic), and they're still the feyish maniacs.
Gnome Ninja wrote: However, if Paizo would give the Half-Orc a +2 Con instead of Wis, that would be overpowered. Fixed it for you :P
In what way is it overpowered? Physical scores aren't everything, and there are 2 other races with Con bonuses.
Gnomes lose the Defensive Training, and maybe the Hatred abilities in favor of something more unique.
Half-Orcs essentially get Diehard (or a lesserversion) instead of their durrent retarded rage thing. They also lose Clr and get Drd as a FC. They also lose +2 Wis and gain +2 Con.
Halflings get +2 Int or Wis and no cha bonus again, and they lose Bard as an FC in favor of Ranger.
Kirth Gersen wrote: If you have a Sprint skill, it needs to be merged with the Jump skill, then. There's a reason Carl Lewis (an insanely fast sprinter) is one of the best Olympic long jumpers of all time. Or the discussed Endurance skill.
Also, on the table for generating NPC ability scores, it says Halflings get +2 Int, but they don't anymore. (Even though I think they should, but that's for this thread).
lastknightleft wrote: Gnome Ninja wrote: lastknightleft wrote: I somewhat support it, I agree ranger/rogue should be halfling classes, but Dex/Wis makes a much better fit and keeps them from being mini elves (which if they have dex/int then they are exactly) I'd agree with Dex/Wis, but there are already two races with Ws bonuses, and that would make one with Int, one with Cha and THREE with Wis. However, if Paizo would give the Half-Orc a +2 Con instead of Wis, that would be nice. Agreed, but then we'd have three with con But traditionally, many fantasy races are more tough than humans; not that many are more wise.
EDIT: Actually, no. Many are. But game-wise, EVERYONE can use more Con, and it's only extremely vital to Barbarians (and arguably Sorcerers). Not true for Wis: it's vital to at least 3, but useless to some.
lastknightleft wrote: I somewhat support it, I agree ranger/rogue should be halfling classes, but Dex/Wis makes a much better fit and keeps them from being mini elves (which if they have dex/int then they are exactly) I'd agree with Dex/Wis, but there are already two races with Ws bonuses, and that would make one with Int, one with Cha and THREE with Wis. However, if Paizo would give the Half-Orc a +2 Con instead of Wis, that would be nice.
Paul Watson wrote: Sorry, Mr Ninja, but the irony was just too much. Bold should show why. *Facepalm*
Here is a place to post the nitpocky things you noticed in PRPG AR3. I mean stuff like typos, misnomers, etc. I have some here.
pg 66 - Extra Turning still mentions Turn Undead instead of Channel Energy.
pg 73 - Turning Smite still mentions Turning instead of Channel Energy.
pg 140, 141, 142 - Many items list weird body slots, like "crown" or "belt." There are official names for these slots.
I still thank the Paizo editorial staff for their better job than WotC at editing!
Mike McArtor wrote: Actually, in traditional D&D it was staves. It got changed to staffs in 3e, IIRC. But yeah, it's a pet peeve of the entire editorial staff, so go ahead and send that box of cookies to:
Paizo Publishing
Editorial Department
2700 Richards Rd #201
Bellevue, WA 98005
;)
By "traditional D&D" I meant non-PRPG D&D; I always thought it was staves, and this was likely supported by my original brief stint with 2nd edition.
I should be sending them off within the week, but they might take a while to get there (opposite coasts).

raidou wrote: Rangers do not need to meet the prerequisites for:
- Two-Weapon Fighting
- Improved Two-Weapon Fighting
- Greater Two-Weapon Fighting
However, the Two-Weapon Defense feat is not called out in either the feat description or the ranger class writeup as having a similar exception. Basically the class that needs it most may not qualify for it because of multi-ability-dependency.
Nope, they need not meet them, see below.
Alpha 3 wrote: Combat Style Feat (Ex): At 2nd level, a ranger must select
one of two combat styles to pursue: archery or two-weapon
combat. This choice affects the character’s class features
but does not restrict his selection of feats gained through
normal advancement. He can choose these feats, even if he
does not have the normal prerequisites.
...
If the ranger selects two-weapon combat, he can choose
from the following list whenever he gains a combat style feat:
Deft Shield, Double Slice, Two-Weapon Defense, and Two-
Weapon Fighting. At 6th level, he adds the following feats to
his list: Improved Two-Weapon Fighting and Weapon Swap.
At 11th level, he adds the following feats to his list: Greater
Two-Weapon Fighting and Two-Weapon Rend.
I didn't realize until this afternoon that in traditional D&D, you had magic staffs. STAFFS. Therefore, I cannot thank you all at Paizo enough for making it "Staves", which is the real plural (technically staffs can be correct, but technically nauseous can mean feeling nauseated, so it's retarded).
Thus, if someone at Paizo could tell me who suggested this change I will literally send them a box of cookies. but I need to know who came up with the idea first.
I do like this a lot. I think this would be nice, but it might be a little overpowered. I am not sure though, that is for the calculators to determine. Also,
raidou wrote: Opens this feat to Rangers who may not meet the ability Prereq. Rangers need not meet the prereqs for any Weapon-Style Feat.
What we have home-ruled is that humans get Martial Weapon Proficiency if they are not already proficient with all martial weapons. If they already are, they instead get Weapon Focus for a weapon, or Exotic Wepon Proficiency.
I do see your point, but humans already get an average of three-four feats at 1st level ... even one more (WF) feels a little ridiculous.
0gre wrote: I like gnomes with the CHA bonus and favored class sorcerer/ bard.
Halflings... DEX/ INT is sort of the perfect storm to make them the ultimate Rogues. I never considered halflings as casters much and agree having their second favored class be Ranger would be good.
YES
That is exactly what should happen. [On a side not, Half-Orcs should have Druid not Cleric as a FC]

See, but Pathfinder has changed Charisma's purpose in my mind a little, based upon the fact that Charisma is used in every casting class, one way or another: Bard - Nearly Everything
Cleric - Channel Energy, Domain DCs
Druid - Wild Empathy, Domain DC if they choose Domain Nature Bond
Paladin - Nearly Everything
Ranger - Wild Enpathy (caster with least Cha usage)
Sorcerer - Nearly Everything
Wizard - School DCs
While I have been arguing that School and Domain DCs should be Int or Wis based (respectively), I see how Paizo working in Cha as the Casting Stat. And I kinda see their point: in much of fantasy, magic is at least partly governed by the user's force of personality, their personal menatal ability to force their will on things, and the ability that seems closest to that is Cha. Gnomes are supposed to be like faeries: very innately magical, and that is exactly what is represented by the Cha bonus. I like that. Again, though, halflings should not have a Cha bonus; there's nothing innately magical about that.
I aggree with a lot of the people here that Gnomes should move away from Dwarves though, like the Hatred and Defensive Training abilities. They don't face the same enemies Dwarves do anymore, so I think these could be replaced with something more unique.
I kind of like them with a Cha bonus. Since every caster class has at leasy 1 ability based on Cha (though I hope this isn't true anymore for Wiz and Clr domains), Gnomes are decent at every type of magic. The problem wih Gnomes is that they don't have the best mechanical bonuses, they have some fo the best RPing possibilities. Speaking with burrowing mammals? That s***'s bananas, B-A-N-A-N-A-S.
Gnomes have always been torn between curiously innovative crafters and tricksy fey magicians. PAthfinder chose one for them and I like it. Gnomes should keep the Cha bonus; it fits wih their current incarnation's innate magical talent.
Halflings are good at planning-on-the-run and are very clever. As I said, they ARE NOT Hobbits (I think I pointed out that TSR lost that lawsuit). Please, halflings are no more pretty or manipulative than other races; they are cleverer.
airwalkrr wrote: Gnome Ninja wrote: I personally feel that, since it is a parallel to channel energy, it should also be Rgr level - 3. I think that's all he's saying, and it's definitely all I'm saying. It also makes it mroe fun at high levels. I have no problem with that. As a matter of fact I am the one who suggested the rgr level -3 thing. But he was suggesting adding new spells because the animal companion wasn't worth it without or otherwise inventing a new mechanic to replace it. As I said, I don't think such drastic measures are warranted when the mechanic isn't really broken to begin with so a slight adjustment would be quite preferable. Okay. It's like 11:38 here and I didn't feel like reading the whole thread. I think it's fine if we just give them Rgr level - 3, and that's my only point.
BM wrote: Incorrect. You have to have a regular access to the ability to fly every day to be able to take ranks in fly. Look up the special for fly. I didn't notice that. But is this supposed to be convincing for keeping Fly a skill, 'cause it isn't for me.

Michael Donovan wrote: The ability to hide in reality is very much dependent on both size and training. Perception, on the other hand, is almost entirely about training and experience. For instance, most folks hardly notice ants; however, here in Texas, people not only notice them but can usually identify the type from a distance (due to the necessity of avoiding fire ants).
Another example is someone who is not used to being around toddlers stumbling clumsily into said rug-rats, while school teachers usually notice the ankle-biters and manage to not kick the kids (unintentionally, at least).
Perception is almost never affected by the size of the observer, only the observed - and yes, cats are quite good at hiding from each other.
I think it's the same idea that gives Small things a +1 to attack: everything else to them is bigger. If you are 4 feet tall, it's easy for you to see something 20 feet tall, but to him you seem to blend in with tablelegs. You hear his every large step, but your foot patters are so far from his ears, he can barely make them out.
Important note though:
THIS CAN ONLY APPLY TO AUDIAL AND VISUAL PERCEPTION.
No reason for the other three.
Brett Blackwell wrote: SirUrza wrote: Or don't use the Wizard's CHA as a dump stat. :P
Yes it's intentional and CHA being used for abilities makes sense. That's cool... I think the fighter's attack bonus from weapon training should be based of CHR so they can't use that as a dump stat.... Like I said about how Sor spell DCs should be based on Str :P
airwalkrr wrote: I don't mean any offense, but your opinion that the animal companion is not fun to play with does not mean the mechanic is broken. I have known plenty of players over the years who enjoy the ranger's animal companion, but we have never encountered any difficulty with the rules to make us think they are broken. I personally feel that, since it is a parallel to channel energy, it should also be Rgr level - 3. I think that's all he's saying, and it's definitely all I'm saying. It also makes it mroe fun at high levels.
Basically, they finally became truly separate and got important unique things (especially the Cha bonus). Then the halfling comes in and says, "NO!" I liked the Gnomes the way they were, and I don't want another race to go into their territory mechanically or flavorfully; that doesn't happen to other races, and we had them unique and in a nice niche.
Please, put the halfling back.
Sprain Ogre wrote: I'm of the opinion that perhaps the rangers animal companion options shouldn't be quite so bad. How about ranger level -3 for effective druid level instead of half? Like the paladin with the new, and awesome, turn undead ability? (And I'd like to say how incredibly happy I am with that change. I've wanted to do something similar for years, I've just lacked the courage to do so I guess! So, thank you for putting it into the fantasy RPG I'm going to be playing for the next several years.) SECONDED!
I mean, I just realized that without Endurance as a skill, Con has no skills at all. Also, I like the idea of Concentration being folded into it. Spellcraft doing that seemed, well, silly. As in, "I am so intelligent, I can ignore damage while casting my spells" silly.

Kirth Gersen wrote: Requiring a feat to use potions of fly would be fine with me; a feat or a skill, either way is OK. It could be a bonus feat for natural flyers.
I know a lot of people advocate rolling it into acrobatics, but that just doesn't sit well with me. Realistically-speaking, I can tumble and jump, and have very good balance, but I also get airsick. Game mechanically, acrobatics is already verging on "too good," to my mind. I'd just like flying characters to somehow be an exception, rather than the default.
Realistically, the skill is silly. 1st-level characters with a rank in Fly would imply they have practiced the skill. How? a Fighter could invest a rank in Fly...but how did he train? I can't imagine he can go around flying before even 1st level. Its' more plausible for a Wiz or Drd or Sor, but still, they can't even cast it when they can start "training." The whole idea of Fly as a skill is unrealistic.
As a feat that gives you more abilities, it would both be a bigger decision to be really good with flight and it would imply extensive training, not just investing in something so you'll be good with it later. It would be a one-time deal. I think that fly should still be decent without it, but with this, it becomes very good.
Maybe you could remove the skill, but add a feat that gives you great flying ability.
Or add Fly to Acrobatics like our group is doing.
I think Domains, Schools and Bloodlines should all be in the Magic section.
I kind of said this in a previous thread, but I feel the Gnomes have been majorly shafted in this Release.
Essentially, the Gnomes were unique in a big way in previous releases, as were other races. However, now they are not the only SMALL race with a CHA bonues and STR penalty and a BARD Favored Class. In fact, a halfling outperforms them in every class but Sorcerer and maybe Wizard now (naturally exclding pure martial classes that neither are extremely suited to, though the halfer probably still des better). Please, put halflings back, and give them some other favored class than bard (not wizard though... I cannot suggest another. Maybe Ranger?).
Halflings need their old +2 Int, not Cha. They are crafty and clever. They are not, as people have suggested, based upon Tolkein's hobbits (TSR lost that case) except for hairy feet and small stature. They are different. I hope people will agree that the Int bonus fit the Halfling's quick-thinking, plans-on-the-fly nature.
Since you apparently have some issue with the Sorcerer the way it is now, even though it really has no dead levels, just add some spell-secret-like abilities (from Wu Jen).
I like the standardization, but I think it is not put in there because every monster would have to be changed. I don't want to have to go "Oh, wait, I need to give this guy more feats" every time I pull a monster from the MM.

Doug Bragg 172 wrote: If it's not near as effective as what you can cast off your spell list, then why bother having it as a class ability? Yeah, I cast fireball using my school power... why? Because Jason wanted play testing, so I tested. Was it useless. Yes, pretty much. Result: I won't be relying upon Fireball to do anything in the future, and will consider it a last option.
If the idea behind school powers is to encourage players to not multiclass... then the school powers need to be useful. As it is, basing saves on a wizard's charisma is useless. This won't stop me from multiclassing.
As is, the only reason I'd prefer a Pathfinder Wizard over a 3.5 Wizard is the bonded item as it currently is. Otherwise, a 3.5 Specialist is by far a better choice.
Good point. Bards can learn Mass CLW, but Soothing Performance does the same thing. Is Soothing Performance worse? No! Same goes for other Bard songs that mimic spells they can get. Why should it be worse for Wizards then? Just because bards rely on a typical dump stat? That's just crap.
Cha is a dump stat because few classes rely on it. THREE do now, and one more benefits from it (Brd, Pal and Sor, and Clr, respectively). The same goes for Str: some classes need no Str, and it can be used as a dump stat; that doesn't make a good argument for using Str for Sorcerer abilities just because "it's often dumped."
I just don't have a long enough list, but I think it can be summarized by this:
Even though the flaws in the PRPG, I still want to have your babies Jason.
Big Fish wrote: Personally, I think that Skills should not only be made into smaller, more useful groupings, but be made into a major part of the game, like in Iron Heroes.
/blah blah skill point rant/
More skills is better.
I though this thread had NOTHING AT ALL TO DO WITH MORE SKILL POINTS. It is about condensing or making skills, namely the stated Endurance.
Thank you, that is all.
Since there are no psionics (which I approve of), I think this is a wonderful idea. Bravo, and I hope they put something like this in there.
Same here. We also have Athletics as a skill, and Jump is part of that (not Acro), as are Swim and Climb. Fly we are putting as part of Acrobatics.
Chymor wrote: I don't think this is a mistake. Like mentioned above, spell-like abilities use Charisma and this makes sense as they are like mini-sorceries.
I believe Gnome Ninja found a rules consistency issue in rogue magic talents. They should also use Charisma.
All that said, DCs of low CHA wizards are pretty lame. Maybe Wizard (and Rogue) spell-likes should be exceptions to the general rule...
I suggested before that fore Wizards and Clerics, since these are supposed to be their most basic powers, maybe the DC should be
10 + spell level + Cha + [usual ability bonus]
This way, casters would still have a reason to have a good Cha, but they need not rely on it.

Robert Brambley wrote:
Okay piggybacking on your work, Hogarth, the barbarian in the example would have 3 rages a day lasting 8 rounds each - thus 24 rounds; leaving an excess of 4 points to spend on the cool abilities that cost about 3 each.
Upon reaching 12th said barbarian would rage 4 times a day whereas a 3.5 barbarian would have 32 rounds of raging. PF would have 62 points or 31 rounds total (one less) even without using any of the abilities.
And I think 16 CON is a safe number. I feel its quite likely that one could have only a 15 CON by this point, meaning only 50 points, and only 25 rounds of rage a day.
IMO, Golb and DeadDM may have a point that it seems a bit much to have to spend 2 points a round for the mighty rage - when instead that ability should simply make the use of each rage point more "bang for the buck" instead of just costing more to get more. Furthermore, if you're getting roughly the same number of rounds of rage per day (provided you have at least a 16 CON), and cannot have any reserves for any of the cool and often-times costly rage powers, and if the M.O. of the new classes was to make character classes be able to do more, then the barbarian is certainly capable of doing this - provided he doesn't Greater Rage. If he's happy...
I'll give you that I don't like the having to spend more rage points for just a multiple of the ability. I think it should just be worth more to be Raging.
BILBO BAGGINS wrote: searing light, flamestrike, air walk, travel domain, trickery domain...
clerics CAN do what wizards do,
wizards cannot do what clerics do...
And when do Clerics get those spells (assuming they even took those domains, which is irrelevant, because half the time they don't do what you think they do)? Later than even Druids. They don't even get most Wizard spells.
Malkari Durant wrote: Another idea is that a paladin gains ranks in Ride like the bard gains ranks in a Knowledge skill once they acquire their mount (starting at 5th level they gain 1 rank in ride at every level), but this only applies to ride checks made with their mount. Instead of ranks, maybe just a bonus to Ride checks equal to Paladin level +3. Since you are just gaining ranks that only apply to certain situations, making it ranks is hard to justify.
See, the whole thing is, each spell needs to specify a system of ups and downs. For example, with Beast Shape I, you can either become an animal of youro size or one smaller. Beat Shape II, your size, one smaller, two smaller or one larger. Each spell set specifies the ability score modifier s for each step larger or smaller.
I personally, when I DM, like point-buy. As people have said, it prevents the following (an example from my game where I was a player and we rolled):
Necromancer: 17, 17, 16, 12, 10, 9
Paladin: 15, 14, 14, 13, 12, 10
Rogue: 18, 16, 15, 13, 12, 8
Bard, 15, 13, 12, 12, 11, 9
Compared to the rest of oue scores, the Bard just looked pitiful. I actually sometimes use a mix of the two - if anyone wants and explanation, I can do so here.
Wow, this is intensely seconded.
Maybe, on the mount table, Paladins should get a supernatural bonus to Ride when riding their special mount. For every tier on the table, they get a cumulative +2 bonus. Ideas?
BILBO BAGGINS wrote:
with the domain spells, they are still better spellcasters than wizard and the magic schools.
add the BAB, HP, two strong saves, knowledge of all the clerical spells and armored casting....pretty much unbalanced no??
But can a Cleric blast things with a firball or lightning bolt or magic missile, and then follow up flying into the sky to disintegrate your foes, after turning invisible? No, they cannot.
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