Iron Dragon

Gnome Ninja's page

Organized Play Member. 169 posts. No reviews. No lists. No wishlists.




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.


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!


  • 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 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.


    I just need to get this in here, okay? I don't want what happened with WotC and advancing Eberron to happen on these forums.
    Paizo, I know a lot of people are saying, "OMG NO RAGE POINTS" but keep in mind how many are not. People are more likely to be outspoken if they dislike something in place. I can say, with a nice amount of certainty, that plenty of people like rage points - in fact, probably more than do not.
    Obviously, I like rage points. I like their flexibility, I like their abilities, I like the spending more or less for extra abilities or mighty rage or such. The converson cannot be that hard between them and Rage X/day. Please, keep them.
    For all you who like Rage Points, show your support here.


    I have a few comments about both what changed and didn't change with races. Now, I'm fine with most of the races, namely Humans, Gnome, Dwarves and Elves. However, I apparently have some issues with the "half" races: Halflings, Half-Elves and Half-Orcs. I elaborate here:

    Halflings: I know why people thought these little guys should get a Cha bonus, but these guys aren't Tolkein's hobbits: they aren't the most amicable people ever, they don't have strong personalities, they aren't particularly comely, etc. However, PRPG Halflings are quick of thought and very clever. In addition, while I am glad they killed Wizard as a Favored Class, Bard isn't a great replacement. In fact, with a Cha bonus and Bard FC, they pretty much usurp Gnomes in everything but spellcasting, but I think they should be very separate. Not everything short has a glib tongue. However, Halflings could be good Rangers. Essentially, here are my changes:

    • +2 Dex, +2 Int, -2 Str <NOT +2 CHA>
    • FC: Rogue or Ranger <NOT BARD>

    Half-Elves: Do I even need to say Weapon Training?

    Half-Orcs: Not Clerics. Why would a Half-Orc have a better chance of being a Cleric than a Druid? Answer: THEY WOULDN'T. They live in the wild, and are aware of their surroundings. Essentially:

    • FC: Barbarian or Druid <NOT CLERIC>

    Any comments or suggestions or insults?


    Gnome Ninja wrote:
    Hey, when are we going to see a revision of AR2? I mean, we've found a lot of errata, and theres a lot of gripe about the sorcerer? Just curious.

    BUMP


    No one likes? Come on! XP


    I noticed a difference here from the Alpha 1.1 Document, in the Hand of the Acolyte power under the Magic domain: it uses Intelligence rather than Wisdom. For a Cleric, this greatly dimishes the power of the ability from the previous playtest.

    We had a character who was a Cleric of Nethys, who had loads of fun dropping defensive runes and then striking at enemies with a longsword from afar. However, his usefulness would be diminished now (had the player not switched to a Sorcerer). I feel it should be switched back; after all, the power did not come from personal magical adeptness, but rather from channeling a deity's power, which is a very Wisdom-y thing.

    Thoughts?


    I honestly don't keep up too much with these messageboards, so I may be reinventing the wheel.

    Last night, while playing the PRPG with my group, we noticed one change with the races: two favored classes. I guess this was done so as not to limit certain races too much, and we understand this; in fact, our group supports the idea. However, we had some issues with what the favored classes were.

    Humans and Half-Elves: It's fine with us that they kept their choosing of but one favored class from the whole list. No problems here.

    Dwarves: Here is our first problem. Now, we understand why they got Cleric as their second favored class, but we really think that Paladin fits much, much better. They keep much of the martial flavor that way. In addition, with the addition of one of these two as a favored class, our group now agrees that they should get -2 Dex, not Cha (it makes more sense anyways).

    Elves: Wizard and Ranger are perfect. No complaints here.

    Gnomes: Bard and Sorcerer are perfect for the race that is most proficient in innate magical talents and gets a Charisma bonus. Bravo!

    Halflings: Rogue is of course natural to the halfling, but we thought it might be nice if they didn't have Wizard; it feels like these races should be different enough not to have to copy one anothers' favored classes. However, we couldn't think of a btter alternative, so we decided it would be fine.

    Half-Orcs: Naturally, you kept Barbarian, which is great for Half-Orcs. However, the Cleric one seems like it was only put in there becasue they get a Wis bonus. We suggest nixing the Cleric favored class and making it Druid. there isn't another race with Druid, it fits well with the "savage" idea, and their ability score help support the idea, especially with the changes to Wild Shape.


    Here is my current list of suggestions/corrections for Paizo in Alpha Release 2:

    -Barbarians don't have all of their abilities described but every other class does. For example, you never say what Fast Movement or uncanny Dodge do (I know what they are, but still...)
    -Paladins have a d8 hit die? Don't you mean d10?
    -The new split polymorph spells should not have numbers and should instead scale with level. For example, there should be Beast Shape, Elemental Body, Dragon Form, etc.
    -Add three new polymorphs to handle the missing types: Alien Form (Abberation and Oozes), Monstrous Form (Monstrous Humanoid), Faerie Form (Fey)
    -Wish should not have a penalty when adding an inherent bonus.
    -Ability boosting items should be bonuses that can be added to items without the 1.5x cost, not just belts or headbands.


    So, I have but one problem with the new Wish.

    This problem is the implementation of adding inherent bonuses. Why do you have to reduce a bonus to add to another? This makes no sense at all. I understand it from a balance point of view, but inherent ability score items cost 2,500gp more than a wish spell per inherent bonus. So 2500 gp less means you have to reduce another? Why? I mean, if the person casting the spell has Craft Wondrous Item, they can boost the ability score for nearly half the prce of a wish spell, and still produce far better output.

    By the time characters can cast this spell, they deserve to be able to boost their ability scores for 2,500gp less.


    Now, I understand the problem with the ability boosters; namely, that they occupied slots that players wanted to use for other things (trust me, I've felt the pain: I played a True Necromancer, so I had a +Int, +Wis and +Cha taking up slots). However, I do not like the belt/headband idea; the aforementioned character wouldn't even have the choice of wearing all three. Same goes with a fighter who wants a Str and Con bonus.

    I have a suggestion to fix this. Essentially, adopt a system similar to the one at the end of the Magic Item Compendium, where you can add certain oft-used abilities, like AC bonuses, resistances and ability bonuses to items already in certain slots. Maybe make them more specific than the ones in the MIC, so Int can only be on the Head, and Wis only on the throat, Deflection only on the shoulders, etc. If you really have objections to such stacking, make it more expensive to add such bonuses, like 1.5x the normal price.

    Just my 2 cp of suggestions.


    Do we know about when or exactly when the Alpha Release 2 will come out? Our group can't wait for four more classes!


    So, first some background. Right now, our group of six (five players and a DM) are playing a new Pathfinder game, using just the four core classes. We had another game that we plan on continuing as soon as the three Alpha Releases are all out (I mean, only my character, the Necromancer, and another, the Rogue, can update so far). We have a Bard, Paladin and Druid, so we have to wait for AR2 for most and AR3 for the last. Our current game is unrelated, with a Gnome Wizard specialising in illusion, a Halfling Rogue going for much sneakiness, an Elf Fighter with some interesting agility, a Half-Elf Cleric worshiping the god of magic [can't remember name], and a Human Wizard/Fighter gish.

    The player of the party Druid in the old campaign was looking at the domains, and figured, based on his character, he'd be going for Animal. However, when he looked at the domain, he realized that for Druid it sucked. Here's why:
    - Every spell is a Druid spell. This is true of some of the others, too, so it's not as big a deal.
    - The 1st level ability. Another extremely weaksauce animal companion?
    - the 8th level ability. A bad version of wild shape? Why?

    For Druids' sake, this domain needs revamping to kill the overlap, assuming druids keep such abilities. Thanks!


    So... I noticed a couple of interesting things with the iconics. First, there isn't a single one of the iconics that has a race-favored class combination. I mean, I like the variation, but... Elf Rogue? Gnome Druid? Dwarf Ranger? Halfling Bard? Points for the variation, but it's kind of odd.

    Second, not even a single Half-Orc or Half-Elf! I know they are but halfbreed races, but you'd think they would still get an iconic just to say, "Hey, these arecs might not be as common, but they're still important." I know it's finalised, but maybe just a Half-Orc Monk and Half-Elf Paladin or something?


    I can't find where I found this, but is it true that Paizo will be giving out free copies of the Beta softcover at Gen Con? If so, will it be at the Pathfinder Society? Thanks!


    Oh, whoops, I want to note a few things, other than the stuff at the top:

    Abjuration kind of got Conjuration's specialist bonus, but it's a deflection bonus, which is far better.

    Conjuration got a new Specialist Bonus and 1st-level ability, both of which are more general and somewhat better. Also, the 2nd-level ability has ceased to suck, since it scales!

    Divination can actually use true strike on the fighters now. That's right kids, it normally is a personal spell. Some of its brokenness also got toned down.

    Enchantment actually has the three boosted skills as class skills now. Also, the dazing thing is ranged, so you need not hurt yourself to use it. Also, you get charm monster!

    Evocation's Specialist Bonus deals caster level damage, so yay! Also, you can get fireball.

    Illusion is largely unchanged, so...

    Necromancy need be suicidal to use the 1st-level ability. Also, the first-level ability is negative energy that scares undead. You can also be mostly a "white necromancer" by choosing the right SLAs.

    Transmutation now gets an UNNAMED bonus to the ability score, so it stacks with magic items. It also gets a more flavorful and general 1st-level ability, and a very open second-level ability.


    I've noticed quite a few things out here about Necromancers, so I posit a solution that my group developed with the PRPG.

    1. Turn Undead Complaints
    I've noticed a lot of people complaining about, "OMG, Clerics could like take control of an Undead boss in the game!" Please, it's rare for Clerics to take control of undead. Sure, they have an unlimited amount they can control, but how many parties will even have an Evil Cleric turning undead anywhere near the rest of them, or even near undead in PRPG? If you haven't read the rules, and Evil Cleric's rebuking hurts his living party members and heals undead. This is not that useful for the average undead encounter if you're in a good party!

    2. Specialist Wizards
    There are some issues with the Necro Wiz, especially in making it at least as good as the Evil Cleric. I love the new 8HD/CL limit; it gives the actual Necromancers an edge. But how can they stand against the possibility of an Evil Cleric's unlimited control with rebuking? Here are some suggestions:

    1. Make Control Undead Better Right now, this is already a great spell, but for Wizzys to compete with Clerics, I have some ideas. First of all, make it permanent for mindless undead. This greatly ups the power level, but here's the catch: everything is allowed a Will save, even mindless. Our idea was that Midless ones get a -4 penalty on this. It's a bit rough, but it's worth a try.
    2. Make better Necro Spell-Likes! Sure, False Life and Vampiric Touch are always useful for the adventuring Necromancer, but Command Undead and Animate Dead in their place would make the Necromancer more into its flavor, as well as able to compete with the Cleric. Yes, I also did say give them the Animate Dead ability a level early; this is just a suggestion for specialist Necros, not all Wizards.

    Just my two cents. Comments?


    Now, I haven't been keeping up with these boards too much, so this might be out here.

    Basically, my playtest group realized that it was absolutely retarded to have the DC of Specialist and Domain Spell-Likes be Cha-based. It makes the spells that are supposed to be the Clr or Wiz's signature abilities in fact weaker than general spells. Now, we realized that it makes sense that force of personality would factor into this, since it more of an innate power. Therefore, we suggested the following formula:

    DC = 10 + spell level + primary casting ability bonus + Cha

    This makes these innate abilities really hard to resist, and since there's but a few the Wiz or Clr can cast each day, the high DCs won't break the game. Also, if Sors or Brds get abilities like these (possible, but we think unlikely), then these basic powers of theirs would be exceptionally hard to resist, which kind of fits.