The groups and friends I play with stopped keeping track of XP a long time ago. We just level our characters when the GM feels it's right to do so.
Usually this is after large achievements in the story we are playing through. Such as completing a particularly hard mission, or finishing a key plot point in a chapter of an adventure path, or the end of that particular segment in the campaign.
We would also gain levels after a few gaming sessions were we had a series of small incremental plot advancements or character growth. If if they could be small points they add up.
I know it can be highly subjective but when it feels right to level, we level. This has the added benefit of keeping every one on the same page level and power wise.
If you want to track a kind of "XP" but not worry about level try Mutants and Master minds. It turns the D20 style of game into a character point system were the player can grow the character more organically rather than a linear level system. MM is kinda like the karma system of Shadowrun and the level system of D&D.
They are wild animals that would be running away from any fight. The answer is you would not. However summoned, enchanted, and animals created by magic items are another story.
You can make a simple stripped down character sheet and call it a unit. Give it hit points equal to the number of men in the unit.
Or you can use the swarm template and give them ranged and melee attacks. Then call them archers, spear men, cavalry ect.
Basically you can describe what is happening. Give a simple attack and defend rolls for background units. The only thing that needs stats are what players encounter.
Hippos are ill tempered, hostile, creatures with huge appetites. Who fling poo with their tails like water a sprinkler. So no, can't think of any reason why you would not use one.
As a GM I would smile amusingly and say yes, you can have one.
Edit
I forgot to mention that the hippo excretes a bright pink greasy oil from pores in the skin. This oil covers most of the hippo's body. It is used to protect against sun burn.
The Ultimate Campaign book is a mess. It's a whole lot of nonsensical crap that takes way to much time and effort just so you're GM can make a roll on a chart.
Not to mention it is a very poorly written and edited rule book.
For some reason population does not matter. Even though a Kingdom's citizens are what make a kingdom work. Paizo has no rule for keeping track of population and how it effects important things like, the economy, labor force, resource requirements (IE FOOD), the size of an army, and much more.
Also as the rules will tell you, a business can only make x amount of money, if the player character hires a person to run the business, their salary is far above what the rules say the business can make.
To be honest you are best to just lay out your kingdom like any other setting. Any thing involved in growing, maintaining, or defending it, should all be roll playing story elements.
If you would like to learn how small medieval countries work then I suggest going to your local library and finding a ew books on the subject. You then would have spent the time reading that crap tastick slpat book and used it to read books directly related to your subject. You will also learn some thing about history.
To give a good example on paladins or LG characters done right check out the fallowing characters
Micheal Carpenter from the Dresden Files by Jim Butcher.
Percival from the Mongoliad by Neal Stevenson (and others).
Itkovian from Memories of Ice Malazan Books of the Fallen. By Steven Erikson.
Andy Tailor from the Andy Griffith Show.
Atticus Finch from To Kill a Mocking Bird.
Clark Kent The man known as Superman. Pretty much any thing before the New 52 crap DC is putting out, and Christopher Reeves' Superman. Not that ignorant Man of Steel movie.
You can look up the different real world names for titles. Galt is kind of Nordic, Germanic, or Celtic sounding. Try looking up what titles they have and pick one you like.
The OP wants to run a game with power gaming children? Why does the OP think he has to run cookie cutter NPCs right out of the book? Rule number one at the gaming table. What ever the players come up with the GM can do better.
Start hitting them with encounters well above their CR.
To clarify, its another player that took leadership. He wants to have a dwarven forgemaster that can help craft for the party and also buff the party. I dont think he wants the cohort to just stay at home and craft.
We just finished talking with the DM (half the party anyway). This is what he told us basically :
-He doesnt want crafting on the move because he doesnt like the idea of being able to craft while theres a lot of movement or distractions, not even if we are just sailing down a river.
-He doesnt want us to have lots of magic items because it makes things complicated.
-He doesnt want us to make too many magic items either, and not being able to take 10 is supposed to help with this.
The conversation ended inconclusively with the DM saying he was going to think about it.
Your GM told you the type of game he is going to run. You agreed to play in that game. Now you are finding ways to brake his rules because you want stuff. Play the game you agreed to play and stop trying to push him/her into letting you do what ever you want.
The GM is not being unfair, he is being more than fair. After all he did let you craft items. When he felt it was getting out of hand he reevaluated his ruling and changed it. IT is the GM's right to do so.
If I were your GM, no matter the magic level of the world, I would have you run into several hindrances for what you are doing.
You think you can just do a rush job on all your crafting and make a quality product? Think again. Rushing rules or no rushing rules, things will go wrong. It takes time, supplies, and a proper working conditions to craft any thing. Magical or other wise.
I would start rolling random encounters during the time you're taking 10 to do a rush job on a project. Don't think they would be generic combat encounters either. I would also have the large amount of time your character is taking in crafting effect the events of the world, read plot, around you.
Here is the thing about electricity. It moves at the speed of light. Your character does not.
That's why you move BEFORE the bolt launches, so whoever's throwing it might aim where you were instead of where you are. The same way many people avoid getting shot.
If you are moving before the bolt is released then you have innitiative over the caster, and you made a perception check, and knowledge check to see and know what the caster is doing. With a better initiative you are taking an action before the wizard. A reflexive save happens after the action. So no, you do not dodge a lightning bolt after it is released.
As I've said before, if the electrical effect was part of an action that required an attack roll, such as a ray spell, then my house rule would not apply. Your character would be dodging their aim, because the dex bonus applies to AC, unless flat footed, in that situation.
Electricity follows predefined "lines" a connection between a positive charge and a negative charge. Once a connection is made then the electricity follows the path. This is why lightning can split, cause extra paths can be made.
However, if the target moves from the path, then the target won't be hit.
Additionally, if the target can ground the path before the electricity passes through their vitals, then they will effectively take no damage, so "evading" lightning can be described as grounding oneself properly.
Of course, once committed the strike can't be changed, so dodging lightning by timing a sudden shift in movement would work as well.
Lots of games include "chain lightning" type stuff but really those are nonsensical and done for coolness rather then any kind of sense.
Here is the thing about electricity. It moves at the speed of light. Your character does not. No one, other than a god, will see a bolt of light coming at them and have time to respond to it. However a character can take preventative steps to protect themselves against electricity. Such as making sure they are grounded. Moving out of LOS from the wizard who is going to cast a spell.
Magic is the bending, cajoling, and nudging of physics to get a desired result. In essence magic is apart of physics, it's just the ability to manipulate them according to a person understanding of them.
Magic is the reason why a lightning bolt spell is selectively targeted. It is also why chain lighting works the way it does. The magic is guiding the path to ground.
Just because you are the same alinement as the magority of your society in no way means you are in lockstep agrement with them. Individuals have different opinions for just about every thing.
The Second Darkness campaign did not say that the drow in it were the only drow in the world. IF another drow city found out what they were doing, they could have strongly objected. A Drow character in that campaign could work, because they have their own reasons to act against the leadership running that plot. OTher than I keep my stuff on this planet.
It is implied, however, that the drow of Zirnakaynin are the largest faction of Drow. As in the city could, in a sense, be the drow capital. Sure, there are enclaves and minor colonies/settlements elsewhere, but the drow are, by a supermajority, evil. And it is stated that any drow that break this norm are ostracized, cast out, or sacrificed/killed/assassinated.
You completely missed my point, and have shown you either do not remember the certant aspects of the campaign, or you have not played it.
Not all of the drow in the city were aware of, or would have supported the star fall plot. Just because every one is the same alignment does not mean they have the same opinion as every one else. Each family, organization, and individual have their own goals. It is more than conceivable that a drow player character would oppose the star fall plot for their own reasons. One of which is insuring their own survival.
I think people need to read about John Brown and why storming the slave auction would not turn out well.
If a paladin wants to "save" an evil town he needs to do it through hearts and minds. You can never change a society for the better by just invading it with out cause. Because we think they are evil is not cause.
If the paladin desired to just start killing the "evil people" to save a town he is no better than those he claims to oppose. He is just another ruthless warlord killing a bunch of people to gain control. The paladin will not help any one, he will not change their view point. His actions of slaughter will only harden the people against him, his values, and his god.
Just because you are the same alinement as the magority of your society in no way means you are in lockstep agrement with them. Individuals have different opinions for just about every thing.
The Second Darkness campaign did not say that the drow in it were the only drow in the world. IF another drow city found out what they were doing, they could have strongly objected. A Drow character in that campaign could work, because they have their own reasons to act against the leadership running that plot. OTher than I keep my stuff on this planet.
I allow keen and improved critical to stack. I am also less stringent on stealth rules and sneak attacks. I also run a group that hardly ever plays casters.
You just reminded me of another house rule my group is testing out now.
Feats, spells, and other effects that expand the critical threat of a weapon only increase it by +1. These effects can stack up to a total of +2.
We use critical hit effects, so keeping critical chances slightly lower is necessary. We like wounds and other effects because it actually makes critical hits more prominent. It's more dynamic of a critical hit is rolled and the character is stunned, bleeding,takes damage to limbs, or other such effects occur. It's a lot less boring than a spike in HP damage.
The multiplier on damage has been removed and we give a bonus to the critical hits chart.
Clerics are proficient with their god's favored weapon.
That's not a house rule, just to mention. That's RAW.
As the first sentence of my post states these are the house rules that have come IN and OUT of my groups games over the YEARS. That would be 20 years of playing over four different editions of D&D. Pathfinder is really D&D.
Clerics were only aloud to use blunt weapons up until 3rd edition. In 3rd ed priests with the war domain were aloud to use either their god's favored weapon/or were given weapon focus in that weapon if it was already available. It was not until Pathfinder that clerics were able to use the favored weapon by default.
Laurefindel wrote:
Yet unlike a bullet, an electrical arc doesn't keep going in a straight line if you move the electrode. I agree that modern conception of electricity does not apply here, but having electrical attacks behaving differently from fire attacks is an interesting mechanical concept.
Exactly, that is were the magic spell alters the normal course of things.
kyrt-ryder wrote:
Hawriel wrote:
Any reflex save that involves electricity uses the fort save instead. No, you cannot dodge electricity.
Of course you don't dodge electricity, you dodge the place it was aimed at, the same as dodging bullets.
No you don't, that is just nonsense. When you are "dodging" a person shooting you with a gun you are just making it harder for him to hit you. You are in no way dodging a bullet already in flight. spoiler tagging the explanation.
Spoiler:
Electricity is in no way like a gun. Conceptually when a magic user is casting a lightening bolt spell he is manipulating the laws of physics so that the target is attracts the electrical positive electrical charge that has just being generated. Part of the spell is specifically selecting the point of discharge. When the charge is released at the completion of the spell the charged elections instantly jump to the target. This, for all intense and purposes is instantaneous.
A person cannot dodge this. If the character saw a caster preparing the spell, and he either new, or assumed, that they were the target, or will be effected by, the electrical attack then they could possibly try and get into cover.
However there are important circumstances that are required for this to work. 1) The character would have to actually see the spell, or magical effect coming. 2) The character would have to have sufficient time to react. 3) The character would need a physical object to hide behind that would protect him from the coming strike, or at the very least lesson the damaging effects.
In game terms this translates to, 1) Be in a position to allow a perception check in order to know what is going to happen. 2) Be ahead of the magic user in an initiative order, thus allowing him to use his action to respond. IE use a move action to dive into cover. 3) There needs to be an object large, and strong enough to actually hide behind.
Mistah J wrote:
What do you do about evasion in this instance? I am intrigued by the idea but it seems unfair to just cut out one of the rogue's or monk's best defenses.
My friends and I have come to the conclusion that evasion is a little to strong, and it strays to far in the ability to suspend disbelief with regards to the real nature of electricity. Again spoiler tag for length.
Spoiler:
Evasion still works on every other effect that would call for a reflex save, so this is not that big of a hit. This is also just for electrical effects that would have a reflex saving throw. The two most common situations would be a bolt of lighting from a spell/wand, or a magical trap.
There are also other ways to protect against an electrical attack. Magic, and mundane items, and forethought by the player/character. A character can always find a protection from electricity magic item. They can also use objects creatively to protect against electrical charges. For example having rubber, or thick leather gloves when interacting with objects or traps that might have electrical properties.
Fore example if you believe that a lock might have an electrical trap on it, don't handle the metal lock picks bare handed, or make sure you are well insulated from the ground. This may not completely protect the character but it will help.
This house rule also effects other classes as well. The fighter and cleric with a poor, if not laughable, reflex save can now use a better, if not their best save to defend themselves from at least one of the common energy types.
These are house rules that have come in and out of my groups game over the years.
No descending attack bonus for multiple attacks. Instead their is a -1 for every attack performed by that character in a round. For example a 15th level fighter with a BAB of 15 and three attacks would have a BAB of 15 - 3 for every attack if he performed a full attack. This way there is only one number to keep track of when some one does a full attack.
All classes that get 2 skill points per level get 4.
A fumble rolls are confirmed on a roll of 1-3.
Any reflex save that involves electricity uses the fort save instead. No, you cannot dodge electricity.
Rangers can trade their spells for sneak attack. They cap at 5D6.
Bastard swords are martial weapons for humans, or half elves that grew up in a human dominate society.
Clerics are proficient with their god's favored weapon.
If a character's animal familiar is killed, use 2nd edition AD&D consequences.
Divine classes do not need to memories spells. This actually started in AD&D. The reality is that a cleric is praying to their god for a favor. The fact that a cleric can cast a spell of X or Y level means they have the god's favor. Keep in mind that the god does not have to answer as expected, or at all. This is really so the GM can fit a spell's effects for a specific circumstances, or when the cleric asks for a miracle. It is also a way to deny a player some thing in game if their god would actually find what they ask for offensive.
Miracle is not a wish spell by another name. It is a cleric asking for direct intervention by their god. This is a role playing thing. yes it still costs a spell slot for that day. Remember gods do what they think you need, not want you want.
Wish spells. They are dangerous handle with care.
A cleric's spells are restricted to the domains used by their god.
Healing spells are necromancy.
Specialized casters cannot cast opposed school spells.
Bluff, diplomacy, perception, and healing are class skills for the fighter.
Spell components are important, keep track of them, however a lot of components can be substituted, if logical. For example if you do not have, or want, bat poop for fire ball, powdered sulfur will do, or flower in a pinch.
Losing your spell book sucks, don't do it.
Use magic devise is a stupid nonsensical skill. It does not exist. If you want to use a magic item, you need to go old school and figure out how it works. Also if an item has a specific restriction, and your character does not meat it, you cannot use the devise. Actual roll playing, and extenuating circumstances can change this.
The leadership feat is not required to take for followers. This is an RP element. However the basic structure of the leadership rules are used.
Dispel magic, or any similar spell or effect, cuts off the spell or magical effect absolutely. So if you are flying and get hit with dispel magic, good luck.
Will start using D12 for initiatives. Thinking of adapting 2nd ed weapon/spell speed factors into PF.
Skill specialization abilities would be nice. The skills as they are now are very generic. What if they had a feat like tree they can specialize with.
For example prof farmer.
The skill prof farmer gives the player basic agricultural knowledge. That is be basic skills needed to run a farm that grows the standard staple crops for an area, and basic animal husbandry skills for domesticated farm animals.
When a character attains five ranks in the skill they can pick an area of focus with in that skill. Prof Farmer would focus into a specific type of farming. Like live stock, cereal farming, or fruit farming.
The farmer will get a +2 bonus when ever a skill roll would involve knowledge pertaining to the area of focus.
At 10 ranks the skill can be further specialized. The farmer focuses in live stock, but starts to specialize in cattle.
The farmer would recessive a +4 bonus when a skill roll would involve knowledge of to the area of specialization.
You can also tie in overlapping skills. For example Animal handling is a necessary skill for farming. You can add in a skill feat that allows a character who specialized in farming live stock cattle ranching, to get a bonus on animal handling rolls when ever dealing with cattle or other similar types of animals.
Healing could be another complementary skill. 5 ranks in heal, focus in veterinary, specialize in domesticated animals. The character can get a bonus when making healing checks on horses, oxen, pigs, chickens and so on.
Now that is two threads that I have seen you make a useless unhelpful comment.
Bravo! Keep up the good work.
He gave his opinion on a thread asking to give options. He answered honestly.
Your post on the other hand only served to criticize another person, and dismiss their opinion. This is the first of your posts that I have seen that have added nothing to the conversation.
As for my addition to the conversation.
4 skill points per level.
This will give the fighter more variety in capabilities, help other classes with their tasks, be less of a liability in some situations, and more importantly help to flesh out the character mechanically.
Make the weapon focus, and specialization feats class features in addition to similar features, and bonus feats. Weapon specialization is the fighters original ability, he should do it with out cost, and better than every one else.
Allow the fighter to make a second full BAB attack on a full action action with the specialized weapon at 10th level. At 15 he can do a second attack as a standard action. Again weapon specialization is the fighter's original special ability. The fighter needs to do it better than any other class, with it's own unique addition. (toying with this idea now)
Bluff, Perception, and diplomacy are class skills.
Fighters use bluff to faint in combat as well as use this skill to mask his capabilities from their opponents. A perceptive fighter as an alive fighter. Diplomacy is the catch all social skill, it's used to negotiate at a merchant stand, create agreements with allies, and used for communicating, and commanding soldiers, guards, thugs, and other such subordinates. The 10 level fighter that is supposed to be a general needs to actually have the social skills of one.
The fighter can pick one additional knowledge skill as a class skill.
{edit}
forgot one. Fighters get good will saves. A week willed fighter is a dead fighter.