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![]() I didn't see one of these here so I thought I'd start a thread for them. Suggestion, the first Rapid reload (Mythic)
Not sure about mythic tier for this one. I'm leaning towards 3rd. ![]()
![]() Natural attacks cost 1 point while claws cost 2. I understand that this is because claws grants two natural weapon attacks while all the others grant only one, but what if I only want one? I was making up a race based on the Fiddler crab, which has one claw substantially bigger than the other(technically only in males, but that would kinda suck for a race so I dropped it), and found that I couldn't just buy one. Another stumbling block was when I wanted to give them multiple small legs instead of the usual two. While the race will be large, I wanted them to be slower than usual, so quadruped was already technically off limits, never mind the restriction an the size of weapons that were available. Looking over the rules I noticed that quadruped is just Stability and Fast with what appear to be arbitrary size restrictions. So I just paid 1 point for a single claw, and bought stability and left it at that. ![]()
![]() I like the separation of abilities as a simple way of determining how much trouble they can cause a GM if he allows his players to make a custom race. I don't like that to make these abilities available, the effective Race Points budget magically increases. Why can't I make a 10 point race with advanced or monstrous abilities. I know I can hand wave it if I want to, but I know my players, and players in general, and there's always one that'll start an argument, because "it says I get x points in the book". So please, separate the ability scale and the RP budget. It'll save so many of use a headache. ![]()
![]() The granted power for the teleportation sub-school (shift), allows the caster to teleport 'as if using dimension door'. Would this ability fill the prerequisite of the Dimensional agility feat(and the rest of that feat tree)?
If a character does meet the normal prerequisites would he be able to use that feats benefits with the granted power from this sub-school? ![]()
![]() Just wanted to say that I'm looking forward to seeing the finished product and that I think its really great that you guys (Paizo) do open playtest's like this. The reason I'm saying this is because there was a MASSIVE amount of negativity and complaining about the gunslinger and firearms from a very vocal group of people, so I wanted you guys to know that I personally enjoyed taking part (and I quite like the firearms rules as written), and that I hope the complaining hasn't put you off doing future playtests. Well enough sucking up, I'm off to write a campaign. N.B
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![]() So I just noticed that the Duelists precise strike ability doesn't explicitly state it has to be a melee attack, just a piercing attack with a light or one-handed weapon. Due to the new naming scheme/categorization for firearms this makes them a viable option based on RAW. Personally I think its fine, dueling with pistols is a real world tradition, but it'll be a point of contention without a rules clarification so I'm posting it here, even though firearms aren't what we're actually testing. ![]()
![]() While Startling Shot and Covering shot are interesting mechanics, they seem to run counter to most of the games other mechanics. I'm not going to suggest any fixes (at least not until I've given it more thought), but it seems that a class with a high BAB, and presumably an above average Dex modifier wouldn't really be missing all that often, making these Deeds kind of meaningless (although they would take the edge off a really bad roll). Also a selection of deeds to choose from, rather than standard automatic Deeds would be (IMO) better simply for versatility of character development. Otherwise every gunslinger would be shockingly similar to every other gunslinger, which would make any PC feel a little bit less special. Perhaps just giving a bonus Deed feat in their place and turning all automatic deeds into Deed feats instead. |