Lloyd Jackson wrote:
We have always used the description "The horrible demon sees his ex-wife running at him" for phantasmal killer :) Enlarge Person has a lot of little stat changes to keep track of too. I guess I am lucky that the group I am DM'ing for hasn't tried to use that spell yet. I figured after 8+ years and many adventure paths that they would want to try it at least once. *shrug*
I could see this working with a scroll. I envision the wrist-sheath mechanism to be tube-shaped and the spring just pushes a small, round piece of wood or metal(slightly smaller diameter than the tube) forward to force any forearm sized object into your hand :)
* By RAW it doesn't explain how the spring loaded mechanism is built though, so I guess it's just my opinion.
My PC's will be facing a violet fungus soon and I have a couple questions about the rot ability. It says it is a poison effect but it doesn't list a frequency. When a tentacle hits and a PC fails the save, does it just do the 1d4 str and con damage once? Also, what if multiple tentacles hit a PC? Does the PC take the str and con damage for each hit/failed save?
We are running savage tide but I am using updated monsters from the beastiary and it has been very challenging for the group so far. Surprisingly, no one has died yet but this fungus might have other plans for the group *evil grin*
I have been wondering about this for some time as well. If a PC needs to jump across a 10' gap but also needs the height to grab hold of a branch(or anything) 10' above, how would you calculate the dc? I only see rules for distance and height seperately. I guess you could combine them together, but I'm not sure if that's what you are supposed to do by RAW.
It's funny how many people come out of the woodwork to say they have been running monks this way the whole time. I guess they just didn't feel like mentioning to the rest of us we were doing it "wrong"(including published adventures) in any of the multiple threads involving one-weapon flurries :)
Mabven the OP healer wrote:
I wish I could have played TOEE :( Tactics is great and taught me alot about the rules. Especially those pesky move actions to draw/sheathe an item or weapon. The only thing about it that I didn't like is that they don't show the dice rolls! That would have made the game so amazing!
*sorry for the slight thread-jack, I was just surprised to see a fellow tactics fan as well. Back to the debate...
I know this is PF and not 3.5, but D&D tactics for the PSP lets you pick-up an item in an adjacent square w/o provoking an AoO from a monster threatening the square the item is in. It does provoke if you are adjacent to the monster though.
*it doesn't hold any weight RAW-wise but I thought it was interesting anyway
This is perfect!
I think it would be great for the bard to have a mass heal at an earlier level. This would solve a lot of problems :)
*My Halfling Cleric of Urgathoa is loving the negative energy with selective channeling. I really like the idea of it being "free" instead of a feat, but a full-round action to be "selective".
All of this talk about Pathfinder not being backwards compatible has me thinking about the RotRL game I'm running with Beta PC's and not converting any of the AP material. CMB's and PER checks are the only thing that I have to keep converting on the fly because I don't have time to do it in advance. These are pretty easy to adjust though and the stat blocks are still very similar to each other. In the case of power attack I have just been using the 3.5 version for mobs and that has been very easy because the adjustment is usually included in the stat block(in the AP's at least).
I have noticed the increase in power for the melee types but I think this is a good thing. I have been keeping the group about one level under the suggested range for the modules and it seems to be working out perfect. We have been using feats from the complete series and other splats and everything has been meshing together better than I thought it would.
It sounds like a lot of the complainers haven't even tried to run a game on the fly with no conversions. Give it a whirl, I think you might be surprised at how compatible pathfinder really is.
If I could change any rule it would be the cleave tree of feats. Great cleave would be better if you could move before and after attacks with it(as someone suggested above). Cleave could just revert back to the original form. I would love to see more feats that give melee types the ability to move between attacks. This would make combat "feel" a lot faster than it really is. I hope some of those feats make it into the final cut.
My name is Hojas and I approve this song :) My band's rendition of the goblin song will be mixed and mastered soon. I will make sure to post it when it's finished.
edit: A friend of mine wants to spray paint "You never think I write with you bloody head etc..." in a few choice spots around town. Those silly ogres!
This is the big problem for me as well. Another vote for unstaggering the progression.
The Wraith wrote:
I really like the idea of casting defensively being based off of the caster's ability score that he uses for his spells. That way every casting class gets a fair shake at pulling it off.
I like the idea that DD is a class skill for rogues only. I could also see a feat called "trapfinding" having some prq as others have suggested. I think it would be really cool if rogues had the "always-on" chance to find traps. Good idea Robert! I'm not one of the rules lawyer types, but I think that is some great crunch that supports the flavor of the class. If anything it's ideas like this that make me think pfrpg is going to be everything that 4th should have been and then some. I think the racial starting hp's are also a good example of the perfect combo of crunch and flavor. I want to see things keep going in this direction. I am so excited about the feats section now. It's going to be insane :)