Arturius Fischer wrote:
Tendriculous (SP). Another 3.5 staple overpowered mon. Dunno if they ported it, but it was a giant plant monster made of vines that lives in swamps. With a big toothy maw. And it could grab things. It also had a fairly high Regeneration. What bypassed it? Well, logically you'd think slashing weapons (cut the vines) or fire (it's a plant). NOPE! It was weak to Bludgeoning and Acid. AND it was far...
Although it's slightly toned down, less strength, less constitution and fire works against its regeneration.
That's not a good way to model it. For a proper comparison you'd have to get the average point-buy value of a rolled stat, not the point-buy value of the average rolled stat. The problem is, that rolling can generate stats between 3 and 18 while point-buy only allows stats between 7 and 18, although rolling below 7 is rather rare.
So yes, rule-breaking/dishonesty aside, Summoners are capable of doing the gamebreaking shenanigans of full arcane casters while being very adept at beating arse like 3/4 casters while also having a pet minion that rounds out their skill retinue in a major way while also being comparable to an additional PC in their own right (albeit not usually a great one, their ability to be recycled and expendable means they don't have to be).
The Eidolon has balancing issues, too. They just pale in comparison to the spell list of the Summoner. Were the Eidolon a martial class, PFS input would have already nerfed it to the ground.
Marco Massoudi wrote:
According to the ad in Wayfinder 12, Inner Sea Races will release in September 2015.
Second Darkness. While Legacy of Fire and Curse of the Crimson Throne need mechanical updates, Second Darkness has more fundamental flaws. And just think of the potential tie-in books:
Of all 3.5 APs, Second Darkness has the greatest potential of improvment.
3.0 Saurials were in Dragon Magazine 292. They were later revised for 3.5 in the Web Enhancement for the FR supplement Serpent Kingdoms.
Remove the racial hit dice, reduce the natural armor and they should work pretty well as a player race for Pathfinder.
Yeah i know it doesnt work. Should it work like that? probably no. This is the same way it was for dragon ferocity which became nonfunctional until a follow up faq was issued. Altought undead paladin are a very corner case
There are at least 5 of them in Paizo books. At this point, I'm wondering if there are more undead antipaladins than living ones.
A trend I've noticed around here and in other places is that nobody seems to care about Paizo "legislating from the bench" (i.e. issuing errata via FAQ) when doing so increases player power. For instance, where were all the complaints when Paizo ruled via FAQ that haste works with Spell Combat, despite the fact that by RAW this was simply not the case before? That was clearly "being at war with Eurasia" too. It's more than a little hypocritical to be fine with them doing it when it suits the player but not when it nerfs an option previously thought to have existed.
How many feats had to be rewritten for the haste change? How many class features were made pointless/harmful? How many stat blocks (some of them of recently released books) were made false?
Did you also find it strange that monks were able to flurry with a single weapon?
Douglas Muir 406 wrote:
And, oh look, it's yet a third set of rules for handling damnation.
Should House Thrune have all the thrice-damned fun?
Occult Mysteries has a book that grants a +5 circumstance bonus on opposed charisma checks against devils after casting planar binding as well as instructions on creating more durable magic circles against evil.
Wolfgang Baur wrote:
Hopefully mine will arrive soon, too (without being intercepted by customs). The pdf is very nice, so far, thanks for sending it out earlier.
What happened to this?
50k stretch goal wrote:
And when will you announce Deep Combat?
So, in order to to stop magic from being better than skills you rely on ... magic.
Alexandros Satorum wrote:
But why? The core barbarian wasn't very interesting either, but APG, UC and companions made them a viable class.
Considering what casters can do when the barbarians bonuses get that high, I'd say that they are pretty balanced. +20 on a CMB roll is a 1st level spell.It's not that barbarians are too strong, it's just that fighters, monks and especially rogues are too weak.
DM Under The Bridge wrote:
Of course I would be okay with it. The players are meant to overcome. The barbarian smashing it is choosing the option come what may, and not solving it.
Bastards of Golarion has many strong traits:
Any rogue will want to take this.
Would probably be better without Finish the Fight.
Too bad Mongrelfolk aren't a player race ...
Far better than the Religion Trait of the same name.
Outflank + Paired Opportunist.
Thanks to Nethys for listing them.