I have an idea about rage. A barbarian enters rage and stays enraged for as long as there is a perceivable threat up to 1 minute (higher level fights or giant set-piece encounters can last that long). At the end of 1 minute, the barbarian must make a Constitution save/check to maintain rage. The longer they stay in it, the harder the check. If they fail, they come out of rage and are fatigued for X amount of time. The barbarian can choose to end rage at any time, at which point they are fatigued for as long as they spent raging. The barbarian can do this a number of times per day equal to their constitution modifier. So the hardier the barbarian, the more they can endure Now I do realize that that will mean most of the time barbarians wont see the end of their rage naturally, but that feels more in tune with how I see barbarians. The brutish marauders that pillage endlessly, slay foes tirelessly, etc, etc. And just for fun, if you want some unpredictability, have them make will saves the longer they stay enraged to see if they can recognize friend from foe. That'd be fun and scary. haha Anyway, that's my long-winded two cents.
Oh man, as someone who is deep in GMing Second Darkness as well, (currently entering book 5) I can say I would love to see a complete overhaul on the campaign as well. I love the story, but I've all but rebuilt the plot to better suit my tastes. If I may, I would like to voice the changes I made and see what other's think. I'm putting them behind spoilers just in case. Hope that's not a problem. Book 1: Made a bunch of changes:
- Linked the casino robbery and the St. Caspieran church adventure in the back of the book together. - Made Kwava and Samaritha Beldusk both Shin'Rakorath agents. Samaritha investigates the blot with the cyphermages while kwava tracks the drow in the city (and he know's it's drow). - Introduced Samaritha using the Cyphermage dilemma module but tweaked it's plot to be a power-game between Tammerhawke and Zincher. - Made Saul not want to kill the PC because "oh they're too good at their job" but because they learn his secret. - Made Kwava more actively engaged with the party. Don't like that he asks the PC for aid but offers none in return when they go after his target. Book 2: Didn't change too much:
- Put Samaritha on devil's elbow, ostensibly with the ragged cyphermage party (she's actually there to look into drow presence however) She ended up staying with the party when the cyphermages and the dwarves depart the island - Cut out the "Zincher as drow stooge" angle. Book 3: Did a lot to this one as well:
- Worked in Lament for Emerald Rains into the plot - Added the Drow necromancer Fisaria into the plot, made her undead experiments a problem for Kaerisheal. - Had Razornhorn personally attack Shalelu and her company - Moved the Elven base camp to the library and then set up an assault on it that the PC's had to defend against. - Made escaping the Armageddon Echo a skill challenge where failure meant death - Huge Change: Reveal during celebration after battle that Samaritha is in fact, unbeknownst to all, Queen Telandia in disguise. Books 4&5 will have incomplete lists as I'm still figuring things out. Book 4: Redoing completely but not exactly sure how yet:
- I'm putting it after book 5 because I don't like backtracking. - Also probably not gonna make it so the PCs have to work for the Vonnarcs. (plot too similar to book one imo) Book 5: Small amount of major changes:
- Controversial elven politics thrown out. - Winter Council isn't a bunch of jerks who try to kill the PCs after the PCs have done so much for them (by proxy, but still...) Queen Telandia asks the PCs to rescue them from Thorns end. - Hailin may or may not end up a drow, not sure. - Getting rid of Quilindra and superfluous trips through elf gates Book 6: Don't really anticipate changing too much from this. Anyway, that's what I've done. Curious to know what other's think.
Hey everbody, I'm GMing Second Darkness and my players are about to start Memory of Darkness. I have a potential issue though I could use some advice on. One of my players is playing an CE Suli and I'm not sure how to handle that character entering Thorn's End given the Maleficus Spike. http://www.d20pfsrd.com/magic-items/artifacts/minor-artifacts/maleficus-spi ke/ I know the character doesn't have the evil subtype mentioned in the artifact, but they are still and outsider and of an evil persuasion. So my questions are: - should they still be affected by it; perhaps at the 4d6 level? Or - do I not have any issue here and they'll be just fine? Thanks in advance!
blahpers wrote:
I guess my interpretation of how PBS works was just really poor. I thought it implied that it made any ranged weapon's first range increment 30ft, ignoring anything lesser, allowing for the highest possible attack bonus at that range. I'm used to a ranger with a bow and that's what the feat feels like it's doing for me (which is why I interpreted it as such) but gunslingers are still new to me so I'm trying to figure them out.
Hello, have a quick question and seem to be having trouble finding a pre-existing answer for it, so here it goes: Revolvers have a 20ft range increment and point blank shot says that it gives a +1 to ATT/DMG on ranged attacks up to 30ft. Pretty straight forward I should think. So if I have a level 9 gunslinger, +5 dex, +1 revolver with point blank shot, my attack bonuses should be +16/+11 at both 20 and 30 feet? I mean that's what point blank shot does, right? I'm not missing/forgetting anything am I? I'm prone to do that.
andygal wrote: I'd like to see some alternate racial traits that make elemental races better at elemental things besides sorcerer bloodlines, like the keneticist as people have said. Dragon78 wrote: Alternate racial traits for the genie-kin to make them better at being kineticist would be cool. This would excellent! And if it hasn't already been mentioned, it would be awesome for more racial archetypes and favored class options for the genekin as well. I just feel like they don't get enough love.
Hello people of the paizo boards, looking for quick aid making sure my numbers are right. I thought I knew this stuff pretty well, but I'm currently in doubt with a character I've built. I have a lvl 1 warpriest with STR 15 and I'm carrying a scimitar (sacred weapon, so +1 to ATT) and heavy steel shield. For TWF attack bonuses, they should be -3/-7 right? -6 for the primary hand and -10 for the offhand given it's heavy. Not that I'm actually looking to TWF, like I said, just want to make sure my numbers are right My reason for positing this question is I use PCGen to build character, and right now it's telling me I'm at -3/-8 total and I don't know where the additional -1 is coming from. Halp!
Under the acrobatics skill it states "Creatures with a base land speed above 30 feet receive a +4 racial bonus on Acrobatics checks made to jump for every 10 feet of their speed above 30 feet." I have two questions based on that line: 1.) Would a barbarian/bloodrager technically qualify for the bonus?
A barbarian's land speed is faster than the norm for her race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the barbarian's speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the barbarian's land speed. Flavor-wise, any race utilized for either class has been trained, conditioned, etc. to be naturally faster than normal. Therefore, in my opinion, I find it reasonable to assume that a character would gain the racial bonus on acrobatics. Am I wrong? Am I just munchkining? 2.) Would other bonuses to my base speed apply; such as enhancements from spells like Expeditious Retreat or Haste? Or even the elemental movement from the elemental bloodline? For the duration of those effects, I am natural faster than normal, therefore, in my opinion... repeat previous sentiment. If anyone has any thoughts, comments, criticisms, etc... please feel free to share them. Thanks!
Hey everybody, I have a question about the EA's unarmed strike damage... namely, what is it? I can't seem to find any mention of what it is. Is it just a 1d3 like a normal unarmed strike or do they get the scaling damage like a monk? If someone could point me in the direction of where to find the answer, that would be awesome. Thanks in advance! |