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Adamantine Dragon wrote:


Cackle is still limited to 30ft even at level 20, and that's the main reason a witch has to stay that close.

Witches with the Time patron have access to the ventriloquism spell, which is effectively a spectral hand for cackle.


Thanks for the information, if anything that gives me a lot of latitude with regards to character development. I'm definitely going to be playing a changeling necro-cleric but I haven't decided yet between Zura and Shyka as patron.


Master_Crafter wrote:

The -2 is a hit, but it really just means that your DC is a touch lower & you channel 1d6 less positive energy than you do negative, so it's not exactly worthless when you consider that it is still area effect DMG vs undead, and a party heal to boot.

Plus, while you can only control dbl your HD of undead via the Command Undead feat & negative energy, you can use the positive energy with Life Lure to fascinate all undead that fail their saves or Turn Undead to manipulate them. Combine this with Hide From Undead and your effective controllable swarm size increases decently.

If you want even more undead, tho, try taking the Empyrial sorcerer wildblooded bloodline via Eldritch Heritage & Imp EH. You get another source of channeling which can be expanded upon with Extra Channel and Command Undead (assuming you can take neg energy) for another source of minions, generally considered stackable on these forums as the sources of channeling are different.

And remember that the spell Command Undead lasts 1 day/lvl (unlike the 1 rnd/lvl spell Control Undead), and is only a lvl 2 spell. At upper lvls you can easily budget using 1/2 your spell slots each day just to cast this spell, giving you extra undead equal to (1/2 your 2nd lvl spell slots) x (your caster lvl). & this is straight #s of undead, NOT HD!

& don't forget the benefits of the Undead Master feat.

Thank you for the tips, it's been a LONG time since I've done anything other than DM. I'm working on an idea for a Changeling Necromancer cleric of Shyka for an upcoming Ustalav campaign. I'll post the build here for review when I have a draft ready.


Zhangar wrote:
** spoiler omitted **

In our next campaign, I'm going to be playing a Changeling Necromancer Cleric, with either Zura or Shyka as deity. Both give access to Undead and Madness, the two domains I'm set on, and have good RP/character building opportunities for a changeling. I didn't remember Zura from Rule of Fear or Carrion Crown but wanted to be sure I hadn't missed something.


Having read the description of this deity in the ISG, she sounds perfect for the Ustalav setting, especially with its various rival vampire factuions. Does anyone know of any material expounding on this? I have an idea regardng the aforementioned but don't want to conflict with any canon I'm unaware of.


After many years of being the lone DM, I'm finally getting to run a PC again in an upcoming campaign. I've decided to build a necromancer cleric, but here is the rub: The campaign is set in Ustalav (not Carrion Crown AP however, which I DM'd for this group previously) and we have a haunt happy DM. Given the propensity for haunts in Ustalav, especially with such a DM, would it be worth it to take Versatile Channeler to mitigate them as needed via positive energy, or should I just rely on using cure wands and spells instead and focus solely on necromancer oriented feats? The flexibility of VC sounds nice, but I'm afraid the -2 may end up making it irrelevant in many situations.


Ashiel wrote:
Jon Kines wrote:


I can see the point here, it is just that the premise is so alien to my 30+ years of gameplay that I have a hard time wrapping my head around it.
Imagine what man must have felt like with the discovery of fire. :P

As an aerospace engineer and technical consultant, that actually isn't terribly difficult for me to imagine. Nonetheless, I still think the game is best served when magic retains at least a degree of enigmatic semblance.


Kydeem de'Morcaine wrote:
Jon Kines wrote:
... I can tell you that I'm using the Long War (1591-1604 the Habsburg Monarchy (Austria, Royal Hungary, Croatia, and Bohemia), Transylvania, Wallachia and Moldavia opposing the Ottoman Empire) and the War of the Roses as historical inspiration for the internecine strife and political intrigue of the Ustalavian nobility. Concurrent with this I envision an economy in the throes of a feudal to mercantilist evolutuion with all of the exigent implications and crises of such. (again drawing from history here such as land confiscation, dispossession, forced emigration et al)

Some people have way too much time on their hands ;)

I wish I had that kinda of time to devote to this hobby.

Actually between the wife and the career not nearly as much time as I wish I had. Hence it is developing in 1-2 hour increments here and there, with some thought on the matter in between, mostly on the way to and from work while listening to a good muse like Coltrane or Parker. I'm under no delusion that all of this will be ready by our next campaign, but it will be a persistent work in progress added to Ustalav as finalized.


F. Wesley Schneider wrote:


Oh, dude, you've got to come to Paizocon or Gen Con and hit me up for this, I could go on for hours. I have plenty of opportunities to leak this and that here and there, but heck, I could do a whole book on just the nobility of Ustalav.

If you have anything specific, though, start up a new thread and I'll answer all I can - probably at greater length than I should since I can't help myself. ;P

Without going into a surfeit of detail in this thread, I can tell you that I'm using the Long War (1591-1604 the Habsburg Monarchy (Austria, Royal Hungary, Croatia, and Bohemia), Transylvania, Wallachia and Moldavia opposing the Ottoman Empire) and the War of the Roses as historical inspiration for the internecine strife and political intrigue of the Ustalavian nobility. Concurrent with this I envision an economy in the throes of a feudal to mercantilist evolutuion with all of the exigent implications and crises of such. (again drawing from history here such as land confiscation, dispossession, forced emigration et al)


Ashiel wrote:
Abraham spalding wrote:
Jon Kines wrote:
Ashiel wrote:
The core rulebook notes that you can pay other wizards to copy spells from their spellbooks, and the prices are very fair for just letting you have the opportunity to learn a new spell from them.

Perhaps I'm a curmudgeon, or perhaps my approach is merely a holdover from earlier editions, but I make wizards work for every spell they learn. They either obtain spells as loot through play, via their own research, or by undertaking quests pursuant to such purpose.

Merely approaching another wizard and asking to copy his work would, in my game, elicit a response not entirely dissimilar to what might happen if a research scientist from one pharmaceutical company asked a rival from a competing company if he could copy his formula. . .

Well quite frankly you are being a smudge curmudgeonly and a bit of a holdover. The simple fact is a the approach outlined by Ashiel is the one provided in the core rules and assumptions about the game.

Now this isn't to say your approach can't work (it has before and obviously is for your group) -- just that it is... outdated.

Also this has little to do with the actual cost of a spell book which is also outlined in the magic section of the core rulebook.

HOW the spell gets into the book is honestly of little importance. Once its in the book it adds to the value as outlined in the magic section. If a scroll was used that scroll has no more meaning than the potion the fighter drank at level 1.

More or less this. Thanks Abraham, for your great explanation. ^-^

I can see the point here, it is just that the premise is so alien to my 30+ years of gameplay that I have a hard time wrapping my head around it. I realize it is currently RAW but I do not plan to make spell procurement so ubiquitous in my own games any time soon.

My group has never lacked for the tools needed to complete a campaign, and there have never been any complaints, so I see no reason to reverse course. That being said, I am not trying to castigate the approach of anyone else, especially given that such is in accordance with RAW. It is just that such is quite alien to the approach and philosophy of magic that permeated the game we grew up on.


Ashiel wrote:
The core rulebook notes that you can pay other wizards to copy spells from their spellbooks, and the prices are very fair for just letting you have the opportunity to learn a new spell from them.

Perhaps I'm a curmudgeon, or perhaps my approach is merely a holdover from earlier editions, but I make wizards work for every spell they learn. They either obtain spells as loot through play, via their own research, or by undertaking quests pursuant to such purpose.

Merely approaching another wizard and asking to copy his work would, in my game, elicit a response not entirely dissimilar to what might happen if a research scientist from one pharmaceutical company asked a rival from a competing company if he could copy his formula. . .


Halfling Barbarian wrote:

Plain old vanilla fighters may not be the most exciting class to play, but in many ways they excell. At low levels they can be effective archers, two weapon fighters, two handed damage dealers (with only the barbarian edging them out), and I'm pretty sure I can draw up an archer build that beats out any other martial archer on a regular basis.

With the right build they'll have the best AC, a to hit bonus that only a barbarian beats (without situational modifiers), a damage bonus that rivals other classes (even with situational modifiers), and a score of combat manuevers that can control any combat they're in.

Why get fancy when you don't have to?

+1


Jon Kines wrote:
Kevin Mack wrote:
As the title says looking for suggestions for replacement module's/adventures for wake of the watcher and idea's would be welcome.

Wake of the Watcher was also my least favorite adventure in the AP. This is not to say that we are not fans of Lovecraft, we are. The problems with WoW involve a lack of coherent narrative transition from the prior AP's as well as mediocre story development through the course of the AP, relative to the other adventures in this path.

That being said, there are a number of adventures, which, with a little work, could replace Wake of the Watcher and fit rather nicely into the Carrion Crown storyline. My recommendation would be to take a look at the Ravenloft module "The Evil Eye" by Steve Kurtz and Steve Miller. It is an outstanding adventure which fits nicely with the themes of Carrion Crown and atmosphere of Ustalav and is well worth adjusting and updating from 2E level 4-6 to a compatible replacement for Wake.

I neglected to mention that you would want to modify the storyline somewhat, integrating the Whispering Way for purposes of storyline consistency et al. We play at a slow exp pace, so the path I took was integrating The Evil Eye into the campaign rather than replacing Wake with it. I altered the Dukkar's story to a Twilight Cult/Old Ones prophecy and used the entire adventure as a segue into Wake. I worked Carrion Hill in after Wake, very similiar to how was suggested and this all came together quite nicely as a mini Lovecraft trilogy within the context of the larger campaign.


These are excellent, so much so that I am kicking myself for not doing something similiar. I added a number of storylines to the AP to tailor it to our slow exp path sandbox style and something like this would have been excellent for narrative transitions. This is a method I certainly plan to employ in future campaigns and I thank you for sharing such a great idea.


F. Wesley Schneider wrote:
Jeranimus Rex wrote:
Wisdom.
Best of luck and hope all this hasn't cut into your enjoyment of the campaign too much!

From our own experience, the mechanic did not stymie enjoyment so much as it served as a creative impetus for additional story and plot development. Rather than scrapping the system or tweaking point awards, I simply added in additional storylines with trust point rewards. A few of these side plots developed and recurred throughout the campaign which I used to expand the story and smooth some of the narrative transitions.

Carrion Crown was our first AP, and in fact our first campaign since the twilight of 2E. Everyone enjoyed it so much that I'm now taking time to develop and expand upon the excellent material from Rule of Fear pursuant to Ustalav replacing Ravenloft as our persistent campaign home of choice.

Presently, I am working on developing the rival noble houses and political economy and social intrigue aspect of the land. If there are any related ideas you had that did not make it into Rule of Fear due to space or editing concerns you would like to share it would be very much appreciated.


TarkXT wrote:
A group of 4 to 6 people that are clever, creative, and cooperative.

A lot of truth in this, beyond that it comes down to preference.


Secane wrote:
Jon Kines wrote:

The ideal optimized party, imho, is actually a 5 player group consisting of Fighter, Battle Cleric, Rogue, Bard, and Wizard. However, in a 4 player group, I would go with Paladin, Urban Ranger, Battle Cleric, and Wizard. This would offer a similiar level of survivability and flexibility with very strong dpr potential.

Yes there are other combinations which have more dpr, or more durability, and so forth. However, for versatility, adaptability and flexibility the aforementioned are tough to beat.

Changed topic to 4 to 6. You did point out that parties can be bigger.

Just curious why a Battle Cleric instead of a Support Cleric? Is it because of the Bard?

Yes, the synergy with the bard is exceptional and with the current state of the game a cleric brings more to the party when he can contribute to combat beyond healing and buffing. Survival is optimized by the cleric adding to dpr in combat and then healing out of combat as in combat healing is insufficient to keep up with damage. Hence, it makes more sense to kill faster then heal outside of combat. Furthermore, a typical battle cleric is more than capable of supplying sufficient healing, especially when augmented by the bard.


Kevin Mack wrote:
As the title says looking for suggestions for replacement module's/adventures for wake of the watcher and idea's would be welcome.

Wake of the Watcher was also my least favorite adventure in the AP. This is not to say that we are not fans of Lovecraft, we are. The problems with WoW involve a lack of coherent narrative transition from the prior AP's as well as mediocre story development through the course of the AP, relative to the other adventures in this path.

That being said, there are a number of adventures, which, with a little work, could replace Wake of the Watcher and fit rather nicely into the Carrion Crown storyline. My recommendation would be to take a look at the Ravenloft module "The Evil Eye" by Steve Kurtz and Steve Miller. It is an outstanding adventure which fits nicely with the themes of Carrion Crown and atmosphere of Ustalav and is well worth adjusting and updating from 2E level 4-6 to a compatible replacement for Wake.


Harrowstone is a fantastic adventure, among my all time favorites, yet it does require some modification to run optimally. Either the trust system needs to be scrapped entirely, additional side adventures must be incorporated allowing the pc's to accrue additional trust points, or you need to award bonus trust throughout the adventure as written.

Our group has played together for many years, and they like a sandbox style, so I fleshed out Ravengro with several side adventures which allowed for additonal trust point allocation. If your group is fine with taking the "slow" exp path, as mine is, then you can really add a lot in without worry of blowing the curve of the adventure path. This works for me as I like to use the AP's as a landscape on which to build a campaign.


The ideal optimized party, imho, is actually a 5 player group consisting of Fighter, Battle Cleric, Rogue, Bard, and Wizard. However, in a 4 player group, I would go with Paladin, Urban Ranger, Battle Cleric, and Wizard. This would offer a similiar level of survivability and flexibility with very strong dpr potential.

Yes there are other combinations which have more dpr, or more durability, and so forth. However, for versatility, adaptability and flexibility the aforementioned are tough to beat.


Can'tFindthePath wrote:
Jon Kines wrote:
Westeros does seem very low magic but places like Quarth and Asshai seem to possess considerably higher levels of magic. Some of the blood magic that Melisandre exhibits is also quite impressive. Buff spells I think can stay as is, but a lot of the conjuration, teleportation, and blasts would be removed.
A lot of that "powerful magic" of the east is exaggeration even in the books. There was some impressive stuff, but that could be considered "ritual magic" or something, with long casting times and cooperative casting. You needn't give PCs or NPCs PF magic because of it.

True, there are mentions of rituals similiar to planar binding, and the way Melisandre used shadows to kill are among the most potent mentioned. That would seem to indicate 5th-6th level as the high mark. But if set in the past, in the age of Valyrian sorcerors, the bar could probably be set higher. It could also be played that higher magic is possible but has yet to be discovered. I will likely make casting classes prestige classes and tune their available spells and spell levels in line with the setting. School access should also be limited I think, perhaps even to the school of specialization, as magic is harder to grasp and come by. But the idea that there is the potential for higher magic, yet undiscovered, has some possibilities as well.


Westeros does seem very low magic but places like Quarth and Asshai seem to possess considerably higher levels of magic. Some of the blood magic that Melisandre exhibits is also quite impressive. Buff spells I think can stay as is, but a lot of the conjuration, teleportation, and blasts would be removed.

An alternative I've been considering, is to set the campaign ~300 years in the past, just before the coming of Aegon the Conqueror, a time when magic was far more ubiquitious. This would have the dual benefit of making the magic system easier to mitigate, and the Targaryen invasion would be an excellent backdrop for such a campaign, with the potential to develop an entirely alternate historical timeline based on the pc's actions.

One thing I will definitely incorporate from GoT d20 is influence points per level derived from charisma and station. If nothing else I'll be glad to see charisma be a more effective and useful attribute overall, and this fits the theme of the setting perfectly.

We bounce back and forth on level of magic in our campaigns, but after we finish Carrion Crown, everyone thought a gritty low-magic intrigue heavy Westeros campaign would be a nice change of pace.


I've been contemplating adapting the Westeros setting of Game of Thrones for Pathfinder, and was wondering if anyone else had done any work on this? The only issues I see are scaling magic and revamping leadership to suit the flavor of the setting. I know Green Ronin has a system for the game, and a S&S d20 version, but it would be nice to stay with the Pathfinder system. If anyone has any thoughts, experiences, or feedback with this I'd appreciate it going forward.


Sean K Reynolds wrote:

It works exactly like the dimension door spell.

Except you can do it at 1st level.
And it's a swift action.
And it doesn't provoke AOOs.
And you can use it a bunch of times per day.
So that's pretty badass.

+1


james maissen wrote:
Jon Kines wrote:


Is a 20 int at level 1 more optimized than a 19 int?

Depends to what levels you see the game progressing. If you're going to 20th then you want the full starting 20.

Given the plethora of options that now exist for raising ability scores, even going to 20 that one point will make little overall difference. For example, if you just factor in level based attribute increases you are looking at a 24 or 25, which offer the same bonus. With a +6 headband its a 30 or 31, again the same bonus. If you additionally add a Tome of Clear Thought +5. it becomes a 36 vs. 35 where the 20 base does gain a 1 point advantage. So yes it is an advantage but hardly game breaking, and the character who didn't dump has more aggregate survivability. Furthermore, by these levels of the game, debuffs mitigate save DC's to the point that 1 point isn't often going to make a difference. Again it's playstyle but our campaigns tend to be gritty and tough, so when I build a caster I go for a little more overall survivability. If I was in a situation where I didn't think it was warranted I would take the 20 int build.


Kaiyanwang wrote:
Tiny Coffee Golem wrote:
You could always use contact other plane to make a deal with a devil. :-)

You compare devils with insurance companies?

This is offending.

To the devil or the insurance company? :D


Fergie wrote:
Jon Kines wrote:


Of course it won't matter I guess because under these rules no one will play wizards, everyone will be too busy making rogues.

Let's see now... The near unlimited power of arcane magic, vs what amounts to 21 hp fewer HP at 20th level...

Wizards would still kick ass if they had d2 hit dice.

As for rogues, once you pass the lower levels, if you're not sneak attacking, you might as well not even bother attacking. Considering that there are many combats where a rogue won't be able to sneak attack at all, I don't think a boost to their BAB is going to break the game.

Except Wizards do NOT have unlimited power. They are limited by the number of spells they are able to have memorized, the number of spells they are able to know, and being able to discern enough information about an upcoming threat to foresee the necessary and proper scrolls to have scribed. A fighter full attack is not limited to #/day and yet more often than not will outdamage any wizard spell of comparable level. That is why wizards are best played as utility casters who use battlefield control to augment and enhance the capabilities of their party members. Any wizard who tries to dominate play solely through casting will find said dominance to be ephemeral, after which he most likely ends up incapacitated or dead. . .


ciretose wrote:
Jon Kines wrote:
Detect Magic wrote:

Well, if we're quoting the book, this is what it says in the section on wizards:

"Hit Die: d6"

~.^

With his munchkin-rogue, I don't see anyone bothering to make a wizard anyway.

Helping or trolling?

I don't disagree there probably needs to be something else taken away from the rogue, I'm just not sure what it is.

I think you are over-valuing evasion and uncanny dodge a bit on defensive mechanics.

If you have d6 hit points and can only wear light armor, any other equal level melee class is going to end you in a single round if you try and go to toe to toe.

Now, if you get the first attack (which you should as a rogue) you can take that opportunity to do ridiculous damage.

But keep in mind moving into combat means you are getting one attack...

I am ok will losing some rogue talents (maybe just the first one at 2nd level) and I'm also thinking postponing sneak attack a level (so you have to take a two level dip to get it rather than one and the sneak attack would take the place of the first rogue talent I'm now taking away) may be a way to go.

My point is that the sneak attack damage, and options such as weapon finesse are balanced around the rogues lower BAB. If you buff the BAB and leave all else equal, you end up with DPR insanity.


Detect Magic wrote:
Jon Kines wrote:
With his munchkin-rogue, I don't see anyone bothering to make a wizard anyway.
Some of us like playing bookish nerds. I think I'd still play one with d4 HD, but it would be annoying.

I like playing wizards as well, but I also enjoy playing fighter, rogues, and clerics etc. The inherent advantage this would create would be hard to ignore all else being equal.


Spacelard wrote:
I hated the 10' pole so much I had a few home-brew dungeons with an entrance deliberately narrowed and kinked so you couldn't get them into the place...

LOL


Detect Magic wrote:

Well, if we're quoting the book, this is what it says in the section on wizards:

"Hit Die: d6"

~.^

With his munchkin-rogue, I don't see anyone bothering to make a wizard anyway.


ciretose wrote:


I don't see it. A rogue would have 2 less hit points a level, no access to fighter feats, a requirement to wear light armor and a need to have a team mate assisting in order to execute sneak attack.

With a d6 and light armor, the rogue is going to be very, very vulnerable.

I think there may be a need to take something else away from the rogue, but they only have 2 more skill points than the ranger.

In a typical 4 man party as it is, between the fighter, the cleric, and the wizard's summoned monsters the uptime on flank and sneak attack is VERY high. Yes they have light armor, but between evasion, uncanny dodge, and rogue talents their survivsbility isn't so bad. With the combat feat trick, they'd have more then enough feats to min/max DPR. Rogue damage is insanely good as it is, they don't need this.

I don't see anything gained by d4 for wizards either. This only really hurts them at the low levels, where wizard survivability and relative power is already low. Of course it won't matter I guess because under these rules no one will play wizards, everyone will be too busy making rogues.


TriOmegaZero wrote:
Jon Kines wrote:
TriOmegaZero wrote:

I always did love the option.

Wait, we're not talking about football?

Spread option or Triple option? :P
You ROLLplayer! I chose the option for flavor! Don't contaminate me with your min/maxing impurity!

LOL


wraithstrike wrote:
Jon Kines wrote:
Not as written no. But I have less of an issue overall of making leadership work then trying to figure out how to make a VoP monk useful in a campaign, or if not useful at least fun for the player. . .

The you posted the other post made it sound like since you allow the RAW version since it is nonsense to me, that by extension if you block the Vow if proves the Vow is too complicated.

I think leadership is a lot easier to fix than the VoW since the fix will have to vary from group to group for the VoW.

Sorry if I wasn't clear, I'm multitasking not intentionally obfuscating.

I just don't see a way to make VoP viable for a pc, and that's why I banned it. If there was a wizard feat, the benefit of which was contingent upon a wizard never casting spells, it would be only slightly more ridiculous then VoP. It would also be keeping VoP and "Find the Path" company in ban-land. :P


Maddigan wrote:


Reasonableness: Can a character of any class perform at a reasonable level in all aspects of the game and add to the overall group effectiveness. This is what I'm looking for

+1


2 people marked this as a favorite.
phantom1592 wrote:


SOME characters are meant to me more powerful than others.. A Wizard does 10D6 fireball to 5 enemies at once... How can people justify a fighter being able to match that?

Actually, by the time you factor in spell resistance, saving throws, resistances, immunities, evasion, improved evasion et al, the fighter's full attack probably outdamages the wizard's fireball.


TriOmegaZero wrote:

I always did love the option.

Wait, we're not talking about football?

Spread option or Triple option? :P


Not as written no. But I have less of an issue overall of making leadership work then trying to figure out how to make a VoP monk useful in a campaign, or if not useful at least fun for the player. . .


In 0E ten foot pole was the trapfinder. :P


5 people marked this as a favorite.
Divergent wrote:
I don't buy that for a minute. Balance can be retained while still maintaining different feels in playstyle and flavor.

Absolute balance = sterile homogenized gameplay

The important thing is not that every class be equally effective in all aspects of gameplay, but that each class be viable in filling a role. If one class was good at everything, and every class was equal, the game would grow tedious and tiresome very quickly. Furthermore, anyone who thinks melee is useless past level 7 clearly has never seen what a high level fighter is capable of. . .


TriOmegaZero wrote:
Detect Magic wrote:
When you reduce the wizard's hit points because he's a bookish nerd and it's in the flavor of the class, you ought also make spells cast by the sorcerer automatically silent and still because the magic comes natural to him. He doesn't have to study the spells, so why should he have to chant and gesture? How would he even know what to chant (or what gesture to make)?
I find your comparison flawed. The sorcerer knows how to chant and gesture instinctively. He still must be more powerful to work the magic without it. Thus using higher level spell slots. Now if you want to give him Still and Silent Spell as bonus feats, your comparison would be closer.

I'm going to go out on a limb and say that was tongue in cheek to illustrate a point. -.-


Kain Darkwind wrote:

[

Prior to UM, the option of a vow of poverty existed in PF as a 'meritless roleplay tax'. You could just give up your expensive stuff. No problem.

Yes anyone could have this epiphany and then suffer the consequences (to wit getting killed so fast it makes their head spin). However there was not an RAW actively attempting to foster such. I don't pull any punches as a DM and short of a pure roleplay campaign with no combat at all, a VoP monk is absolutely unviable. Hence, I have sent them to ban land to keep "find the path" company. . .


LoreKeeper wrote:

This is an attempt to bring a bit of color to the vow of poverty which has received some rather heated debate. The net result is still a tremendous burden for the character; but the reward is at least somewhat more in line with what other vows offer.

Vow of Poverty:
The monk taking a vow of poverty must never own more than six possessions — a simple set of clothing, a pair of sandals or shoes, a bowl, a sack, a blanket, and any one other item. Five of these items must be of plain and simple make, though one can be of some value (often an heirloom of great personal significance to the monk). The monk can never keep more money or wealth on his person than he needs to feed, bathe, and shelter himself for 1 week in modest accommodations. He cannot borrow or carry wealth or items worth more than 50 gp that belong to others. He is allowed to accept and use curative potions (or similar magical items where the item is consumed and is valueless thereafter) from other creatures. A monk with this vow increases his ki pool by 1 ki point for every 2 monk levels (minimum +1).

Addition: A monk adhering to the vow of poverty gains greater insight into ki mysteries than others. Starting at fourth level, and every even level thereafter, the monk gains a ki power that he qualifies for (chosen from the list of ki powers available to a qinggong monk). Should the monk fail to comply with the vow of poverty — or forgo it — he loses not only his bonus ki, but also the ki powers granted. Unlike the bonus ki, which can be recovered after a month of adhering to the vow — the ki powers are only recovered after he adheres to the vow of poverty for a year. Unlike other vows, a monk adhering to the vow of poverty does not give up the Still Mind class feature.

** spoiler omitted **...

I just made Vow of Poverty go the way of Find the Path and banned it outright. Problem solved.


Mikaze wrote:

Please don't start any new flame wars. Let's make something productive out of this.

It's clear the other thread isn't going to go anywhere, with lines being drawn between a false dichotomy of roleplayers vs powergamers and no one really listening to each other.

Fresh start now, and hopefully in a productive direction.

What do monk players want out of the concept of a monk that forsakes wealth?

There's no way we're going to reach a perfect consensus, but if we can find some decent common theme perhaps we can build and codify something flavorful and balanced that would be an easy houserule to sell to our groups, particularly for monk players trying ot sell the idea to their GMs. But first we need to know what we're building towards.

Just my take, not going to pretend it's universal:

  • A Vow of Poverty monk should give their wealth to the needy. It shouldn't be used as a round-about investment in gear.

  • A VoP monk should not be dependent upon any one piece of expensive magical gear.

  • A VoP monk should gain inherent bonuses as a sort of karmic reward, so that they can keep up with the rest of the party. They should gain some real spiritual benefit for their material sacrifice.

  • A VoP monk can be less powerful overall than a standard monk w/ gear, but he should also have some unique strength over the standard monk, possibly via VoP-specific abilities.

  • Perhaps tying into unique VoP abilities and the allowance for a limited number of simple possessions: A set of otherwise mundane items that become magical/blessed/whatever only when in possession of a VoP monk. Like a walking stick that serves as a quarterstaff and takes on magical properties in their hands, or simple prayer beads that become something more when they wear them. Said items could be things that could come and go easily that the monk should not allow himself to get attatched to or overly dependent on, since they're material things.
  • I'm honestly leaning toward banning VoP outright at this point. It is far more trouble than it is worth, and this is coming from a DM who allows leadership. . .


    wraithstrike wrote:
    Ravingdork wrote:

    Six items? Five of which must be very plain and of simple make and one of which that can be of some value?

    Well, my bracers of armor +8 are rather rustic I must say. My amulet of mighty fists +5 is practically made of tin. My monk's robe and cloak of resistance +5 are but tatters. I got my plastic ring of protection +5 out of a Cracker Jack box.

    But this here masterwork sai of "some value?" That was given to me by my master before I began this here quest to find his killer.

    The only item that is limited by value, according to the rules, is the sixth item. The rest just have to be plain.

    I. HAVE. NOT. BROKEN. A. SINGLE. RULE.

    In any case, I'm surprised that no one has even considered that maybe it wasn't ever meant to limit your wealth of items, but rather the number of items you carry. Only being able to carry six items, rather than the 14 that magic item slots normally allowed IS a fairly big limiting factor and would be about on par with what you get in return, as well as with the other vows and optional rules.

    You get to keep the BIG SIX while giving up everything else.

    You get six items. You need the BIG SIX to stay afloat in the game. Nobody noticed this correlation? Really?

    If your first five items are of cheap make (wood, bone, tin, whatever), then you have indeed followed the rules of the Vow. You still can't carry anything not your own worth more than 50gp and you still can't carry more than enough money needed to support yourself (modestly).

    Considering all this, and the fact that it's now about in line with all the other vows, I'm astounded I'm the first to think of this particular interpretation.

    Everyone agrees: the current "common interpretation" not only sucks, it doesn't even make much sense as written.

    Mine, however, neither sucks nor is senseless. For all we know, it was the developer's intent all along.

    FAQ this post if you agree, or even if you simply "want" to believe it's true. Maybe we

    ...

    The problem is, short of a non-combat game that exists solely of roleplay soliloquies, the RAW is simply not viable. Therefore the developers can proselytize until they are blue in the face, but I'm still going to house rule it in a practical manner. The other option is eliminating it entirely, and this is the option I'm leaning towards at this point. As it is, it's effectively a meritless roleplay tax which has no place in my campaign.


    TriOmegaZero wrote:

    This interpretation fills me with joy. Which makes me believe this is NOT what they intended.

    Time will tell.

    I could care less what they intended. If I ever DM a VoP monk, the aforementioned interpretation would be my house rule. However, I am leaning towards having VoP go the way of find the path (into ban land).


    Detect Magic wrote:
    Jon Kines wrote:
    Detect Magic wrote:
    When you reduce the wizard's hit points because he's a bookish nerd and it's in the flavor of the class, you ought also make spells cast by the sorcerer automatically silent and still because the magic comes natural to him. He doesn't have to study the spells, so why should he have to chant and gesture? How would he even know what to chant (or what gesture to make)?
    By the same reasoning, since Clerics don't learn spells but rather receive them through prayer, all cleric spells should be able to cast spontaneously. . .At this point game balance is falling apart at the seams, which is precisely why the aforementioned is a road best untravelled.

    Indeed ^_^

    Conclusion: Wizards retain their d6 hit die.

    Agreed


    Tejedordemundos wrote:

    I just start runing Curse of the Crimson Throne but i am going to buy the Pathfinder RPG core rule book's and i want to find out wich adventure path will be the best one to show Pathfinder RPG to my group.

    From Argentina, Andres (Andrew).

    It isn't complete yet, but so far Carrion Crown is hands down the best AP I've seen. The first three have moved alongside my all time favorites such as Expedition to Castle Ravenloft and The Evil Eye.

    That being said, you really can't go wrong with any of them, as all of the AP's have been high quality work.


    Detect Magic wrote:
    When you reduce the wizard's hit points because he's a bookish nerd and it's in the flavor of the class, you ought also make spells cast by the sorcerer automatically silent and still because the magic comes natural to him. He doesn't have to study the spells, so why should he have to chant and gesture? How would he even know what to chant (or what gesture to make)?

    By the same reasoning, since Clerics don't learn spells but rather receive them through prayer, all cleric spells should be able to cast spontaneously. . .At this point game balance is falling apart at the seams, which is precisely why the aforementioned is a road best untravelled.


    james maissen wrote:

    Can we agree that you need STR/CHA less than you need one more point of INT and 2 more points of CON?

    -James

    Absolutely, I even stated in the aforementioned build that Strength and Charisma could easily be dumped. I offered a practical flexible build as a versatile baseline because some people prefer a more flexible character, and a lot of people disdain dumping in general. Hence it was an attempt at a neutral baseline.

    As to Will vs. Fort it is not just feeblemind, there are whole schools of will saves spells as well, most of which are every bit as debilitating as the fort spells. Furthermore, I have never argued for dumping Con either, as I always go with a positive bonus. I'm not certain there is even a point of contention here.

    Is a 20 int at level 1 more optimized than a 19 int? Absolutely, but a 19 int at level 1 is still an excellent wizard. Furthermore he's an excellent wizard who isn't a social pariah, every enchanters favorite target dummy, and heavily encumbered by only his spellbooks and one strength drain away from a dirt nap. Whether or not that tradeoff is worth it, will vary greatly from campaign to campaign and ultimately depends on the playstyle of the DM.

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