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Organized Play Member. 87 posts (292 including aliases). No reviews. No lists. 1 wishlist. 1 Organized Play character. 3 aliases.


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Good news, everyone!


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Maybe I'm the odd one out here, but I'm actually really hoping that Starfinder class design is so far removed from Pathfinder that the current classes are not easy to use out of the box. Pathfinder's character balance (or more accurately, the lack thereof) is arguably intrinsic to the system, probably most strongly tied to the amount of options spellcasters gain against non-casters. Given the things that have come out recently (Advanced Weapon and Armor Training, Combat Stamina, etc.), it's clear that the PF devs are recognizing it and doing what they can to rectify it. I'm not expecting a second edition of Pathfinder, but I don't want Starfinder to be tied down to the old concepts of class balance when it could be an opportunity for a clean slate. The prevalence of technology has already been stated to obsolesce some of the simpler magics (Why take the time and dedication to learn to cast light when you could buy a flashlight?), so I'm really hoping that magic is fundamentally reworked, to evolve into a system that complements the new setting instead of overpowering it. I'm under no illusions that magic won't be present in the system, even if my personal tastes lean towards less common magic, but I really do hope the overall role of magic isn't as overbearing as Pathfinder, nor are magic solutions to problems the only solutions to problems at high levels.

As for how non-magical PF classes shake out, they really should not be able to compete to Starfinder classes when they're both geared appropriately, in my opinion. As Sutter mentioned in his interview for Game Informer, a shirtless Barbarian running around with a longsword should have no chance against someone with an assault rifle. Maybe it sounds awesome that your Barbarian beats up soldiers with laser rifles, but what's awesome for one person is absurd and immersion-breaking to another.


I've been reading up on the Occult Adventures class, and something has been bugging me about the Occultist, which otherwise is shaping up to be my favorite new class. At 8th level, they gain the ability to repeated call a weak outsider, similar to lesser planar binding, in conjunction with the Magic Circles class power to cast Magic Circle Against X spells. However, Magic Circles comes with the restriction that you can't create magic circles against your own alignment, which means that you can't bind an outsider of your own alignment.

Is it really intended that a LE Occultist is unable to bind devils without spending one of his very precious spells known on Magic Circle Against Evil? The Outside Contact even mentions that the outsider resents you, even if you share an alignment component, which makes me think this can't have been the intention.


Lines tend to be 5 feet wide, unless otherwise specified. Cones are 90° wide. On this page, under spell areas, there are some example templates for area effects.


As I understand it, the Provide the Requirements is a task like any other, but instead of requiring a skill roll, it has an alternative method of completing it, and no roll is required for that task. The critical success condition would only apply if you had all the requirements listed for the item AND made the UMD check.

Provide all of the requirements AND Succeed the UMD check
Critical success

Provide all of the requirements OR Succeed the UMD check
Success

Provide all of the requirements AND Fail the UMD check by 5 or more,
OR
Fail to provide all of the requirements AND Fail the UMD check by any amount
Failure


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Kazaan wrote:
Arachnofiend wrote:
Flesh to Stone specifies the target as "one creature". As objects are not creatures, the spell does not work on objects; ergo, the spell does not work on undead.
There's no rule that states "object" and "creature" are mutually exclusive. Furthermore, even if they were, Undead are still creatures because the game defines "Creature" as "An active participant in the story or world". Being alive is neither a prerequisite nor a consequence of being a creature. Undead and Constructs are creatures despite not being alive while a mundane plant is alive despite not being a creature. An "object" is anything visible or tangible with relatively stable form. I'm pretty sure a person qualifies as would an animal and anything else corporeal. But there's no rule anywhere that sets up some dichotomy between object/creature. So you're incorrect on two fronts.

No.

"CRB, Magic Chapter wrote:

(object): The spell can be cast on objects, which receive saving throws only if they are magical or if they are attended (held, worn, grasped, or the like) by a creature resisting the spell, in which case the object uses the creature's saving throw bonus unless its own bonus is greater. This notation does not mean that a spell can be cast only on objects. Some spells of this sort can be cast on creatures or objects. A magic item's saving throw bonuses are each equal to 2 + 1/2 the item's caster level.

Spells with this tag, and ONLY with this tag, can be cast on objects. Undead have a clause that mention that they are immune to all effects that allow a fort save UNLESS they can be cast on objects. Flesh to Stone lack the (object) tag, so it cannot be cast on objects, so Undead are immune to it.


Keep in mind, it is extremely easy to maintain to grapple with the "save or die" interpretation. After the first maintain (which is at a +5 bonus), the target is unconscious, which means they're helpless, so they lose all of their dex to CMD for future checks. With no saves, and no actions for the target, and no way to fail maintaining (other than rolling a 1), there's no way to consider this reasonable.


Don't touch anything.


Mattastrophic wrote:

Does a PC with an SLA still qualify for, say, Craft Wondrous Item?

-Matt

Evidently not.


Since technological firearms follow all of the rules for regular firearms, I have a few questions.

1. Are the autograpnel and dart gun touch attacks within the first range increment? It seems like they would, but I wanted to double check.

2. Would someone with deflect arrows be able to deflect the attacks of tech weapons? How would snatch arrows interact with them?

Thanks.


The problem people are running into is assuming that everything written in the CRB is as it's intended to be. Compare PF overland flight with 3.5 overland flight, and PF fly with 3.5 fly. You'll notice for overland flight, the mention of "Average maneuverability" is scrubbed, leaving you with only the half CL bonus. It was required since 3.5 didn't have the fly skill, and everything was based on your maneuverability rating. However, from 3.5 to PF for fly, the only change to the text of the addition of the clause saying you get a bonus to your fly skill. I am of the opinion that while average maneuverability was successfully removed from overland flight, the good maneuverability of fly was left in by mistake.


The Boro Bead is what you're looking for.


How about something that actively penalizes you?

Drawbacks

A crossblooded sorcerer has one fewer spell known at each level (including cantrips) than is presented on Table: Sorcerer Spells Known.

Furthermore, the conflicting urges created by the divergent nature of the crossblooded sorcerer’s dual heritage forces her to constantly take some mental effort just to remain focused on her current situation and needs. This leaves her with less mental resolve to deal with external threats. A crossblooded sorcerer always takes a –2 penalty on Will saves.

Whether the whole package is worth it, I don't know, Sorcs aren't really my thing.


The player made the right call. Grappling does require a concentration check, and the Vrock was only allowed that much because the lack of somatic and material components. If it'd be a wizard casting a spell with somatic components, it would have auto-failed from being pinned.


Robot's Bane

I have a level 5 Ranger (Galvanic Saboteur) with Constructs (+4) and Humans (+2) as favored enemies. By my reading of the feat, if I were to pick it up, I would now have a +8 on attack and damage vs robots, yes? +4 for being constructs from FE, and +4 being Robot's Bane, which uses my bonus from FE (Construct) in place of the bonus normally granted (+1 at this level). The line at the end of the special section implies that only the bonus to AC and saves should be replace with FE, but it doesn't actually disallow the attack and damage bonus. I know it's too good to be true, so what am I missing?


Throne wrote:
Azoriel wrote:
They're all exotics - any non-tengu swashbuckler who wants to use them will need to waste a feat to get proficiency first. (If you tell me half-elf doesn't waste a feat for this, you'd be incorrect, because they needing to chose this over a pseudo-Iron Will effect that stacks with the real Iron Will.)
Unless there's been an errata I haven't seen yet, Ancestral Arms swaps the free Skill Focus feat for a free Exotic or Martial weapon proficiency feat. It doesn't touch the Elven Immunities trait.

He didn't mean Elven Immunities, but Dual Minded, which gives a flat +2 to all will saves, not just enchantment effects, by giving up Adaptability.


I believe the 1/day part refers to the ability to cast a single extra spell known. The bonded weapon doesn't go away, so you can cast with it in your hand without restriction.


No. It's a swift action, not an immediate action.


What are your thoughts on the different dares? I'm fond of Frantically Nimble, and the success condition synergizes with opportune parry nicely.


Only thing I can think of is 10 levels of AT for Surprise Spells, then dropping a Merciful Stone Call.


blahpers wrote:
Cranefist wrote:
blahpers wrote:
To turn this around: Why should bards have it on their spell list?
Because Bards can use other level 1 transmutation spells, such as Animate Rope and Featherfall. If gravity bow were different than those spells, it wouldn't be transmutation. If it were harder, it would be a different level. Bards should have Gravity Bow, along with all other level 1 arcane transmutation spells. If a spell isn't good for a Bard, then the bard won't bother taking it. They don't need a list.
So, bards should be able to cast all 1st level transmutation spells? How is that any less arbitrary than the current approach?

What, do you think Bards shouldn't be able to cast Animate Dead? They can cast 3rd level necromancy spells, like Fear, so why not raise the dead? They're in the same school, so they obviously must be equivalent. There's no way one school could have lots of different types of spells. That'd be absurd.


The Blade of Mercy trait negates it for slashing weapons, and I'm pretty sure there's another trait out there that reduces it to a -2.


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Adam Daigle wrote:
I gotta admit, I'm kinda bummed no one commented on my Aliens quote. ;)

Pff, it never occurred to me. It's just common practice. We always have a synthetic on board.


AdamWarnock wrote:
Dirge Of Hubris wrote:
AdamWarnock wrote:

Dotting.

Android Barbarian Fighter named Glitch.

I had that same idea. The issue is that Androids CANNOT benefit from morale bonuses (and thus rage...) It is sad.
Fixed it. ;)

I don't have it yet, but aren't there feats in the technology guide that allow Androids to benefit from morale bonuses? Pretty sure I heard that somewhere.


Super interested. I've been pumped for Iron Gods, and would love a chance to play in your campaign. My char is Pire Spipden, a human archaeologist bard who fascinated with the tech stuff all over Numeria, and is dying to go down and find out what makes the forge flame tick - and in doing so, turn it back on. Let me know if you need any more information. Equipment is still being worked on, but everything else should be more or less final


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I'll weigh in, as my party's Rules "Advocate", as the term seems to be (I've used Rules Librarian, but same dif). How citing rules comes across really depends on how you present it, how consistently you do it, and how receptive you group is to it.

As people have said, being diplomatic is key to giving rules advice. As with any other kind of advice, if you make other people defensive, they'll be less likely to listen of you, regardless of whether you're right or not. Try not to be authoritarian and commanding - often, the best way to bring up something is too go "Are you sure that's how it works? I thought it was..."

That way, not only do you ask from a position of wanting clarification, not laying down an order, you protect yourself from a backlash if you're actually wrong - nothing worse than being so sure you're willing to bet anything, only end up being wrong. It seriously damages your credibility, and makes it harder for you to explain things when you are right - after all, you got that one wrong. First impressions are very important.

I'd say the key difference between a lawyer and an advocate is that an advocate is willing to correct things that would otherwise be in his, or his party's favor. If the GM forgets to full attack with a creature, or fails to notice that an ally will provoke from a reach weapon, or what have you, and you remind him, that instantly elevate you in his eyes. It shows that you're doing this out of a sense of fair play, not trying to squeeze every advantage out of every opportunity.

Finally, despite being on your best behavior, some GMs just aren't welcoming to a rules advocate. Whether from a distaste for having to be tied to a book, or not liking someone knowing more than them at the table, wanting a focus on narrative while discarding consistency in the process, or what have you, sometime it just won't work. I'm not saying these types of playstyles are wrong, merely that they don't have a reason for not sweating the rules details, and that I, personally, would probably not enjoy myself in such a group. Reading your group is critical, and don't push too far - rules disputes are best solved by each side giving their argument, and a swift decision being made. Now, I play online, so I admit I have a bit of a bias - rules are easily available for anyone to check at a moment's notice. In a live game, make your case, give a page citation if you can quickly, and if you get ruled against, bring it up later.

I find it's very important to know the limits of both the comprehensiveness of the rules, and your own knowledge about them. Be transparent when the rules are unclear, give your opinion on how you would rule, and leave it up to the GM. Try to keep your familiarity of the rules in mind; your group will be more forgiving if you get something wrong about scribing spells into spellbooks if you mention you're not certain. Conversely, if you're extra familiar with something, press for the GM to reread his notes to make sure they are accurate. In a game I play in, we ran into ghouls. When a knowledge check was rolled, it was mentioned that there were no special defensive abilities. I pressured him to double check, because I had run ghoul in a campaign once, and remembered they had channel resistance. He checked, and sure enough, they had it.

One last thing to remember is that sometimes, things do break the rules in unique ways. It you run into a choker, I'm sure you'd be very surprised when it runs up to you, then full-attacks. A situation like this shows why it's so important to approach this from a standpoint clarification. Asking the GM "Really? Are you sure it can do that?" should be your first recourse. In this scenario, it'd be exactly right. He might tell you how it could do that after the session, telling you that choker's have a special ability that gives them an extra move action. But if you reacted going "Hey, you can't do that. You can't full attack and move in the same turn", then the difference between unknown monster ability and rule mistake become blurred.


Psionic focus takes a full-round action to regain once it's been expended. It's not something you can do every round. Branding pattern also requires a ranged touch attack to work, in addition to disrupt pattern landing.


The problem with price inflation by collusion is that it only takes one person to undercut everyone else to bring the whole thing down to regular pricing. And with the way they think, if nobody steps up, the PCs sure as hell will. You just given them a golden opportunity to make money, with basically no effort expended on their part.


Paladin of Baha-who? wrote:
James Jacobs wrote:
Whether or not you like how they look or think the stats are lame or are annoyed that they're in the way of the art... they still do what we intended them to do quite well. I mean... their images have been stolen for roller coaster cars, of all things!
Really? Are there any pictures of that? I'm curious how that transition was made.

Here's the pic I saw. Grabbed it off the Pathfinder subreddit.


An Anti-Paladin gets negative channeling at 4th level. That's the only one I can think of off the top of my head.


It doesn't say anything about not being affect by remove curse, so it ought to be treated like any other curse. Several curses have specific cures, or you can brute-force it with remove curse or break enchantment


BigDTBone wrote:
wraithstrike wrote:
Persistent spell should be given a higher rating. It basically doubles your chance at landing a spell. As an example if your enemy has a 70% chance at making a saving forcing him to make it twice drops it to 35%. It is mathematically better than heighten spell for the purpose of forcing saves to fail.

Wraith, this is a little side question. I have always looked at heighten as kind of a lame metamagic feat, I could never seem to get my head around why someone would not just use a higher level spell. I was having this conversation with a fellow the other day and he had a completely different read on it. He claims that heighten spell is the metamagic users best ally because of how it is written. He says that just having the feat automatically bumps DC's whenever you use any other metamagic.

Initially I thought he was mad, but then I went back and re-read heighten spell and I must say that I can get behind that reading.

Have you ever heard anyone claim this? What do you thing about that reading?

He is, completely, and explicitly, wrong. See point 2, specifically.


Gregory Connolly wrote:
If you charge someone with a polearm, Pushing Assault and Combat Reflexes you are gonna get slaughtered. The charging character moves from 10 ft away to 5 ft away and provokes an attack of opportunity. This happens before the triggering event so you swing with your polearm, if you hit you use Pushing Assault to move them back to 15 ft away and they then move from 15 ft to 10 ft. If they try to keep going forward it counts as a new triggering and you start the process over until you run out of AoOs, miss with an AoO or they go down.

Are you sure? Movement only provokes once per round, so even if you cause an enemy to re-enter a threatened space, you only get one AoO.

PRD: combat chapter wrote:
Moving out of more than one square threatened by the same opponent in the same round doesn't count as more than one opportunity for that opponent.

Even by pushing him back, you wouldn't get another AoO. As neat as the idea is, I don't think it actually works by RAW.


I think disguise self lets you appear to be a specific person.

Disguise Self wrote:
You make yourself - including clothing, armor, weapons, and equipment - look different. You can seem 1 foot shorter or taller, thin, fat, or in between. You cannot change your creature type (although you can appear as another subtype). Otherwise, the extent of the apparent change is up to you. You could add or obscure a minor feature or look like an entirely different person or gender.

Only the polymorph rules say you can't replicate a specific form, and since Disguise Self isn't a polymorph spell, it should be fine.


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Wait, so he's turning down extra levels, and he's not playing his character? I'll admit I don't have all the context or all the sides of the story, but from the description given, it sounds like the player is playing a character, specifically a dwarven paladin the seems to not have an interest in arcane magic. I see it as reasonable that he has no interest in giving his character arcane casting, being more devoted to divine magic or whatever. Taking arcane classes would definitely shift the direction of his character, quite possibly in a direction he doesn't want his character to go. I'm not familiar with FR, nor the items mentioned in specific, but this is just my instinctual reading of the situation. I agree that he's not forced to read them, so I don't get what his big deal is, but not just because the player doesn't like the apparent path for his character, doesn't mean he's not playing it. I dunno, just my perspective.


If you don't mind waiting until 7th level to take your first level of AT, the Sleepless Detective PrC can get you in with only two levels of casting lost (Rogue 1/ SD 1/ Wiz 4. Alternatively, go in with a race with a 2nd-level SLA, and take it with 3 levels of rogue, and 1 of wizard. My preference (I almost ran an arcane trickster, had most of the build lined up) is wizard and rogue, sorc and ninja do get the Cha synergy, but it's really a mater of choice. The things I've suggested work with either methods. In fact, the Sleepless Detective method is even more appealing for a Sorc, because even with the lost casting levels, you'll eventually get 9th level spells, if your campaign goes that high.


PC's Name: Torg
Race: Lizardman
Class: Fighter
Level: 5
Circumstances of Death: Stabbed to death after running into a flanked position by barbarians who were just powerful enough to have iteratives.
Setting: Shipdeck, custom fight during the open seas part of Raider of the Fever Sea (Skull & Shackles AP)

A few sessions later....

PC's Name: Doruk
Race: Hobgoblin
Class: Rogue/Sea Reaver Barbarian
Level: 2/4, total of 6
Circumstances of Death: Surprised and eaten by a lurker. Raged and enlarged to escape the grappled, was dropped by the lurker once he hit zero, and he ran out of rage ran on the next turn, killing him instantly.
Setting: Sahaguin cave, same book and AP, but a replaced fight (Congested cave water combat is annoying, and four sharks are a pain. Replaced with a lurker).


Male, Hetero.

Acerikar "Ace" Williamson
Human Gunslinger - 8 Cha
Standard scruffy cowboy (homebrew campaign, came from the equivalent of the Mana Wastes). Would have been hetero, if it had come up, if the campaign had lasted for more than one session. Gruffy and grumpy most of the time, or at least, he would have been if I played him now. MY first character, so a little nebulous really.

Tara Firma
Human Arcanist - 14 Cha
Didn't really have time to develop her character to much. It was a short-lived PbP for the ACG playtest, mostly just fighting goblins. Somewhat of an expy of Laila (See below), since the first game with her had died.She was friendly and kind, and kind of averagely feminine.

Wilthorn Gwanae (In play)
Human Urban Ranger - 12 Cha
Current character for a CotC PbP. Scruffy, tactically-minded bounty hunter (formerly) on the hunt for Lamm and his abducted sister. Pretty much hetero, but not a defining characteristic. Would feel more uncomfortable in an romantic situations than anything, tendency to keep people at arm's length. Has a bit of a tough guy facade, with an especially soft spot for his sister.

Lailathwen "Laila" Nerayna (In play)
Elf Wizard - 10 Cha
Character for a weekly RotR game, brought in from another Runelords game that died near the end of the first book. Quiet, bookish librarian from Magnimar. Isn't really interested in relationships, but I'll probably play up her unconscious jealousy of another PC's affection from Aldern Foxglove (and her confusion as to why she feels like that), as we get further in (only one session in so far, but it's looking good). Would probably be considered pretty feminine, but she really isn't interested in things like that. It's all about the books to her.

None of my characters really have had sexuality come up at all, nor have I made an effort to bring it up. I haven't played a non-hetero character, but I can't image it'd be all that different. Looking at them now, all of them seem to be exaggerated aspects of myself (My reservedness, bookishness, appreciation for firearms and westerns, etc.) or aspects that appeal to me (Gruff and gritty heroes, desire for uncovering knowledge and history). In situations where I don't make an trait core to the character, I think I tend to have them resemble me, and thus Hetero int eh case of sexuality. Write (and play) what you know, I guess.


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This thread is absurd. I'm sorry, but we don't need the rules to be written in legalese. The game is complicated enough, we don't need every sentence of how to hit a goblin with a sword to be written like a effing contract. The Smite Evil ability is a property of the Paladin, so it can be assumed that Smite Evil affects the Paladin, and only the Paladin, unless specified. There's rules as written, and there's applying even an once of common sense when making rulings. The reading that everyone gets level to damage is entirely redundant with the Aura of Justice ability. It can be reasonably assumed that the Paladin would not have been given an ability that does literally nothing, therefore, the reading that results in this must clearly be wrong. Just follow the logic to the conclusion, and you'll see why this is the only thread that's ever had this discussion.


houser2112 wrote:
Jorshamo wrote:
Psicrystal Affinity can serve a similar purpose, but that's restricted to level 3 manifesters or higher.
You're thinking of Psicrystal Containment.

Yup, you're right. Don't know how I missed that.

And yes, a shaper could select any powers from the Psion/Wilder list, and the Shaper Discipline list. Just speaking for myself, Shaper is probably my favorite discipline, for a number of reasons. Astral Construct, which is the Psionic equivalent of Summon Monster ##, ectoplasmic creation (All the poison you could want, as well as anything else made of organic material, Summon's Call, which boost not only the duration, and the power, of your constructs, and bonus class skills all keyed on Cha (Bluff, Disguise, and UMD), with the first 2 being great for a sneaky Psion who does want other to know they're psionic, and the other being the best skill in the game.


master_marshmallow wrote:
I also like Psionic Meditation so you can gain focus as a move action instead of a full round.

Psionic Meditation is good, especially when you get into higher levels and need it for Metapsionic feats, but it requires 4 ranks in Autohypnosis, thus putting at level 5 at the earliest for most Psions. Psicrystal Affinity can serve a similar purpose, but that's restricted to level 3 manifesters or higher.


Changing Man has the right of it. However, they're not completely locked off. The Expanded Knowledge feat allows you to learn any power that is at least one level lower than the highest level power you can manifest. A third level Generalist Psion who takes the feat could learn Astral Construct (A great power, by the way), even though it's normally restricted to Shapers. Said Psion could also learn Stomp, even though it's only available to Psychic Warriors.


ShadeOfRed wrote:
Psicrystals - Do psicrystals have any ability to make a physical attack?

According to their stat block, no. However, I'm pretty sure that any creature can still perform an unarmed strike. It'd have an abysmal bonus to hit and damage, however; best to not even bother. It's much better as a scout.

Quote:
Psicrystal Affinity is okay to take for my Bonus Feat correct?

Psicrystal Affinity is a Psionic Feat, so yes.

Quote:
Power Points - I've got an Elan, Psion, Int 19. I get +2 base points, +2 high int, +1 favored class, +2 Psionic Talent. So 7 at 1st level right?

Yup.

Quote:
Feats - Psionic Body - Okay, I have Psicrystal Affinity, Psionic Talent (racial feat?), Psionic Body. Now does that give me 6 hp or do I not count Psionic Talent and get 4? (trying to decide what to take for my 1st level feat...advice on that would be welcome too)

You gain 6. Elans (all psionic races?) gain it as a bonus feat. As such, it is still a psionic feat the character possess, so you gain 6 hp total.

Psicrystal Affinity is always nice. Overchannel can be good, but is risky at first level.Speed of Thought is a personal favorite; an effectively permanent +10 to your speed(you should always be focused), with the ability to boost it up to 30 for a turn is great for a squishy caster. Combine that with the Run action, and you can move 240 ft in a round! Combat Manifestation the equivelent of Combat Casting, is good as well. Combine with the ability to take 15 on concentration check by expending focus, and you shouldn't fail a concentration check ever.

Quote:
If I take Psionic Talent again...do I get +2 and +3 = 5 or is it just +2 +1 = 3?

You gain 1 extra point for each copy of Psionic Talent you already have, in addition to the +2. The first you get, racially, would give +2. The second would give +2+1, or +3, independent of the first copy of Psionic Talent, and a 3rd would be +4.


That's it. I'm sick of all this "Masterwork Goblin" b&@%$#*t that's going on in Pathfinder right now. Kobolds deserve much worse than that. Much, much worse than that.

I should know what I'm talking about. I myself commissioned a genuine Kobold in Andoran for a leftover sock (that's about 1 cp) and have been practicing with it for almost 2 years now. I can't even cut commoners with my Kobold.

Kobolds spend years working on a being useless and fold their scales up to a million times to produce some of the most useless monsters known to mankind.

Kobolds are thrice as weak as Goblins and thrice as soft and fleshy too. Anything that carries a weapon, a Kobold can't fight at all. I'm pretty sure a Kobold army would could easily be cut a knight wearing full plate with a single vertical slash.

Ever wonder why Kobold tribes never bothered conquering Golarion? That's right, they were too scared to fight the people with sharp objects and their magic. Even in World War II, American soldiers avoided targeting the Kobolds, because they were considered a waste of ammunition.

So what am I saying? Kobolds are simply the worst monsters that the bestiary has ever seen, and thus, require worse stats in Pathfinder. Here is the stat block I propose for Kobolds:
0-HD Creature CR 1/8
-4 Strength, -6 Constitution, -2 Int
Small size
Slow Speed (20 ft.)
Darkvision - 10 ft.
Natural Armor Bonus -1
Kobolds get +2 to Profession (Miner) and Profession (Dying)
Light Blindness
Kobolds begin play speaking only Draconic. Kobolds who have high Intelligence scores can choose any of the following bonus languages: None.
A Kobold who make a melee attack must roll a 1d2; A roll of 1 results in an automatic miss, and is considered a critical fumble.
A Kobold who attempts to cast a spell must make a DC 20 Concentration Check to maintain the spell.

Now that seems a lot more representative of the fighting prowess of Kobolds in real life, don't you think?
tl;dr = Kobolds need to do much less in Pathfinder, see my new stat block.


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andreww wrote:
LazarX wrote:
Once a sorcerer has defined herself, she's stuck as she is.

Paragon Surge says otherwise.

Also UC retraining.

Paragon surge + Extra Arcana is a silly combo that I ban from my games (You pick a feat with paragon surge, the spell stay the same if you pick it again at a later time). Additionally, it means you need to be a half elf, meaning you miss out on to oh-so-touted Human Favored Class Bonus, unless you ALSO spend a feat on Racial Heritage (Half-Elf).

As for retraining, you need 2 days per spell level, an amount of gold equal to 10 * current level * number of days spent training, AND a sorcerer at least 1 level higher than you. A 10th level Sorc who wants to swap out a third level spell has to spend 6 days and 600 GP to do so, assuming the GM lets you find a trainer. You need GM permission every step of the way.


Kryptik wrote:
Light blue. Dwarf Fortress, baby.

This man knows his stuff.


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Scorching Ray

Admonishing Ray

To me, it seems like it'd be fine doing the same damage dice. Don't forget, lethal and nonlethal damage stack, and once they drop, thy're unconscious. If you can take the time for a CdG after the fight, it's functionally identical. Even if you want to make it more powerful, doubling the dice is quite excessive.


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Damian Magecraft wrote:
Quote:
Wizards, who know at least 4 spells of a given spell level by the time a Sorcerer can know one.
spells alone doth not a wizard make.

Just going to address this one point: spells "doth", in fact, make a Wizard. Suppose a hypothetical Sorc just hit 6th level, and is drooling over his new spells. Which should he choose? Fireball? Useless if the party hits demons, or other things with fire resistance/immunity. Dispel Magic. Not so great against a horde of barbarians. Apart from a small number out truly standout, versitile spells (such as Summon Monster #), Sorcs can have a hard time covering all of their bases, especially shortly after gaining new spell levels. I have not played a Sorc personally, but I DM for one, and it is a well established fact that versatility, in Pathfinder, is power. Wizards have versatility in spades. If uses/day we're what was important, Fighters would be on top, with their unlimited 2d6+9. A comparable 6th level Wizard knows four 3rd level spells, and can cast them as often as that Sorc (Seriously, never ever play a universalist), and could even have non-combat spell for off-days.


Nathanael Love wrote:
Anguish wrote:
Nathanael Love wrote:

Except 12 wins? Just use it over and over and except against Sorcerers and Bards once you get to 12, their toast/comatose?

If that, I'm sure many "optimized" build of both wizards and fighters are done once you get to 8?

I'll say it again. 9th level. Why don't we point out that since feeblemind exists, clearly psionics is overpowered. Oh. Wait. Because that's Core, and a save-or-die that obliterates all of the same classes. Right.

See how this works? Both systems (Core and psionic) have save-or-die. This is not news.

Save or die is one thing. Save AND STILL die is another. Make your save against Feeblemind? Nothing happens. Make your save against ego whip? Still screwed.

Did you miss the bit where it was 12, before saving for half? If they make the save, then the spell is wasted. You would not follow up with another Ego whip, because then you would have wasted two 9th level equivalent powers, just to drop one guy. (Also Anguish was a little bit wrong. It's not 17 PP, it's 19. Only a Psion of 19 or 20th level could do this (barring overchannel), who would undoubtedly have better things to do with their time. I agree that it has it's uses, but it's not this Armageddon power you're making it out to be. Using it "over and over" do not reflect the power of the spell, when spamming equivalent 9th level powers will certainly drop things eventually.


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Do they hang low? Do they wobble to and fro?

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