Since arrows for a small bow weigh less than those for a large bow, does that mean you need to specifically find (or buy) "small" arrows? If so, would one assume that magic arrows found on (& used by) small monsters would be sized (only) for small bows? We've always assumed arrows were one-size-fits-all, but then the difference in weight doesn't make sense.
I'd like to see something that was Law vs Chaos (though Chaos forces thwarting Law might be even more fun), or some other combo rather than Good vs Evil. I know that's the most common but it's really been done so much. Ok really I'd like to see a Sci-Fi campaign path. I know it won't happen because it would take a whole new setting. But my group doesn't nothing but Paizo paths EXCEPT when we need our Sci-Fi fix; then we have to go to a different game system. Since we don't have time to home brew campaigns, we're forced to leave Paizo for every second or third campaign. I know there are some 3rd party attempts in the direction of Sci-Fi rules, but I don't think a quick conversion of d20 Modern/Future is enough. We want the real Paizo treatment and support with a path or two. I would love to help out with something like that and I bet there are many, many more in the community who would be likewise enthusiastic. ~Ryan Wolfe: cartography, starship deckplans, setting design, etc. at ki-ryn.com (Jim Groves would vouch for me! :)
IkeDoe wrote: (to OP) If you manage treasure as suggested in the Core Rulebook, over the levels, your equipment (buy value=price), money, etc.. will be worth (grand total) about the same ammount noted in the WBL. That, empirically, is not the case. We play campaign paths exclusively and by mid levels there are huge discrepencies both between players and between the group as a whole and the WPL chart. Even with equal wealth distribution, using found vs bought items can double one PCs wealth with regards to another. By the time levels are into the double digits, that is making a clear difference in the ability of characters to contribute in encounters. Then when a new characters wants to join with 50,000 gp worth of crafting materials instead of gear, it is clear that an extra sentence or two is really needed in the rule book. I'm not trying to fix the system just for the fun of it. I'm trying to come up with something that will prevent a repeat of issues we have already seen (multiple times) in play. I do appreciate the suggestions and information from those who understand the situation. At least it gives me an idea of the how the general population views the issue (or lack there of).
Given previous the example scenario:
Quote:
Character C joins at what net worth? If we use this formula:
we get:
Thus character C should join with a net worth of 5,000 gp. This could be 10k (purchase value) of simulated “found” or crafted gear, 5k of custom picked and optimized gear, or a mix. How to simulate “found” gear is another matter entirely (maybe just stuff inherited from the dead guy :). A more interesting example would be Character D who was also given a 10,000 gp (purchase value, which would have a sale value of 5,000 gp) pile of magic items in his group. Suppose he used 4,000gp (purchase value) of the items as is but sold the rest for custom items – getting 3,000 gp (purchase value) of desired gear. His net worth would be: Character D net worth = 2k (found items) + 3k (custom items) = 5,000 gp total. It seems to work out – though I haven’t really looked at how crafting would fit in. I think it would be like found items.
I know better than to try and change someone's opinion on the forums, but in case a dev stops by I want to make it clear that factoring in the whole pruchase price for each item definitely will NOT work to calculate an equitable distribution of equipment (for either existing or joining characters). quick example: Character A and B adventure for a long time and find 20,000 gp (purchase value, 10k sale value)) in magic items. To be fair, each gets 10,000 gp (purchase value, which would sell for 5k) in items from the loot pile. Character A is ok using the items he got.
Now Character C joins so the GM calls for a character audit to see where everyone is at with regards to gear value (so the new guy can join in equivalent to everyone else). Character A has 10k of items (purchase value).
And if this were an actual game, no one would recall all of the details of what exactly was kept, sold, crafted, and customized so it's very likely that Player B will accuse Player A of taking more than his fair share of loot and the usual arguments will ensue (with the probable result that Character A has to give Character B 2.5k worth of stuff and Character C joins with 7,500gp of custom gear).
If one wanted to determine a PC's wealth at some point, in order to compare it with the chart or an incoming character, then it looks like net worth equals the sum of purchased items times purchase price, plus found and crafted items times the sale value of each item where the sale value is typically half purchase price. Does that seem right?
Thanks, though I'm sorry to see that no consideration has been given to the huge difference that arises when found items and crafting come into play. When items have such a big impact on character power, such issues should really be clearly adressed in the rules. My group is struggling to reconcile these differences and I was hoping, after all of these years, it had been dealt with. Alas it seems to have gone the way of grappling (that is, still a mess :).
Does the PC wealth by level (p.399) reprent the buy value, or the sell value, or the PC' equipment? Also, do new PCs coming in mid-campaign use that chart? If so, do they get to choose their gear or is it rolled randomly? Because items found while adventuring only sell for half value, serious discrepancies arise when that system is used (either to compare PCs in a campaign or to introduce a new character). Someone who uses only found (or crafted) gear ends up with twice the value of equipment as someone who has to sell found gear in order to purchase stuff they can use. Dose the wealth table represent someone using found/crafted gear, or someone using custom gear?
Ok thanks, that helps. I guess I'm just too focused on the infinite use Ray of Frost cantrip giving me an extra sword attack each round. At high level especially, that seems really good (certainly compared to the d3 the ray does on it's own :). I guess with short adventuring days you wouldn't run out of better stuff to do though.
I'm still missing something, because Close Spell still seems like a good deal to me. If I take the Close Combat arcana, then I can use Ray of Frost to attempt an extra attack with my sword every round. The spell casting requires a concentration check, but the spell no longer provokes for being ranged. "You're better of making a touch attack" doesn't make sense to me.
I can see that some of the other Arcana are pretty good too, but I don't see the badness inherent in Close Spell (and if it is there, I want to understand it).
I tried wading through all this but just couldn't make it. Could someone briefly tell me if Close Combat is a good choice for my first arcana if I am NOT going use Arcane Mark to get multiple attacks? If it's still a bad choice, could you let me know why? It seems like a great choice to me but I'm assuming that channeling a ranged touch spell through your sword no longer counts as making a ranged attack. Is that right?
It's strange that they have multiple human languages in the setting but do not include any of them as potential bonus languages for starting characters with a high INT. If that's not in the setting specific stuff somewhere, I think it would be a good house rule. As an elf I can choose Celestial, Dragonic, and Gnome, but not Varisian or Skald (when I've lived in the region all of my life)? I'd like to interpret "Common" in the player's guide to really mean "Human" (as in, whatever human language is most common where you are from) and then add "other Human" to everyone's list of potential bonus languages. I guess my question is "Is this in the setting specific stuff somewhere, or do I need to house rule it?"
When a power affects "all allies" around the caster, does it also affect the caster? Specificaly, we ran into this with the Paladin "Aura of Justice" ability. While noting that the Bard has an ability that specifically suggests the Bard is an ally, that's not definitve proof either way. Is it spelled out clearly anywhere? Quote:
Quote:
Is it possible to craft a wondrous item for a slot other than the normal? For example, could you make an Amulet of Dexterity +2 instead of a belt? If so, how does this affect the cost? I can see where adding Dex +2 to an exiting magic amulet would cost 150% of the dex item, but there is nothing about just changing the slot rather than adding it to an already-filled body slot. Back in 3.5 there was stuff about how certain areas of the body had affinities for certain types of items, but that no longer exists in the Pathfinder rulebook...
Umm, no. Quote:
For the 30ft line, Which corner of the square is the line starting from?What direction is it going (ie, where is the second point to determine the line)? For the 60 ft line, why doesn't the line shown affect all squares through which the line passes? The letter "C" narrows the origin down to one of four corners. To determine a line we need the specific corner and another point (like the end point) or some way to specify a direction. To determine which squares are affected, we also need to know whether traversing the edge of a square counts as going through the square and whether just hitting a corner does. My belief is that the authors just cut and paste from the d20 SRD, which lacks the details presented in an image sidebar of the PHB. That text, or something similar, needs to be paraphrased in the Pathfinder rules and the diagrams need to be corrected so that they no longer contradict the written text. for reference, here's the PHB sidebar: Quote:
Notice how a target intersection is specified. Also notice how "touching" a square is clearly specified as sufficient to affect it (so passing through an edge or corner counts). If you have a PHB handy, you'll also notice that the picture accompanying the text on page 176 matches what is written and that the caster, origin, and target intersection are all shown. I play Pathfinder exclusively for my d20-ish fantasy fix. I love it, but it's not perfect (yet).
Suppose a wizard casts a lightning bolt due north (the origin is the upper left corner of his square and the line goes straight up along the grid). What squares does it affect? If a line running along the edge of a square counts as going through the square, then this bolt should affect a path 10 feet wide and 120 feet long. If the the edge doesn't count as the square, then the bolt affects an area zero feet wide and 120 feet long (that is, NO squares). If the caster gets to choose a side, then the rules need to say so. I realize that there are diagrams in the book, but those lack origin and end points and so are not very useful. They also don't match the words of the text. SRD.
I was initially thinking "Recon - modern" would be cool (recon being good present-day slang for a pathfinder) but there is a Recon RPG already. "Modern Path" and "Future Path" wouldn't be bad. Of course the psionic supplement would have to be "Psyco Path". ;) I love the Pathfinder rules but I like sci-fi more than fantasy so I'm really hoping this effort takes off. I have a setting and some starship rules I can package up eventually, and (time allowing)I'd love to work on a sci-fi adventure path.
Doc_Outlands wrote:
I really love all of this except for the name. There are well established (and much better known) prodcut lines called "Fantasy Hero" and "Star Hero" so naming something Modern Hero(es) when it doesn't use the Hero rules system is really confusing. Granted I'm pretty dense, but I ignored this thread for the longest time because I assumed it was a Pathfinder to HERO conversion or some such. So anyway Doc, if you do extend this to sci-fi, take the chance to break away from the "Hero" naming system and avoid product identity confusion going forward. If this coversion gets popular (and I hope it does), you don't want the weight of poor branding slowing you down.
If you cast Flame Arrow on some bolts and fired them from a Flaming crossbow, would they do +2d6 fire damage? Quote:
Quote:
I absolutely love Paizo's campaign paths. They are what makes it possible for my group to game together every week (as we don't have time to homebrew but demand a cohesive story arc). The downside is that we are therefore stuck in a fantasy setting. I like Golarion and all but I like to change up the genres every once in a while. So what I would really like to see (from any company) is a Pathfinder compatible non-fantasy setting plus a solid campaign path to support it. My personal favorite would include starships and blasters, but post-apoc or just about any sci-fi would be great. I'd also be glad to work on such a project if someone needs a game author / cartographer :)
The green slime quote does seems to make it clear that oozes don't ignore the hardness of metal. So a grey ooze might affect a weapon with wood 1 time in 6 (inflicting trivial damage) and has no chance of harming a metal weapon. That makes the ability not worth the ink it's printed with and it will thus be ignored (or changed) in my future games. Thanks for the help all.
If you hit a grey ooze with a sword and fail the save, the weapon takes 1d6 acid damage. A longsword +1 has a hardness of 7. Is it effectively immune to this acid effect, or are weapons supposed to be considered "vulnerable" to grey ooze acid (or all acid?) and so not get their hardness subtracted from the damage?
I'm trying to come up with a melee build that makes use of the various combat manoeuvres. Aside from all of those feats under Combat Expertise, what else Are there feats/traits/items that specifically raise CMB or help with the AoO's and such provoked? I'm looking for stuff in the 4th to 9th level range cost-wise. Aside from a fighter with high STR and lots of those Combat Expertise feats, I got nuthin...
So moving someone, damaging them, pinning them, and tying them up all count as "grappling"? I guess that makes it easy. Now the victim can't use those options right? So the attacker will be making grapple checks at +5 to damage the victim while the victim is making attack rolls at -2 to fight back? (assuming the victim is unlikely to out-grapple the attacker). If the attacker is using the grapple option (at +5) to inflict damage with a weapon, can they employ things like Power Attack - or do they have to use the attack option (at -2) to do that?
Is there a Pathfinder druid option like the Shapeshift variant in the PHB II? It replaces wild shape and the animal companion with an at-will shape change. I like the domain option for replacing an animal companion, and I like how wildshape (via Beastshape) just modifies the druid's base scores - but I still miss being able to change form easily and often, even if the overall power level was less. If there isn't a Shapeshift option already, has someone knowledgeable in the rules made up a homebrew version? With the way wildshape works now, would it be balanced to just say in exchange for no-animal companion (or domain spells) you can wildshape at will as a swift action but cannot cast spells in animal form (regardless of feats)?
Is this bit from the SRD in the actual books anywhere? It's not in the Bestiary in the part about Lycanthropy. If it is in the books, how does it relate to the what IS in the bestiary (which covers a character bitten by a natural lycanthrope). Quote:
Can an afflicted character be cured by a remove curse weeks after being afflicted? I don't see that changing form lowers intelligence or changes alignment so, even while run by the GM, I don't get why a normally good character would become a raving murderer when transformed. Is there something to indicate otherwise this side of D&D?
If you try to activate a wand and fail, does it use a charge? One the one hand, the SRD says Quote:
which makes me think it does use a charge (as activating a device uses a charge). On the other hand, it says Quote:
So if you fail, its as if you DON'T have the spell ability needed and so would not use a charge (like a Fighter without UMD trying to use a wand - he can't waste charges even if he wants too).
Ref Doc: Quote:
I think that the CL for things like Bane is as much a requirement as the "level = 3x bonus" is. I just can't figure out if they are absolute requirements, or if both can be circumvented by raising the Spellcraft DC.
I suppose that will work, though taking a useless feat (ie. Rapid Reload (heavy crossbow)) just to take Crossbow Mastery(heavy repeating crossbow) is a heavy price. And in character, I don't know why I'd be an expert at loading and avoiding AoO's with a heavy crossbow when all I every use is a heavy repeating crossbow. Still, it's something, and I appreciate the help.
About Dorgrum StonebreakerAncestry:
Ancestry: Dwarf HP: 10 size: medium speed: 20' boosts: +2 Str, Con, and Wis flaw: -2 Cha languages: Common, Dwarven Darkvision Clan Dagger: gain free clan dagger; big dishonor to sell or lose Heritage: Beastkin (badger)
Ancestry Feats
Background:
Background: Miner boosts: +2 Str and Con trained in: survival and mining lore bonus feat: terrain expertise [underground] Class:
Class: Ranger 1 boost: Str HP: 10 + Con modifier/level Perception: expert Fort: expert
trained in: nature, survival*, 4 +Int modifier simple weapons: trained
light armor: trained
class DC: trained Hunt Prey- designate target (single action), gain +2 circumstance bonus to seek or track; ignore range penalty for second range increment
Class Feats
Skills:
Trained Skills acrobatics (+4) athletics (+7) crafting (+3) lore: mining (+3) medicine (+5) nature (+5) stealth (+4) survival (+5) Ability Boosts:
1- Str, Dex, Con, Wis Animal Companion:
Companion: Badger size: small speed: 25', burrow 10', climb 10' HP: 16
Fort +5 (trained)
perception +5 (trained)
unarmed attacks +5 (trained)
trained in: survival (+5) support: dig around opponent's feet (if PC strikes same target it loses ability to step until it moves to a different place)
Equipment:
breastplate (+4 AC)
maul (1d12 b), clan dagger (1d4 p) adventuring backpack (bedroll, chalk x10, flint and steel, rations x2, rope, torch x5, waterskin) 2 gold, 5 silver Combat Stats:
HP: 23 AC: 18 Fort +8
Perception +7 (darkvision) Class DC: 17 Maul: +7, 1d12+4 bludgeoning
Personality/Appearance:
Dorgrum isn't short (for a dwarf), but his limbs are so thick with muscle that they make him appear shorter than he is. As is common amongst dwarves, he has a long thick beard which, like his hair, is mostly black. His most noticeable feature, however, is the pair of wide shocks of white hair that run up along both edges of his beard, across his temples, and around behind his ears, and a third narrow band that runs back the center of his head like a mohawk. He is typically a friendly, though gruff, man but is a fierce protector of his friends and family who can be quick to lose his temper if they are hurt. Background:
Dorgrum was born in the Five Kings Mountains, into a long line of miners and sculptors of underground builders in clan Stonebreaker. He studied the techniques of building-carving with his uncle, but from a young age his strength and endurance were evident and it wasn't long before technical training was a distant second in priority to laboring where his 'real gifts' were- in the mines. He spent several years mining during the day and hunting with his cousins in the evenings and on days off, and was mostly satisfied with that life. That all changed several months ago when a cave-in trapped him and two of his coworkers down a newly dug shaft without the right tools to dig themselves out. In a rather desperate act, Dorgrum transformed himself into a small badger and scurried through a narrow passage in the rubble to go and get help. There were a number of members of his mother's family who were 'beastblooded' (as they called it, though he was told the sages call them "beastkin") and none too happy that he'd revealed the family secret, but many of his coworkers were delighted to see him walking around with his badger face on, or transforming completely to scurry off and hide somewhere. Once he truly embraces who he was, he even made friends with an actual badger who began following him around wherever he went. Eventually some of his friends began to question why he would still work the mines when he had such an incredible ability. One of the older miners, a former adventurer, told them all about the Pathfinder Lodge, and the fortune and glory that could be found there. His friends convinced him that between his strength and ability he be guaranteed to be accepted, so he sold off nearly everything he owned to buy a sturdy breastplate and a backpack full of adventuring gear and set off for the Grand Lodge in Absalom. When the time came for his meeting to apply as a Pathfinder, the interviewer asked, "why should we allow you to join?" After a bewildered look, he transformed his dwarven head into that of a badger and smiled. The interviewer waited patiently for some real answer and then (less patiently) repeated the question in dwarven. This time he answered, with some frustration, "I can transform, see?!?" and then changed fully into a small badger. "I see," the interviewer said flatly jotting a note in their parchment, "well, I'm just going to have you wait out in the waiting room with some other applicants and someone will see you with more details when we're finished. He was thoroughly pleased with himself from that moment right up until the Garundi woman in the trim and officious outfit delivered the bad news... |