King.Ozymandius's page

Goblin Squad Member. Organized Play Member. 42 posts (44 including aliases). No reviews. No lists. 1 wishlist. 1 Organized Play character. 2 aliases.


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Awesome stuff. Do we know when the Player Guide will be released for this?


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Set wrote:
King.Ozymandius wrote:
Considering the decay that happened to the Serpent Folk after the 'death' of Ydersius, I am honestly surprised that more humans are not attempting to find out what happened to Aroden and fix it, before the same decay affects humans. Or maybe it already has. Hrrm. Interesting thought: perhaps the assassination of Aroden was a potentially successful attempt to destroy all humans?

Interesting!

The largest human civilization, one that expanded across and explored the known world, Taldor, has fallen into decline, with various nations splitting off from it. A nation centered primarily around his faith has fallen to diabolism, and literally embraces Hell.

Decline of humanity, as a race? You're soaking in it!

If one were inclined, this would be a great seed to steer Golarion away from being a humanocentric setting, with the current situation of Taldor, bemoaning it's glory days (and sort of reliving that, rather than facing their decline), being spread around the world. (Tian Xa is already facing a similar situation, with a great nation fallen into a dozen successor states, some ruled by oni, a kraken or jorogumo!)

Absolutely. The evidence of human decay and decline over the past century (since whatever happened to Aroden) is definitely there. This thread has also prompted me to contemplate what that possible motive implies.

Even the sudden explosion of other races as 'playable' could be traced back to this. We never used to be able to play Goblins or Strix, for example, and now those options are available. Humans are no longer the 'major race' in this game to the same extent as they were. Their days are numbered, exactly like what happened to the Serpent Folk.

Seriously, you'd expect intelligent humans to work this out, and want to fix it. Desperately. Every bit as much as the Serpent Folk want to heal and recover Ydersius.


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Considering the decay that happened to the Serpent Folk after the 'death' of Ydersius, I am honestly surprised that more humans are not attempting to find out what happened to Aroden and fix it, before the same decay affects humans. Or maybe it already has. Hrrm. Interesting thought: perhaps the assassination of Aroden was a potentially successful attempt to destroy all humans?


Other humanoid races can have Aasimar children, not just humans. It'd make more logical sense if the aging rules were from the base humanoid... example, an Aasimar of elven origin uses the elven aging rules, an Aasimar of halfling origin uses the halfling aging rules, an Aasimar of human origin uses the human aging rules. I remember reading something about that in the rules somewhere.


Other humanoid races can have Aasimar children, not just humans. It'd make more logical sense if the aging rules were from the base humanoid... example, an Aasimar of elven origin uses the elven aging rules, an Aasimar of halfling origin uses the halfling aging rules, an Aasimar of human origin uses the human aging rules.


Rudy2 wrote:
King.Ozymandius wrote:
Rudy2 appears to have done an excellent job of speaking about my perspective in my absence :) Boiling it down, yes, my entire problem with the Pageant of the Peacock is the 'knowledge arising from nothing' aspect of it...
To actually get back to answering your question, I really do think the best solution is just to remove it from your game; there is no easy 'fix' that doesn't introduce all sorts of complications.

Having read through the discussion so far, I agree, the best solution to avoid the mess is to remove it completely. :)


phantom1592 wrote:
If you're using bluff to get knowledge from the DM... then I feel that knowledge should be true and accurate.

Nope. PCs can Bluff all they please on my hapless NPCs. That doesn't mean the NPC will tell them anything more than the NPC knows. Because NPCs almost certainly don't know everything in-character. Or are you saying the Bluff skill should work on the GM?

The case is different with actual Knowledge Skills, which represent having studied the subject. There, if the DC is met, I will tell the truth as known to scholars who have studied that particular subject. If the DC is exceeded, I may tell more of the truth. In my view, no GM is ever under any obligation more than that, though. This is why visiting libraries is usually an excellent idea. :)


Rudy2 appears to have done an excellent job of speaking about my perspective in my absence :) Boiling it down, yes, my entire problem with the Pageant of the Peacock is the 'knowledge arising from nothing' aspect of it...


chaoseffect wrote:
King.Ozymandius wrote:
Sarcasm wasn't actually my intent. :) I went searching for advice on how to handle the Pageant of the Peacock in an actual game, as I wasn't particularly happy with it or my handling of it, and this was the first forum thread I came across about it. I don't really have anything to say about RAW. So yes, totally the wrong forum! :)

Consider it this way: Why does anyone need to use a specialized magical ability just to use the Bluff skill as written? Because that's essentially what you are saying is the case if you rule it as "yeah you're just making stuff up and not getting real information."

I can see why people don't like the ability as its powerful but for miniscule cost. If you wanted to house rule it fairly and not make it worthless I'd try adding an additional cost. "While Pageant of the Peacock is active you get +4 to bluff and disguise to appear to be of higher station and you may spend 3 rounds of bardic performance as standard action to make an intelligence check or intelligence based skill check using your bluff skill."

That is exactly why I came online to seek advice, because my ruling causes issues too, exactly as you describe. There doesn't seem to be a good way to resolve it, without a houserule like increasing the cost. I'm more conversant with the rules than most of my players, as I have to be, but this one has me thoroughly stumped..!

To be clear, I don't really want to houserule anything, as that destroys the common understanding of the descriptive ruleset and causes another set of headaches when I'm GMing with one understanding of the rules and a player is playing with another understanding of the rules. But I don't see that I have any choice for this particular masterwork performance, at least until there is official errata for it.


Calth wrote:
No problem, your ruling is pretty close to what I see as the RAI, but that is what a large part of this discussion is about. One of the functions of the rules forum is for players who believe they understand the rules well to try and come to a consensus on when there appears to be a strong conflict between RAW and RAI, or when RAW is unclear. So like I said, it is a matter of presentation. If you had asked if your ruling was correct, the response probably would be quite different. If you know the RAW is unclear, and want suggestions on how to handle it, advice and the homebrew forums are better choices.

Yep, I have reposted my original post as a new thread in the Advice subforum, with some edits and a bit of clarification to try and avoid the appearance of sarcasm. Turns out I had no idea about the subforums, have rarely used the forums at all, and now I can't delete my original post from this one. Thanks all!


I was recently asked about this by one of my own players. I read the description provided for Pageant of the Peacock, and promptly advised that the use of Bluff for Knowledge implicitly means his Bard PC would be making stuff up and persuading other people he knew what he was on about. And that he should be fully aware that relying on anything I told him after a use of Bluff in place of Knowledge would be unwise.

Golarion appears to run on slightly different rules than reality, but it does NOT run on rules that different. Suspension of disbelief is ruined when any Bard can potentially know anything with simple performance. From my perspective, the 'this does allow Bluff to provide real Knowledge' interpretation is being pursued by people who want it to be true, without any apparent consideration for the consequences.

One major consequence is this: if a Bard PC can do it, then a Bard NPC can do it. This would mean that their enemies in the campaign would eventually know EVERYTHING about the PCs. Down to what colour of socks they had chosen to wear that day, what their plans are, how much resources they have left, how badly they want to buy stuff... just imagine haggling with a storekeeper who knows everything about you.

My reason for posting this? I am unhappy with both the performance itself, and my handling of it, which seems to nerf it. What have other people done with it?


Sarcasm wasn't actually my intent. :) I went searching for advice on how to handle the Pageant of the Peacock in an actual game, as I wasn't particularly happy with it or my handling of it, and this was the first forum thread I came across about it. I don't really have anything to say about RAW. So yes, totally the wrong forum! :)


Thomas Long 175 wrote:

Actually it seems more like you want it not to be true than anything else. The consequences of it do not change the RAW. This is the rules forums, not the general discussion or homebrew. It doesn't matter if the consequences are not ones we like, we still stick to the RAW.

As per RAW, there is no limiter in using bluff in place of knowledge, and what it gives you in return is just ambiguous enough for us to argue about it.

Oh. My apologies, I thought I was in a different forum. If this is the forum where people are obsessed with arguments about RAW, then by all means, please proceed..!


I was recently asked about this by one of my own players. I read the description provided for Pageant of the Peacock, and promptly advised that the use of Bluff for Knowledge implicitly means his Bard PC would be making stuff up and persuading other people he knew what he was on about. And that he should be fully aware that relying on anything I told him after a use of Bluff in place of Knowledge would be... unwise.

Golarion appears to run on slightly different rules than reality, but it does NOT run on rules that different. Suspension of disbelief is ruined when any Bard can potentially know anything with simple performance. From my perspective, the 'this does allow Bluff to provide real Knowledge' interpretation is being pursued by people who want it to be true, without any apparent consideration for the consequences.

The major consequence is this: if a Bard PC can do it, then a Bard NPC can do it. This would mean that their enemies in the campaign would eventually know EVERYTHING about the PCs. Down to what colour of socks they had chosen to wear that day, what their plans are, how much resources they have left, how badly they want to buy stuff... just imagine haggling with a storekeeper who knows everything about you.


Well, have checked out the Dragon Disciple prestige class, and I don't really think it is appropriate to the character origin/concept.

Thanks for the help/advice.

So this is what I have right now after considering all the feedback.

I intend to purchase a Headband of Fortune's Favour if the GM allows that.

At 1st level the character is a little naïve / inexperienced, with low Will save and low Sense Motive, but those issues will be fixed later.

--------------------
Half-Elf (Wildborn) Barbarian (Urban Barbarian) 1
CG Medium humanoid (elf, human)
Init +2; Senses low-light vision; Perception +8
--------------------
Defense
--------------------
AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex)
hp 14 (1d12+2)
Fort +3, Ref +2, Will -1; +2 vs. enchantments
Immune sleep
--------------------
Offense
--------------------
Speed 30 ft.
Melee chakram +3 (1d8+3) and
dagger +4 (1d4+3/19-20) and
scimitar +4 (1d6+3/18-20) and
unarmed strike +4 (1d3+3 nonlethal)
Special Attacks rage (8 rounds/day)
--------------------
Statistics
--------------------
Str 16, Dex 14, Con 12, Int 14, Wis 8, Cha 14
Base Atk +1; CMB +4; CMD 16
Feats Additional Traits, Power Attack, Skill Focus (Perception)
Traits berserker of the society, fate's favored, seeking adventure, vagabond child (urban)
Skills Acrobatics +6, Climb +7, Disable Device +7, Knowledge (local) +6, Perception +8, Survival -1 (+1 to avoid becoming lost), Swim +7; Racial Modifiers +2 Perception
Languages Common, Elven, Kelish, Varisian
SQ controlled rage, crowd control, elf blood
Other Gear bulette leather, heavy wooden shield, chakram, dagger, scimitar, wayfinder, backpack, bedroll, blanket, canteen, coffee pot, flint and steel, grooming kit, ink, black, inkpen, journal, kahve (per cup) (10), mess kit, thieves' tools, trail rations (10), waterproof bag, whetstone, 11 gp, 3 sp, 8 cp


Trap Spotter is an excellent Rogue Trick if you're the primary trapfinder. I will be playing an Archaeologist / Barbarian / Eldritch Knight myself, and that looks like the best choice to me...!


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Lord Snow wrote:

Ah, I see, then - you use a different metric than me. For me the APs are measured by:

1) How exciting the overall story and feel of the campaign are
2) How engaging are the NPCs and environments
3) How many exciting specific moments/encounters are there in the AP

Or, in short, how much the AP inspires me to tell it's story to the players. I don't really adhere to the "AP as written" view point either - I always change a ton of stuff. What I care about, though, is that the AP as written be a story I wish to share with my friends. So for me, Curse of the Crimson Throne is much much better than Mummy's Mask, despite a lot of design flaws in it.

Oh! I see. Yes, those three criteria are also vital, but I usually spruce things up as necessary, adding NPCs as required for my story.

For example, when I began Serpent's Skull, I included three extra NPCs over and above the ones in the AP.

I also allowed the PCs to rescue and heal Alton Devers so that he could tell them about the backstory.

I have done something very similar with Mummy's Mask as below (campaign synopsis written for my players).

THE MUMMY’S MASK – THE STORM RIDERS
Date/Time: 13/06/4714, 8:00pm
Current Party Location: The Whispering Stone

While the party rests at the Whispering Stone on the night of 13th 4714 AR, the following things occur.

• Amestri is openly approached by Teht Blackblossom and invited to participate in the rites of Calistria downstairs.
• Nathan Alabaster reads the spellbooks looted from the Sand Scorpions and the Scorched Hand for research purposes.
• Reis Kho discovers that he has indeed been accepted as a Pathfinder when he is asked to write full reports for the Society.
• Shahazadei contemplates seeking training in how to fight, after feeling completely useless in the battle with the Agash Div.
• Suhad Sawalha has absented herself from the Storm Riders for currently unknown reasons.
• Tsuki Takahashi remains mysterious. That night, however, she sees familiar faces in the crowd at the Whispering Stone.
• Vagna ‘Troubled’ Hammertime continues his annoyance with rest of the Storm Riders over the whole Scythe trap incident.

The following things also become apparent from overheard rumours.

• An auction is announced that will be held in three days time for all of the artefacts recovered from the Necropolis.
• The lottery of Pharasma has been placed on hold pending review. Sites already assigned remain available, though.
• Angus, Groknar, Patricia, and Simon have decided to register as their own adventuring company, the ‘Brave Raiders’.
• Azaz Arafe is working 100 hours of community service at the Grand Mausoleum of Wati. He is not speaking to Khelru.
• Khelru, after being freed from magical compulsions, voluntarily chooses to serve penance at the Insula Mater Hospital.
• Farhaan, friendly owner of the Tooth and Hookah Inn, has closed his establishment while renovations occur after the fire.
• Black Kiss is found dead in her cell, having written in her own blood on the walls, threats of vengeance eternal on everyone.
• The other members of the Sand Scorpions are also deceased, having died attempting to betray and murder the Scorched Hand.
• Velriana Hypaxes is ransomed by her mysterious and wealthy patron, released from prison, and her whereabouts are unknown.

I am primarily running Mummy's Mask because I am a massive fan of the Mummy movies with Brendan Frazer, which is the kind of story I am going for. :) Now I will have to check out Crimson Throne more closely, have never run that one.


Thankyou, everyone. Very good advice, especially re the Fate's Fortune trait and Lingering Performance feat, neither of which I was aware of!

Bit more information: I was thinking Archaeologist 8 / Barbarian 2 / Eldritch Knight ?, the character is for the Legacy of Fire AP, but I will also check out the Dragon Disciple.

The GM has allowed us 1 bonus Feat for not having Hero Points, which I have allocated to Additional Traits

The attributes are from a 20 point-buy, so I have to make distinct choices, have added the Half-Elf bonus to Strength, Wisdom doesn't seem that important, I went with 14 Intelligence for the skill points, probably be adding all favoured class bonuses to Hit Points


Proposing to play the below, will be multiclassed to Archaeologist, appreciate any feedback/thoughts.

Half-Elf (Wildborn) Barbarian (Urban Barbarian) 1
CG Medium humanoid (elf, human)
Init +2; Senses low-light vision; Perception +8
--------------------
Defense
--------------------
AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 14 (1d12+2)
Fort +3, Ref +2, Will -1; +2 vs. enchantments
Immune sleep
--------------------
Offense
--------------------
Speed 30 ft.
Melee chakram +3 (1d8+3) and
dagger +4 (1d4+3/19-20) and
scimitar +4 (1d6+3/18-20) and
unarmed strike +4 (1d3+3 nonlethal)
Special Attacks rage (14 rounds/day)
--------------------
Statistics
--------------------
Str 16, Dex 14, Con 12, Int 14, Wis 8, Cha 14
Base Atk +1; CMB +4; CMD 16
Feats Additional Traits, Extra Rage, Skill Focus (Perception)
Traits berserker of the society, rich parents, seeking adventure, vagabond child (urban)
Skills Acrobatics +6, Climb +7, Disable Device +7, Knowledge (local) +6, Perception +8, Survival -1 (+1 to avoid becoming lost), Swim +7; Racial Modifiers +2 Perception
Languages Common, Elven, Kelish, Varisian
SQ controlled rage, crowd control, elf blood
Other Gear darkleaf armour, heavy wooden shield, chakram, dagger, scimitar, wayfinder, backpack, bedroll, blanket, canteen, coffee pot, flint and steel, grooming kit, ink, black, inkpen, journal, kahve (per cup) (14), mess kit, thieves' tools, trail rations (4), waterproof bag, whetstone, 3 gp, 3 sp


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Lord Snow wrote:
King.Ozymandius wrote:

I do not agree. I am finding Mummy's Mask an excellent AP, better even than Serpent's Skull, because it gives me all the tools I need as GM to build an actual world for my players. Admittedly, I am not running it exactly as written, but that is because I am allowing the decisions made by my players to influence the outcome.

This has led to two major differences which will impact on play.

- Due to a PC offhand comment, Velriana Hypaxes and Black Kiss are allied, both intending to betray the other at the first opportunity.
- Ydorii, seduced and then treated very well by one of the PCs, reconsidered her association with people who treat her poorly.

There are also numerous minor changes I am keeping track of. All six of the players seem very interested in the game and what will happen next, to the point where apparently they talk about it while I am not there. :)

Isn't this just an example of good GMing, though? I mean, which AP would not give you the tools to build an actual world for your players? (among the Paizo APs, that is).

I'm asking, because Serpent's Skull is universally considered to be one of the most problematic APs Paizo has ever done, because it requires a ton of GM work to make it playable, and even then the potential is not all that high, if you just stick to the books (the latter half of the campaign is mostly unexciting dungeon crawls).

Compared to the other Paizo APs, would you still say Mummy's Mask is excellent? if you had to rank the APs, how highly would Mummy's Mask rank?

Well. I must admit that I rarely stick to the 'AP as written' viewpoint, I take what is given and make it fly. So you may have a point there, Lord Snow. :)

My personal opinion is that there is a definite improvement in quality over time for the Adventure Paths.

The latest ones are simply better than the older ones, though there is still room for improvement in places.

I presume this is because of experience.

My evidence for this is simple: I needed to do far less work as GM to get Mummy's Mask off the ground than I needed to do for any of the others that I have run as GM.


I do not agree. I am finding Mummy's Mask an excellent AP, better even than Serpent's Skull, because it gives me all the tools I need as GM to build an actual world for my players. Admittedly, I am not running it exactly as written, but that is because I am allowing the decisions made by my players to influence the outcome.

This has led to two major differences which will impact on play.

- Due to a PC offhand comment, Velriana Hypaxes and Black Kiss are allied, both intending to betray the other at the first opportunity.
- Ydorii, seduced and then treated very well by one of the PCs, reconsidered her association with people who treat her poorly.

There are also numerous minor changes I am keeping track of. All six of the players seem very interested in the game and what will happen next, to the point where apparently they talk about it while I am not there. :)


THE STORM RIDERS
Current Date/Time: 12/06/4714, 12:00pm
Current Location: The Necropolis of Wati
Current Weather: Sunny with chance of Sandstorm

PARTY MEMBERS
Amestri - CN female keleshite Heretic of Calistria 2
Nathan Alabaster - CG male aasimar Sorcerer 3
Reis 'Indiana' Kho - NG male halfelf Archaeologist 1 and Trapper 2
Shahazadei Morluthielle - CG female halfelf Bard 1 and Oracle 2
Suhad Sawalha - LG female garundi Fighter 3
Tsuki Takahashi - CG female sylph Arcane Duelist 2 and Swashbuckler 1
Vagna Hammertime - NG male ulfen Unbreakable Fighter 3

After diverse alarums in the Tomb of Akhentepi and the House of Pentheru, our brave adventurers have just been assigned the Sanctum of the Erudite Eye by the lottery, having persuaded Velriana to 'ally' with Black Kiss of the Sand Scorpions. They have also managed to persuade Idorii that working for Velriana was unwise, resulting in various plot developments which I will not mention here, as my players are known to frequent the messageboards.


Well, I allowed my players to create 2nd level characters for the start of Wrath of the Righteous, and all of them discussed it, then created characters with Paladin as one of their levels. All of them. Even the Sorcerer. And it was amazing...! No intra-party conflict, plenty of healing reserves, tactics and strategy was all flowing without me as GM needing to do anything at all. In fact, I would have to say that Wrath of the Righteous is now easily in my 'Top 3 Best Adventure Paths Ever For The GM' list. And even better, all the players said afterwards they enjoyed themselves!


cartmanbeck wrote:
baalbamoth wrote:

Controlling Powergamers in Pathfinder

Rule #1: Only one Archetype in your build. You can also only multiclass into at most two base classes (not counting prestige classes).

Rule #2: No Leadership, no Style feats, and no races from the ARG with more than 13 race points.

Rule #3: Look over the Paizo forums. If what you're trying to do is hotly debated as something that might or might not be rules-legal, DON'T DO IT.

Rule #4: For the sake of streamlining combat, no necromancer-based characters, and only one combat pet (AKA only one companion that fights with you) in any given fight. You may also want a limit to the number of summoned creatures at once.

Rule #5: No stat lower than 8 (AFTER applying racial bonuses). This is one of the best ways to curb min-maxing. With a 20-point buy, it'll even out very well.

Finally, Rule #6: If the DM thinks you're going nuts, he/she has the right to help you redesign your character (keeping the same concept, but curbing the crazy abilities a bit.)

THIS. Plus also Rule #7: No Ability Score Boosting magical items at all (though temporary spells for boosting Ability Scores are probably OK). No purchasing magical belts that grant +6 to Strength while worn, for example.


For a perfect example of why Corporations should never be treated as people, look at Shadowrun. That is all.


Desna, Cayden Cailean, Iomedae, and Sarenrae.


Barbarian / Bard / Eldritch Knight worked very well when I was playing in the Serpent's Skull AP :) I started my character as Barbarian for 2 levels, then Bard for 8 levels, and took Eldritch Knight after that... that character remains one of my favourites :)


Check out the Dungeonscape alternative class features for Ranger. One of these is exactly what you are talking about here. :) Admittedly, it replaces the tracking feature, but.

Ozymandius
King of Kings


Educated is a similar feat, which grants +2 for 2 Knowledge skills, and makes all Knowledge skills class skills. Gift of Tongues is another, which makes Decipher Script and Speak Language into class skills. I would prefer not to see these kinds of Feat removed from Pathfinder.

I've actually beefed the +2/+2 feats up in my games: the skills in question also become class skills. So, a Fighter who takes Magical Aptitude gains +2 for Knowledge:Arcana and Use Magic Device, and those two skills are considered class skills. Otherwise, I also find that these feats are ignored, which is a pity as they do add flavour and difference to characters.

One player of mine, who almost always plays Human Fighters, took Magical Aptitude at 1st level as a result for his PC in Heirs of Uskevres, which came in real handy for the players at several times during the game: he saved their collective butts at one point by wielding a Wand of Lightning Bolts, which an ordinary Fighter could not accomplish.


James Jacobs wrote:
King.Ozymandius wrote:


The Players Guide and Adventure Path of Rise of the Runelords say that the domains Desna can grant are Chaos, Good, Liberation, Luck, and Travel.

These are the correct domains, and will be correct in the hardcover campaign setting. (I'm gonna go double check that RIGHT NOW in fact.)

Excellent! :) Desna is my personal favourite Goddess in the setting, even though I'm currently the GM, so, thanks!


Molech wrote:

Ozymandius!!!!

You officially have the greatest avatar name on the Boards.
Don't know if your new here, but welcome.
You gotta show Kruelaid.

** spoiler omitted **

-W. E. Ray

Thankyou :)

I have been lurking awhile, started posting earlier in the week, am so far profoundly impressed with Paizo and the quality of their products.


Cool, thanks!


The Players Guide and Adventure Path of Rise of the Runelords say that the domains Desna can grant are Chaos, Good, Liberation, Luck, and Travel.

The newly released Pathfinder Gazetteer contradicts this, saying on page 60 that her domains are Chaos, Good, Liberation, Luck, and Protection.

I am tempted to tell the PC in my test campaign that both are true, that her domains are Chaos, Good, Liberation, Luck, Protection, and Travel. But to keep my testing valid, I am wondering, which is correct? Which will be included in the final form of the campaign setting? Does anyone know? :)


Zynete wrote:
King.Ozymandius wrote:

I agree with this completely. Also, from memory, the Concentration skill was the skill that Rogues could take advantage of when working on opening locks or disabling traps while battle raged around them. It wasn't just for spellcasters.

Concentration was used when a rogue was hit when using one of those skills in a battle.

I never saw it used for non-spellcasting (or psionic) area actually with the exception for a warblade who had a couple powers that used it.

I play Rogues from time to time and I clearly remember that I got hit while trying to disable a trap once and the GM got me to roll Concentration to avoid having to start again. The 3.5 rules clearly state that this is a valid use of the skill, which surprised me, and I then put skill points into it. :)

So, yes, Concentration is not just for spellcasters.


The 2 things I would change currently:

1. The Arcane bloodline for the Sorcerer should, in my opinion, have all Knowledge skills as class skills, and more Wizardly bonus feats. As the description of the bloodline indicates Arcane Sorcerers come from Wizardly families.

2. Give the Paladin and the Ranger 0 level spells and remove the different spell lists. They are essentially minor clerics and druids of their deities in my opinion, with essentially the same training in spellcasting, just not as skilled or as powerful as actual clerics and druids. [As a side note, Rangers should be able to learn Druidic as a bonus language in my opinion, for the same reason.]


Disciple of Sakura wrote:

Honestly, at the moment the main thing I would change about Pathfinder is:

Concentration and Spellcraft. Bring back Concentration as a skill, keyed to Constitution. It's integral to Psionics and Tome of Battle, and making it a skill keyed to CON makes it a skill that no one caster type has an advantage in. As a result, get rid of Spellcraft. Roll the abilities of Spellcraft (and Psicraft) into the associated knowledges: Identifying an arcane spell requires Knowledge (Arcana). Divine spell? Knowledge (Religion). Psionic power? Knowledge (Psionics). Maneuver? Knowledge (Tactics) or (Local) or something. It's still keyed off of the same attribute (INT) and it means that priest classes are more likely to identify the magic of the gods, arcanists are more likely to identify wizard magic, and psions are more likely to identify psionics. It makes a whole lot more sense.

I know that's how I'll be houseruling it, even if the Beta doesn't fix it.

(Bear in mind, I haven't had a lot of playtesting to speak of, so there may be something else that I hate more, but this is the main thing that bugs me as of right now.)

I agree with this completely. Also, from memory, the Concentration skill was the skill that Rogues could take advantage of when working on opening locks or disabling traps while battle raged around them. It wasn't just for spellcasters.


I have recently been playing an actual Silver Dragon, using rules published in a 2004 issue of Dragon magazine, where the dragon is very young and roughly equivalent to other player characters in terms of power. Silver Dragon is the class and my GM tells me multi-classing will not be possible until about 12th level, which seems fine.

I have been surprised by how much fun this has actually been, and am wondering if there are plans to have something similar in Pathfinder?


I've read Mike McArtor's Pathfinder article about Dragons now, and it's good: the part about interbreeding of the draconic lines could be adapted to result in what I have in mind. Dragons with gold, red, and black camouflage stripes could be the result of interbreeding between dragons of the appropriate heritage. :) Good stuff!


One of the things I would like to see in Pathfinder RPG: removal of the convenient 'colour coding by alignment' for Dragons. Make them striped for camouflage like tigers, like the Dragons in the novel Dragonsbane by Barbara Hambly, which was the best novelisation of Dragons I have read, ever.


The Sorcerer class is good, but as the Cleric and Wizard classes can cast an unlimited number of orisons/cantrips each day, I would also allow that for the Sorcerer. With the limitation that, unlike the Cleric and Wizard, the Sorcerer couldn't change their prepared cantrips.


Having now played in an actual session with the new skill rules from Paizo, I don't mind them and I retract my former post about retaining skill points. The new rules work fine and it is simpler to create a character.


I like the new list of skills (especially Search, Listen, and Spot all being rolled into Perception plus Move Silently and Hide being rolled into Stealth), but as a player, my slight gripe is that the loss of skill points has reduced fine motor control of skills.

For example, in D&D 3.5, I often spent skill points on Knowledge skills so that I had 1 rank in things like Knowledge: Dungeoneering, regardless of my actual class. Just the 1 rank, but it meant I had a d20 check, a chance to recognise things like oozes. Saved a PCs life more than once, and in one case, saved the whole party of PCs.

Under the new system, I can't do that. It's all or nothing. SO, I'd prefer to keep the new list of skills, but have skill points to spend on them in the old way...

Conan d20 had a good idea, too, in that it allowed you to spend bonus points from high Intelligence or being human on any skill you liked, regardless of class.