I find it strange that Athletics has so many actions compared to other skills. It only really becomes balanced with other skills if you take out all the 'attacks'. I don't think its unbalanced that the attack trait actions can be used with Dex, though. It requires a free hand for unarmed and specific traits for weapons. Plus if you have low strength, you are going to be subpar at the other athletics actions (jumping, climbing, swimming - which all seem like they could be important)
Yeah, I used the spell as the example because it was the easiest example to find, though it probably isn't the best. Diseases aren't easy to find info for on Nethys and I often don't have my books by me during the day. Many diseases seem to hint toward how they are spread without directly calling it out. As this is a very important bit of information about a disease, I really would love for designers to spell it out. Goblin Pox does a good job of describing how the disease is spread - but only if you read the Goblin Dog description. It spreads through dander. If you touch something with Goblin Pox, you get Goblin Pox. If you scratch (because it's itchy, though again, that is not spelled out well), then you spread it to adjacent creatures. Daemonic Pestilence is another disease where you are a carrier, but it doesn't describe how it is spread. If you look at the Leukodaemon, the creature applies the disease to its jaw, claws, and longbow, so it would seem that the disease spreads by touch and stays on objects. However, the Leukodaemon also has an aura of disease, so you could argue that the aura spreads the disease. Knowing which is true could be important, especially if a second Leukodaemon were to appear after part of the party is infected.
I'm not seeing any specific rule, but I'd think that when you are the carrier, you spread the disease the same way it is described as being transmitted. For example, Ghoulish Cravings says "You touch the target to afflict it with ghoul fever...the target must attempt a Fortitude save...Stage 1 carrier with no ill effects (1 day)" How I read this is if you have Stage 1 of Ghoul Fever, you show no ill effects, so you don't know you're infected. During this time, if you touch someone, they have to make a Fort save or they also get Ghoul Fever and also don't know they have it until they start to show symptoms.
I know I've already weighed in on this, but I'd also like to point out that in the Druid anathema section, it states "Each druidic order also has additional anathema acts, detailed in the order’s entry." My reading of this is that each order has all the listed anathema for Druids and additional ones, because otherwise it should say that each order has it's own anathema acts rather than say they have additional ones. "Additional" anathema would require the order to already have anathema to add to. I understand that some people may interpret this a different way, but by the rules I've laid out so far it would take quite a bit of stretching of the rules to enable you to learn these abilities without becoming a Druid. A GM could allow it to happen, but I would not consider it RAW. I also feel strongly that if you multiclass, you are becoming a member of both classes. You just don't have the abilities of someone that trained in that class for a longer amount of time as their main focus. One thing I don't understand is why this is so limiting to people. There are other materials to make weapons and armor out of and if you are going to modify rules, it seems much easier to reskin existing armor than to erase core class concepts.
I tried to create something similar recently, but unfortunately it was not a good fit for Society play. At least, not yet (I had wanted to go Pathfinder Agent > Scrollmaster) If you go Gnome Rogue and take Gnome Polyglot, the Emissary background and then use your Rogue skill feat for Multilingual, you could know 12+int modifier languages at level one and gain four more languages as you gain proficiency. This might be overkill, but for those that want to know languages this is probably your best bet. The Rogue is the best for getting skill feats and skill increases. As Lore will often be against a lower DC than other checks for knowledge, you could use these to gain a wide variety of Lore skills or just have a higher proficiency than others in a wider variety of skills used for Recall Knowledge checks.
Well, if you somehow were taught druidic as a non-druid both you and the druid that taught you would be kicked out of the order and would not have access to druid spellcasting or any benefits of their order. So even if you were somehow a non-druid druid the guy that just taught you the language loses their ability to teach you anything else. You gain the benefits of the archetype by learning Druidic and becoming a member of an order, which is something only a Druid can do (for the reason above), which is why the archetype specifically says "You become a member of that order" What says you can't use metal is that "If you perform enough acts that are anathema to nature, you lose your magical abilities that come from the druid class, including your primal spellcasting and the benefits of your order." - this says anathema to nature, not to the Druid class specifically, though it does say: The following acts are anathema to all druids: Using metal armor or shields.
Note it says all druids, which MC druids are because that's what multiclassing is. Also because that's what "You have entered a druidic circle" means.
From Hunt Prey: You can have only one creature designated as your prey at a time. If you use Hunt Prey against a creature when you already have a creature designated, the prior creature loses the designation and the new prey gains the designation. Your designation lasts until your next daily preparations. Hunt Prey says it lasts the remainder of the day, so I don't see why you'd have to use it every turn. You should only need to use it once per enemy, which should free up your actions for any enemy that lasts more than a turn.
A true Neutral champion could be a "Keeper" or "Conservator"; someone who keeps or conserves what their god sees as balance or what needs to be balanced. A Conservator of Pharasma could seek to balance life and death, seeing Undead as upsetting that balance. Followers of Gozreh could seek to conserve the balance of nature, seeking to fight things that are destructive to nature. Conservators of Nethys could seek to spread magical power or to prevent magic from falling into the wrong hands and seek to destroy abominations created by corrupt magic. Mechanically, good aligned champions get a reaction when an ally is attacked. I imagine evil aligned champions will likely get a reaction for when an ally deals damage to an enemy. So for a neutral reaction, I'd want something that triggers when an ally is buffed or an enemy debuffed or maybe a reaction to enemy or allied movement.
I think it would be fun. With the increased hit points on average, especially at first level, I'd want some kind of baseline to keep a similar, but slightly better, average. So, I guess I'm for a half and half approach? A wizard instead of getting 6 hp per level could get 3 + d6 hp per level (average 6.5). A barbarian could get 6 + d12 (avg 12.5) instead of 12 per level, like in your second example.
Here's how I would do it: Create an arena with a lot of 5 to 10 foot platforms. Give your sensei decent dex and con, but only 12 or so strength Give them monastic weaponry at 1st so they can flurry with a bo staff, which can do reached trip. Have them take dancing leaf at 2nd so they can easily jump on the platforms at will, being able to attack with reach, but causing the player to have to chase them. Give them flurry of maneuvers at 4th so they can trip+attack each turn with one action and reach or mix up maneuvers close range before running away again. Quick Jump would be a good skill feat to make the leaps one action instead of 2. Your NPC monk will play vastly different from the PC and the PC will spend most of their actions chasing the NPC without it being likely that a ton of damage will end the fight too soon.
Grokar son Bakur, Male CN Half-Orc Skirmisher 3 | HP 28 | AC 15, FF 14, T 11, CMD 17 (19) | Init +1 (3) | Fort +5, Ref + 4, Will +4 | Senses: Perc +9, S.Mot +5, Darkvision 60ft, Scent
Grokar turns to Christoff and tries his best to quietly summarize. "Something really bad is killing stuff off in the forest and the elf thinks its here. Killian doesn't care about that, but wants us to go in there and get his treasure before others do. The elf says he should care more about the bad thing and that he's not druidy enough." Grokar looks over to the other two as well, thinking hard. "We could break out now while they're talking. It might be easier to go in and get the die, though."
Umm...no? I think that's the right answer. We do need the alignments defined and separate in the game (regardless of how some might not see them as absolutes in reality) and we do need all nine to be obtainable by following the mindset of people playing those alignments. How would I play a lawful neutral, for example? In the current system, I would have to do a bunch of positive stuff like helping players and benefiting a settlement and then what? Feud good aligned settlements to balance it out? I honestly have no idea if that would even work.
Gotta love a crowd that turns a topic about Nesting (probably the solution to some of the current S&D arguments) into English lessons. But seriously, how do you see such groupings working? I like Forencith's initial idea, but I would like the flags that the initiating group sees to flow down so that the attacking party sees only the group that they attacked as hostile and the flags the victims see to flow up so that all parties that party is attached to through party leaders can see the attackers as hostile. This way initial attackers are only aware of the small party's grouping unless their allies decide to aid them.
I know it's probably not going to be the most popular choice, but I'm curious how old people will look. Sure, our characters aren't aging (I think), but isn't it possible they were old before this happened? I kind of want to play a skinny old man, and I think old portly merchants and veterans would be cool to see.
You're right, Bringslite, that there is no one saying bandits should not be there. The two sides I have seen so far are bandits trying to make the numbers even and merchants trying to make bandit interference not mean much. Since the merchants plan the route they take (being able to avoid roads/trails entirely, if they so choose) and the blinds only work over a relatively small area to stop merchants in fast travel on the roads, it seems to me that the merchants have most of the choices and advantages in this type of warfare. If the numbers of the bandits aren't enough to combat the merchants then the SAD becomes useless, causing bandits instead to form large raiding parties and attack at random, knowing they will always give up a little rep, but will also be able to get more loot more often and not have to stick to certain areas. Merchants should want the SAD mechanic to be the main thing that bandits aim for. Otherwise, the merchants are just prey to kill as the bandits see fit.
@Stephen
The system sounds very balanced and workable for different types of situations (I'd almost expect BrotherZael to blind every road in his own settlement so bandits that "aren't his" can demand taxes from travelers) Even if a few tweaks are needed, that's not something we'll really see until we can test it out (which of course won't be for a while) I'm really happy with the solutions proposed.
Hi everyone. I'm Kios and I am very curious about your organization. I like the idea of a place where explorers from all walks of life can sit and rest and enjoy each others' triumphs, as well as the idea of being involved with the ideas of the seventh veil of the goddess Sivanah, who deals with illusions and mystery(though I personally will follow the lead of Irori). I think for both the heavy roleplayers and the casual gamers, your group seems like a good one to be involved with. I hope if any questions come to mind, you'll find me back at the seventh veil forums so I can answer them. |
