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This is not 2nd edition. Pathfinder 1st Edition follows strict rules for creating monsters. Every other Monster, in this case Familiar is calculated right. Per example the Weasel, same Stregth (3), doing 1W3-4 damage.
And I am the dungeon master of the game ;)
Hey,
we have a conjurer in the party who summons tiny vipers with Summon minor ally.
The character has augment summoning as feat.
Why is the viper doing 1W2-2 Damage with Strength 3 (-4)??
With Augment summoning and Stregth 7 it would also be -2.
Can someone help me with this?
Weapon Finesse has nothing to do with damage.
I would lose only +1 BAB when taking 1 Level as sorcerer. all other levels would be magus. But it sounds crazy to gain +1 (or +2 crossblooded) for each die. Just think of Wizard (Evoker) taking 1 Level Sorcerer...gaining +1 Damage per die and the + 1/2 Level on damage also...
Hi,
Im thinking of a Magus with 1 Level of Sorcerer(Draconic Bloodline).
Im i reading right, that all my magus spells would deal +1 Damage/die for one energy type (chosen with draconic bloodline)?
That would be really nice/OP.
Can you help me?
How can a permanent Paralysis of a Lich be cured?
The spell Remove Paralysis is only for spell-paralyze.
And even if so, would you have to learn remove paralysis in a 5th level spell slot to try to counteract a Lichs 6th Level paralysis?
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Great. I will have a look on that

Shroudb thx. You have some interesting options.
I have changed the Bloodrager as follows.
Now for the benefits of casting spells while raging the Bloodmagic feat is weaker than Sorcerer Dedication feat.
The Specialisation Ability is weaker than the Fury Instinct (for damage, 5 and 10).
Raging Resistance is 1+Con
HP gained are weaker 10+Con
Instead of deny advantage --> Bloodrage
I dont want to loose the benefits of Bloodrage because with dedication feats you have not many spells. Thats the main boost besides the weaker Damage and less HP.
Bloodrager:
Bloodrager Instinct:
Your Rage taps into a deep reservoir of an intrinsic power that seethes within and is called Bloodrage. Your veins surge with arcane power.
Anathema and Instinct Ability:
You dont have an Anathema. Your Rage gains the Arcane Trait.
You gain the Blood Magic feat. The HP you gain from your Class change to 10 plus your Constitution modifier.
Bloodmagic: (Archetype, Dedication, Multiclass Rage)
Choose a Bloodline. You cast spells as spells like a sorcerer. You gain access tot he cast a spell activity. The spells you cast gain the Rage trait. You gain a Spell repertoire with two common cantrips from the associated bloodline. You are trained in spell attack rolls and spell DCs for your traditions spells. Your key spellcasting ability is charisma, and they are sorcerer spells of your bloodlines tradition. You dont gain any other abilities from your choice of bloodline. You cannot select any other dedication feat. This Feat counts as Sorcerer Dedication for Feats that have Sorcerer Dedication as Prerequisite.
At 3rd Level, instead of gaining deny advantage you gain the following feature:
Bloodrage: 1 Action (Arcane, Concentrate, Rage), Pre.: You start your Rage ,
1+Cha/Day you can start a Bloodrage in addition to your Barbarian Rage.
Choose one of the following Spells after resting (when regaining your spells): Blur, Spider Climb or Resist Energy. When starting your Bloodrage you gain the benefits of the Arcane Spell until you end your Rage.
It counts as an Innate Spell ( ½ Level as Spell Level). Every Day when you regain your Spell slots you can choose the spell again or another of the list.
Specialisation Ability:
When you use your Bloodrage, you increase the additional damage from Rage from 2 to 5 and you can also choose Haste as possible Spell for Bloodrage. If you have greater weapon specialization, instead increase the damage from Rage when using Bloodrage to 10.
Raging Resistance:
Resist Damage from all Spells and Innate Spells, but the Resistance you gain is 1+Con modifier.
Bloodrager Feats:
6th Level Feat:
Bloodrager Arcana: Pre.: Bloodrager Instinct
You no longer have to choose your spell for Bloodrage when regaining your daily spells. Instead every time you start your Bloodrage you choose which spell affects you.
12th Level Feat:
Spell Harrier: Pre.: Bloodrager Instinct, Bloodrager Arcana
For each of the following Spellcasting Archetype Feats you have, you know a new spell in each Spell-Level Field.
Basic Spellcasting Feat (one of 1,2, or 3), Expert Spellcasting Feat (one of 4, 5 or 6)
Hey, thx a lot for the interesting suggestions. You guys know the original Bloodrager from 1E (Arcane Bloodline) ??
I will work over the Instinct and post again. Would be happy if there is some feedback again :D

What do you think about that?
Bloodrager:
Bloodrager Instinct:
Your Rage taps into a deep reservoir of an intrinsic power that seethes within and is called Bloodrage. Your veins surge with arcane power.
Anathema and Instinct Ability:
You dont have an Anathema. Your Rage gains the Arcane Trait.
When starting your Rage you gain the benefits of one oft he following Arcane Spells.
Blur, Spider Climb or Resist Energy. They count as Innate Spells ( ½ Level as Spell Level)
You gain the Sorcerer Dedication Archetype feat.
Specialisation Ability:
When you use your Bloodrage, you increase the additional damage from Rage from 2 to 6 and you can also gain Haste as possible Spell when starting your Rage. If you have greater weapon specialization, instead increase the damage from Rage when using Bloodrage to 10.
Raging Resistance:
Resist Damage from all Spells and Innate Spells, but Resistance is 1+Con modifier.
Bloodrager Feats:
6th Level Feat:
Bloodrager Arcana: Pre.: Bloodrager Instinct
When you regain your spells, you gain an extra slot equal to your highest spell level you can cast. You can split this Spell Slot to gain more spell slots of lower levels. P.ex.: Highest Spell Level 3, You can split to gain one 1st Level and 1 2nd Level or 3 1st Level or 1 3rd Level Spell slot. You decide each day when regaining.
12th Level Feat:
Spell Harrier: Pre.: Bloodrager Instinct, Bloodrager Arcana
For each Spellcasting Archetype Feat up to Expert Spellcasting, you have, you know a new spell in each Spell-Level Field.
Basic Spellcasting Feat (one of 1,2, or 3), Expert Spellcasting Feat (one of 4, 5 or 6)
Thx for your thoughts.
What do you mean with "the idea of auto-buffing instead of having to cast it yourself"
I think the Spell Resistance is not as powerful as the ability of the Fury Instinct "all physical Weapon Damage", but maybe its better to take Arcane and/or Occult Spells only?
I like the idea of the class Feats...will think about them.
Thx alot. I didnt see that one :)
Hi,
the description of the BArd Class says:
During combat encounters...
You use magical performances to alter the odds in favor of your allies. You confidently
alternate between attacks, healing, and helpful spells as needed.
I cant find the healing aspect in the rules. The occult spell-list does not have the heal spell on its spell list. Focus Spells do not heal. There are no Feats that let him heal.
How is the Bard supposed to heal allies better then any other character (like with medicine and skill feats)?
Am i missing something?
I would linke to convert our bloodrager (arcane bloodline) to 2nd Edition. I thought about this:
Barbarian:
Bloodrager instinct:
Your rage taps into a deep reservoir of an intrinsic power that seethes within. your veins surge with arcane power.
Anathema and instinct ability:
You dont have an anathema.
Your rage gains the arcane trait. When starting your rage you gain the benefit of one of the following spells : blur, spider climb, resist energy. (Spell Level equal to 1/2level). You gain the sorcerer archetype feat.
Specialisation ability:
Damage in rage fromm 2 to 4 (also haste on spell list, when starting rage)
Greater weapin specialisation damage to 8
Raging resistance:
Resist damage fromm spells and innate spells
What you Think?
Not good means they just write: give a +1 Bonus to (Everything) AC, Attacks, DCs etc.
I took the example of the Vampire. So giving the resistances Leveldependend. More difficult is how to use Innate Spells and possible Ability boosts. The 1E Half Celestial counted as 2 Levels higher (up to 3), gaining a lot of ability increases.
There are the possibilities of special materials, but i had that question too. Seems like special materials (Mithril, Adamantite etc.) are the only possibilities to gain more Hardness and HP.
Im really interested in possibilities of NPC/Monster creation, Templates and Archetypes creation. Maybe new feats....
Hi,
How would you convert a Half Celestial Template from 1E.
The rules in Bestiray (like Vampire, Lycanthrope) are not very good.
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Starvation and thirst rules really have to be worked over. I Think i will take a couple of first Edition rules which fit better. Maybe exhaustion. 1/2 speed and -3 ac, saves, attacks and melee damage. Also losing hp in regular intervalls. Thx for helping.
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Thats really sad. So i can walk for for days without consequences. Dont have to sleep aso
Why is someone blinded not flat footed? And why is someone Stunned not flat footed? Would it be a bad idea to houserule those?
I cant find and rules that happens wehen you Are fatigued and Go on. What if i sleep in armor and go on the next day and again... or when i travel, get fatigued and go on? In first edition was exhausted and nonlethal damage but now?
I cant find and rules that happens wehen you Are fatigued and Go on. What if i sleep in armor and go on the next day and again... or when i travel, get fatigued and go on? In first edition was exhausted and nonlethal damage but now?
Can a swarm take 3 actions each round for delivering p.ex. rat swarm, swarming buntes 3 Times? So doing 3w6 Piercing automatically? And 3 saves VS. Filth fever?
We want to convert Pathfinder to Pathfinder 2e and have a Half Celestial/Oracle in the Group. I thought a good idea is to take the Sorcerer Angelic Class, but how can i convert the half celestial in a good way?
In bestiary are rules for ex. the vampire, but i cant see any ability improvements or how the impact on the level of the core creature is affected.
You are right. I think they mean the possibility to take a Fighter feat. Why do you think you have to play as Paladin by taking archetype feats of a Champion?
How does the Goblin Warrior in Bestiary comes to +8 Attack with the Dogslicer???? Doesnt make sense.
Hey. I cant figure out why some feats at 2nd level have the expert prerequisites.
p.ex.: magical crafting is a 2nd level feat and you have to be expert in crafting.
the first time you can gain expert proficiency in skills is at 3rd level using the skill increase.
Is it possible to be expert from the start or at 2nd level in a skill? (except with general feat Canny acumen, which is used for feats and perception?)
2nd Question about Monsters in Bestiary: Im really disappointed that the bestiary doesnt include rules for creating monsters like the bestiary of 1st edition!!!! Why?
I want to create new monster or recreate some of the bestiary.
Can someone explain creation rules? Do they exist somewhere? How do i calculate HP? I tried to figure it out by reading the entries but i dont get it.
How many XP are NPC worth? p.EX. i create a Level 4 Wizard. Is it a Level 4 Monster? Is the NPC created like a character? How do you solve these problems?
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I dont exactly understand how i can cast a spell from a wand.
P.ex.: a wand of Heal. Can I use only the 1 Action version or the 2-3 action version too? When i have to replace the material component with a somatic component, but the 2 Action version already has a somatic component, do i have 2 somatic components?

Kodyboy wrote: I like the
3 action economy
The new critical success/failure rules
The scaling cantrips
The proficiency levels are a cool idea, but I think there should be a greater difference between the levels and maybe an added penalty to untrained characters.
Heightening spells, except some should auto heighten like fireball.
The +1 per level of everything is interesting, but might be too much maybe +1/2 level as it seems to overshadow everything.
I don't like
The overkill nerfing of spells and soellcasters
Wildshape and animal companion are too weak and too limiting
Summoning is too weak. Especially with 2 actions and concentration
Martials need more feats to help "move" them with the new action system
Resonance is an annoyance that is not needed
Bulk complicates simple weight limits it is not needed
More of the feats need to be put in the general category too many are class locked
Ancestry should be at first level and that is it. Ancestry feats at higher levels make no sense
I understand your point with healing and standard actions. Thats something the PF 2nd makes better. But look at domain powers. Mostly not useful. The healing is lesser, lesser spells. In PF 1st edition you could cast a combat spell and get to melee. some powers could also quicken a lot like Channeling as move action, quicken spell, and similar.

Im really disappointed with 2nd Edition.
Start with Feats: Feats are lousy now. Nothing really special.Too many poor choices.
Skills: Hoped for Investigation as really good option. Now Perception is 100% more important than in 1st edition...in there everybody needed Perception.....
Lore is really needless, instead no more Geography aso.
Races:
Any race now is a shadow of former races, dwarf needs 4 feats to be the old one.
Classes: less powerful, lesser spells, weaker spells.
Actions: Sounds much like 4th edition, lots of Actions, special name, quite complicated.
Items: Much like 4th edition....im Level 4...i need 1 4th Level item, 2 3rd level items aso.... thats really boring.
Conditions: 1000 Conditions....complicated, unnecessary
Also the Multiclass/Archetype system is a lot like 4th edition. So bad indeed. Nobody wanted to play 4th edition :)
Quite some good ideas (proficiency Bonus, new skill options and no more Combat Maneuver Bonus and Defense, Block Actions, better cantrips much like 5th edition, bulk makes things nice and easier, 3 Action system has a lot of potential).
but overall Pathfinder 1st is much better.
Plz Paizo team: erase the mistakes of pathfinder, dont make a new 4th edition. You will loose a lot of players i think.
karl burkhardt wrote: This is just a simple thread where I can keep track of suggestions for the Second Edition. I am not trying to start a debate as what I am posting is only my opinion.
I think the 3 actions per round is a great idea as it removes the all I can do this round is double move problem.
I understand the need for resonance but feel it should be tied to the class key stat as tying it to Charisma seems too arbitrary.
I like the hunted target ability for Rangers rather than chosen enemy as it removes some of the Meta gaming "I choose Humans because that is the common enemy" but I don't understand why the only ranged weapon feat at first level is Crossbow Ace , no elf ranger is going to use a crossbow.
I have no problem with Attacks of Opportunity for fighters only but think intimidation should be added to their signature skills.
That's all for now.
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