If we accept that Perception is Best Skill (and if it's now Initiative, that's a plausible claim), then it becomes the default optimal choice any time you get to select a skill to improve (by item or feat or whatever). Presumably this was Paizo's reasoning for making it a non-skill.
Whether this actually applies is going to change throughout the playtest, as the way skills work hasn't entirely settled down yet.
Perception is a Broken Skill in any system that has it as a skill. look at Notice in Savage Worlds or Perception in D&D 4e and 5e. having to spend skill points on the ability to notice things was literally a skill tax and in 5e, entire choices were made in race and background to get free perception much like 4e.
Savage Worlds characters always spent at least 2 skill points on notice and skill points in Savage Worlds increased the die value from untrained to d4. d6. d8, d10 then d12 at the top with exploding dice, and it was always better to buy a d6 notice with 2 of your 15 starting skill points to ignore the -2 untrained penalty on not spending points on notice, because a d6 notice and your d6 wild die gave you 2 50% chances to notice most things and a decent chance of one of them exploding to spot an ambusher plus alertness was an edge that could be taken in Savage Worlds where +2 is extremely massive for even a legendary character because a thief with the edge only gets +2 to stealth and only inside an urban environment while alertness always applied.
even in other skill and advantage based systems, perception is not a skill in Chronicles of Darkness because it would just be another skill everybody would waste skill points maxing out and the Alertness Advantage Literally had a capped Rank for chargen in GURPS to prevent characters from cheaply piling on massive perception scores.
most RPGs usually either not make perception a skill at all or base perception on something else entirely because making perception a skill makes it mandatory for everyone. by virtue of it being the best skills and DCs modified to accomodate for the fact everyone in the group will max it out and roll it at every moment. expertise in Perception was Broken in 5e. especially for a cleric or druid with the prodigy feat.
because legendary perception would be a mandatory facet of the game, it would literally invalidate rogues, bards, and rangers in the stealth and perception departments and those are the 3 classes that actually should be legendary at perception and opening it to everyone else makes rogues obsolete.
i'd make cantrips 1 action. but i'd stop right there, mostly because cantrips don't have the static bonuses a strong fighter will be packing on a magic weapon and also don't have as much of an attack bonus because fewer casters put as many points in dexterity as they do in their prime stat, because you can't put weapon properties on a spell, and because you can't become legendary with attack spells.
i can understand permanent items being attuned to resonance but consumables should be unlimited use and only limited by the group's supply. purely because the wand of CLW in PF1 and the Wand of IH were the only valid cures to the 1 minute adventuring day that didn't involving devoting a player character slot to a walking anthropomorphic first aid kit. what i hate about what i have seen about PF2e playtest is that they force you to bring a character that is minmaxed to be a walking sapient anthropomorphic first aid kit if you want to fight more than 1 encounter per like two weeks.
Edit: did i say 1 minute adventuring day? i meant to say 1 minute per 2 weeks.
i can't stand the "is it evil to eat orcish babies?" threads and the "how can i make the paladin fall?" threads because alignment restrictions do a piss poor job of balancing the mechanical power of a class, the benefits for serving a faction should be mostly flavor and hooks if they have a code of conduct and nothing that grants more than the occasional circumstantial social modifier.
i think if we balance the cleric and paladin around not needing an inherent behavioral restriction, we tack on the flavor features through faction or religion choice in exchange for a code of conduct. but we could allow clerics who venerate a set of ideals rather than a god. such as a cleric who draws thier divine powers from the ideals of the bushido code or a cleric who draws thier power from a specific great wyrm dragon or arch fey. so cleric can also be used to represent cults or non-deity based religions. like Shintoism, where you venerate a series of nature spirits rather than venerating one supreme god so that clerics can be used to represent bhuddists as well as shamans, shrine maidens and other key religious archetypes such as warlocks.
i mean, there should also be fighter archetypes for designing your own fighter, like a dervish who treats scimitars (and other one handed slashing swords) as finesse agile weapons and gains dexterity bonus to damage rolls with scimitars, preferring to go unarmored, and there should be an unarmored femme fatale/ladykiller archetype for rogues that focuses on social skills, prefers to go unarmored, and focuses on gathering information with a few provocative uses for the performance skill to help in combat.
maybe we can have an archetype for bards that is all about feigning innocence and appearing harmless via performance until they get off that lethal finisher, focused on acting, bluff, disguise, sleight of hand and adopting the persona of a noncombatant, whether a damsel, a waitress or a tagalong child.
i think the alignment system should be dropped. religions and factions can still have clear codes of conduct, but i'd rather have the clearly defined code of conduct for each religion or each faction over alignment restrictions or even the alignment system plus removing the alignment system in favor of clearly defining religion/faction specific codes of conduct or nation specific laws fixes the "how can i make a paladin fall?" threads as well as the "is it okay to murder orcish babies?" threads.
Sneak attack does multiply on a critical hit in 2E, as seen in Merisiel's pregen sheet. Her Sneak attack Crit with a rapier deald 4d6 + 1d8 +8. This comes from doubling Rapier's d6 dice, doubling sneak attack's d6 dice, 1d8 from Rapier's Deadly tag, and 8 from doubling her DEX mod.
Sneak attack might be a lot better this edition at compensating for low damage on Rogues. That damage is ludicrous at level 1 even without the +8 at the end.
So in light of sneak attacks multiplying on crits, crits being easier to land with the rogue's now better accuracy, and sneak attacks being much easier to set up, why do we need to give the rogue an additional 4-8 damage?
because rogues have a smaller base weapon die to multiply, less base sneak attack dice, and 1d4+4 at level 1 is better than 1d4+0 or 1d4-1.
don't say Nekomimi. say Catgirl. Catgirls are essentially human women with cosmetic cat ears.
Exactly like nekomimi. I don't see why the two terms can't be interchangeable.
Nekomimi is the Japanese word for the concept. and the terms are interchangeable, but not every catgirl is Japanese. some might prefer to call themselves by a culturally appropriate name or thier real name. Y'shtola is a catgirl or nekomimi. but she isn't east asian, she grew up in the western hemisphere in Eorzea rather than Doma. Y'shtola isn't a western Nekomimi. Y'shtola is Y'shtola. a highly trained healer and a follower of the scions of the 7th dawn but also warmhearted and patient as most final fantasy white mages tend to be.
be rude to call an individual cat eared person a beastfolk or a catfolk.
if Paladins were the best martial class. people would complain about everything being tailored to paladins or about paladins being too powerful, because a code of honor doesn't balance the power for a player that has a boyscout mentality to begin with.
it isn't really roleplaying when you play yourself.
I'd say the same about all the people reeeing over CG champions and their code.
the complexity of most humans can't be defined by a mere two words. i'm against alignment as a whole. i mean i'm against black and white morality. i'd prefer a personality traits and character bonds system ala Apocalypse World over the concept of Alignment.
Alignment is just a cheap excuse to keep some classes under a straightjacket. even though any of Sir Rolands enemies wouldn't view him anywhere near as righteously as the French stories did.
i mean, Sir Roland's order of Paladins served one of the biggest Fascist Dictators in history who sent anyone who questioned his Authority to be tortured for eternity and literally rewarded his faithful with brainwashing to upkeep a false Utopia that cannot exist.
Yes, but those are poor examples because a fighter can do the same for weapons. What if I wanted to role-play Chandra Naalar from Magic the Gathering? All I want to use is fire. I can't because immunity to fire is the most common immunity in the game. If its unfair to punish a fighter because he overspecialized in swords than it should be unfair to punish my fire mage as well.
the sheer omnipresence of resistances and immunities also bothers me. i honestly think bullshit creatures who exist solely for thier immunities should be removed and that drastically fewer creatures should have immunities. i can understand a being made of fire requiring specialized gimmicks for a Pyromancer to defeat such as burning out thier fuel supply, but a random creature from the abyss shouldn't be immune to fire, ice, acid, electricity, and swords in addition to having spell resistance at the same time. in fact, true immunity should be a few and far between monstrous ability and not gainable through spells or items.
instead, give monsters unique reactions instead of immunities.
I disagree that your assertion of a martial class is equal to an olympian at any level below 9th. Even 9th level is pushing it. An olympian would be like 15th level and above character.
most World Records on Earth can be broken by a character who is 5th level. takr a 5th level character with an 18 dexterity, acrobatics as a class skill with 5 ranks and Skill Focus. they can clear the World Long Jump Record 30% of the time which is a lot more reliable than real world Olympic leapers.
Yeah and they can take far more damage in a fight than a normal person could using lethal weapons in any normal circumstance. So what? You are handing out the near ultimate in human dexterity, probably the ultimate as I have never witnessed what I would consider a 20 dexterity and given that to a mid level character. It does not make that character Olympic in a fantasy setting at all. It makes them low to average at best.
if said character existed in our world, they would dominate olympic long jumps every f!~#ing time. the world record isn't even 30 feet, and this 5th level character can leap 30 or more feet forward 30% of the time. our best olympic leaper could leap like 28 feet on a crit naked. give the 5th level character a 25 pound pack, a strength of 12 and a suit of leather armor and they still have a 30% chance of breaking the 30 feet, which is more than the 28 foot long jump record.
considering most of the hardest knowledge or craft related checks in our world can be done in Pathfinder with a DC of 20 or 25. take a Mathmetician with 18 intelligence, 5 ranks in knowledge (mathematics), has knowledge (mathematics) as a class skill and skill focus. they can literally take 10 and solve any real world mathematical equation.
you won't beleive how many 4th-6th level characters have an 18-22 in their primary stat before magic items.
I disagree that your assertion of a martial class is equal to an olympian at any level below 9th. Even 9th level is pushing it. An olympian would be like 15th level and above character.
most World Records on Earth can be broken by a character who is 5th level. takr a 5th level character with an 18 dexterity, acrobatics as a class skill with 5 ranks and Skill Focus. they can clear the World Long Jump Record 30% of the time which is a lot more reliable than real world olympic leapers.
Critical fumbles slow combat, already the slowest aspect of any game, they disproportionately punish martials, already the weakest character type in the game, they increase the chances of an ignominious death, something many if not most players find unsatisfying and unfun. I'm not seeing much virtue in their inclusion.
How is a fumble where you lose one action slowing down the game? I think it would increase the game speed because less dice are being rolled and we don't have to wait for you to determine if you are going to take that third swing, hold your action or do something else with it.
It does not UNFAIRLY punish martial characters because martial characters are REWARDED with extra damage on a critical hit. Just like how blaster spells are being rewarded with extra damage on a critical fumble and NO damage on a critical success, martial characters should follow the same formula. Its really not that hard to understand.
Martials make more dice rolls than blasters, they will fumble more often. Blasters do more damage due to AOE, martials barring a change are incredibly weak at AOE even if they build to it. Martials tend to need to put themselves at risk to do their damage already, blasters can in general deal damage from far far away. Most players find fumble rules unfun, its really not that hard to understand.
this, a hundred percent. the only way to interrupt a spellcaster is to ready a ranged attack with the intent to interrupt the caster and that is technically not guaranteed due to how easy it is to succeed at concentration checks.
blasters get their bonus damage by being able to damage a mob of opponents all at once, which most martial characters suck at even when specialized at the task, plus most blasters have a lot more utility than just blasting, the only thing a martial character can do is make attack rolls and skill checks. but fumbles unfairly punish olympian grade martial characters.
i am going to use a bit of foul language here to vent my stress at how fumble rules don't make sense,
how the f!%# does a professional blademaster of superhuman skill that rivals a f###ing shonen protagonist have a chance of impaling his goddamned ally with a dropped sword every time he f&%+ing swings it at his opponent? even real world professional gunslingers know how to fire a gun into a melee combat without accidentally hitting their buddy. and that requires a lot more control than simply not tripping or dropping a sword in melee combat. even as an ametuer who has practiced with a pair of scimitars, as well as a glaive, i know fully well how to shorthaft a glaive for close quarters combat or strike a vital area with a sword in close quarters combat and deal some damage. these features are just part of f+*~ing basic training with the goddamned weapon.
and i'm not even a master swordsman, i just have proficiency in a handful of historical martial weapons i trained with, and i don't even f@!$ up 1 in 20 times, let alone 1 in 8,000 or or 1 in 160,000 swings even against mobile targets which i actually have fought before.
i can say i had a 2e character with a 25 in thier primary attribute, a 22 each in 2 secondary attributes and the rest at 19 each by level 8 because published AD&D and BECMI modules are literally loaded with permanent stat boosts as adventure rewards like they were candy and didn't need wishes or manuals. my starting array was 13, 13, 12, 12, 10, 10.
Interesting. I don't remember that, but we didn't actually play a lot of modules, so it's certainly possible they were there, but I just didn't see what the cumulative effect would be.
AD&D and BECMI modules were literally flooded with permanent stat boosts but also had permanent stat loss in similarly large amounts as well.
The Only Difference between a Hellknight and a Paladin is literally what they write on the upper left corner of their character sheet and Hellknight was literally designed to get around the Lawful Good Requirement of Paladins and there was also the enlightened knight trait.
removing the alignment restriction on the base paladin means you don't have to write 9 different classes worth of copy pasted word count for what you could do with one.
Goblins really have their flavor decided by the individual writing the world. in Traditional Golarion, Goblins might be evil, but different worlds have different goblins for Example Azerothian Goblins are a Race of Highly Proficient Engineers and Architects motivated by their own greed.
Yeah, that's true but we KNOW which world this is getting written for: Golarion. In a home world, anything is up for grabs so it's not really an issue if they are core or not for homebrew as the individual is setting the expectations.
So while what you said is true, I'm not sure how it applies to the topic at hand: we aren't talking about removing goblin PC's from the game but not having them as core.
i honestly would rather have kobolds or orcs as a core race.
i Think Planetouched, Templates and Hybrids can simply be handled as Ancestry feats. i also think that age should be a purely Aesthetic or Cosmetic thing rather than a mechanical thing so as to not penalize people who want to play Harry Potter or Arya Stark alongside Dumbledore or Kain. in fact, i'd allow you to use age or size to explain certain strengths or weaknesses you spent points on but i wouldn't let you use it to milk bonuses or penalties.
i had a Witch dominate naval fleet battles by using a 2nd level summon swarm spell a bunch of times to summoner 25 foot diameter cubes of butterflies, just to arm those trillions of butterflies with grenades and send them suicide bombing enemy ships. most enemy crews don't expect to be suicide bombed by trillions of butterflies, because of the sheer number you can fit inside a 25 foot diameter cube. let alone disperse the swarms into smaller suicide bombing groups to deal massive damage, literally had no fleet battles because the enemy fleet died long before they could get in firing range because of butterflies.
..wow...this must be the most extreme ignorance and disregard for the rules I have read on the forums in a long time.
the GM just wanted a Quick Ending to a Fleet Battle he didn't want to deal with and let me narrate how we bypassed the fleet battle. because he cared more about the battle on board than he did about the Fleet BS.
so he was like, you have summon swarm and a lot of alchemist supplies? i answered and nodded, and he was like, describe how your trillions of butterflies nuke the enemy fleet.
it was a gross Violation of the rules. but the GM wanted to use cutscene power to the max because he didn't want to deal with running a naval fleet battle. so we said butterflies nuke the enemy fleet and i scratched off my summon swarm spells and the charges on my rod of widen spells. essentially, traded a bunch of 2nd level slots and some rod charges to bypass an encounter the GM did not want to run.
anybody can heal hit points out of combat with UMD and a Wand, the real reason to bring a healer, is well, to remove the various conditions that either cripple or remove a character from play, none of which can be accessed by the arcanist, but a huge portion of which can be accessed by a healing patron witch. and well, let me link you to a youtube Video from DBJ
if we really needed a "Trapfinder". i would play a slayer or Dip 2 levels as one. then play the class i really wanted to play. the only thing the rogue has going for it is a faster sneak attack progression for going arcane trickster.
That story of two rogues and a fighter didn't read to me as "rogues suck", but rather, "don't play a rogue if you aren't going to play LIKE a rogue."
Like the player that stats a wizard but just charges enemies with his longsword, because he thinks racial proficiency is enough to be a tank, and never casts a dang spell.
Gandalf - ruining newbies' concept of what a wizard can do since our grandparents' time.
sure, a level 10 wizard can use a longsword against 1st level mooks in a warfare scene to conserve spells, but that is what allowed gandalf to use his sword, he was fighting level 1 mooks as a 10th level wizard.
A balor balrog is no first level mook.
the reason Gandalf could do it against the Balor was because he was the dungeon master's player character or DMPC and because DMPCs usually are far more overpowered than the rest of the party.
Zombies are assumed to be evil in the rules, but i personally consider them neutral due to the fact they are mindless and due to the fact negative energy is energy. but then, you can have a token evil teammate in any party composition, as long as neither the token evil team mate or their companions are abusive to one another and are willing to work together for a shared cause. even if they have different reasons for sharing that goal
1st Edition wasn't rules light. it was extremely complicated and had formulae that were so inconsistent you couldn't really do much without consulting 5 dozen charts. it was heavy on charts.
there actually is an RPG that isn't loaded to the Brim with rulebooks, it is called Savage Worlds, you only need one rulebook to run it, unless you want the setting book for the fluff and repricings of gear, or want the companions, which are loaded with nothing but genre specific rules reskins you could have found in the settings or made yourself via substitutions
Costs of potion are by caster, not by lowest cost maker. THus, only potions made by Paladins are going to cost that. Potions are actually variable depending on the maker!
Thus, the 300 gp is probably the better price, since there will be very, very few paladin brewer-casters, and they'll likely sell at the higher price point since there's no reason not to. If they don't, then the merchants will buy up the potions and resell them at the higher rate themselves, as caster level has no effect on lesser restoration.
Meh. It's more likely a paladin potion maker will sell cheap to friends and associates, and then at market rates to anyone else. It's not like its a high demand item outside the adventurer set.
==Aelryinth
paladins probably brew potions and craft wands as a means to sell affordable magic to the public in a form the impoverished can easily afford, with the ulterior motive they use the funds from their cheap lesser restorations in preparation for fighting evil.
the only thing really cheaper about it is the fact you don't need to worry about the excess charges you don't intend to use on low level buffs intended to improve martial performance.
actually, that 5500 GP per week from a community of untrained commoners isn't literal gold coins, but the income they produce in the form of trade goods per week by taking 10 on untrained profession checks. an untrained teenage housewife and apprentice isn't making a literal 5 gold coins per week in the sense of cash, she is sewing 5 gold coins worth of cheap clothes per week to use for her family or trade among her peers or canning 5 gold coins worth of cheap jelly per week. being trade goods, they are considered to be equivalent to gold coins for the purpose of trade, but in reality, they aren't proper gold coins, but product.
monsters using the treasure in their treasure allotment to their advantage isn't even really a problem, as a player, it would motivate me to kill the enemy wizard faster so their familiar doesn't blow through the charges of that shiny wand i intend to loot. plus, it kills immersion when the monsters simply explode into gold coins like swollen Diablo style pinatas.
+2 intelligence +2 Charisma -2 strength
Fey Type
Darkvision 60 feet
Medium Size (Average height and weight of 4'10-5'6" and weight of 60-120 lbs)
Shadow Wings that grant a permanent supernatural fly speed of 60 feetwith good manueverability
Shadow Blending (Hide in Plain sight, but only in dimly lit or darker areas with a minimum size of a room or 30 feet)
Class; Bard
Archetype Concept; magical assassin focused on consistent and reliable damage that spikes with critical hits
Wakazashi unavailable in Cheliax? Chelexian Hellstalkers are essentially reskinned ninja that wield twin "Hellcat Fangs" which are a light saber that is mechanically identical to a wakazashi and even has the same stats and requires the same feat. the reason they don't list "Hellcat Fangs" as a weapon, is because they are a canon reskin of the Wakazashi designed to be used by the Reskinned "Ninjas" *Cough* i mean Hellstalkers. if you couldn't find Wakazashi, at least ask about the standard issue sabres used by hellstalkers.
builds don't teach a thing about the class, what they really show is the merits of the builder. the fact i use 3.5 material and haven't played pathfinder in years, puts me in a bit of a disadvantage when playing pathfinder and designing builds now that my favorite easily accessible online 3.5 edition resource is shut down.
actually, i have had a lot of flak from one guy who was overly vocal on how, nobody should reskin because it cheapens the integrity of the race or class. what i generally do, is i reskin races or classes to tailor them to the setting without sacrificing much of my anime cuteness aesthetic. the same aesthetic found in touhou, kantai collection, vocaloid and anything by compile heart
while i might make a character with a demihuman heritage such as a half nymph or a tiefling, i will generally make them as close as i can to the regional common races as possible to prevent the spotlight stealing that would come from the special snowflake factor of playing "half nymph" or "tiefling" in their proper enviroments
it is actually more of a mary sue practice to make your tiefling a freak than it is to make them look human when they legitimately can do to being a human hybrid
in my own opinion, it isn't the race or class of the PC that matters as much as the amount of spotlight they intend to steal through their race or class without earning it. in fact, reskinning to avoid baggage is a good thing because it prevents the spotlight stealing that the fish out of water pretty much provides for free the moment they make it obvious they are an outsider
reskinning a barbarian as a samurai for a japan themed game is perfectly fine, as is playing a half nymph that happens to be a reskinned half elf and looks very much like a half elf, and was raised by human parents, the real problem is when you are running a eurocentric setting and somebody makes a young adult female half elf ranger who wears a bunny eared hairband with black pajamas and reskins her gladius as a wakazashi because the rules didn't say there were no black pajamas or bunny eared hairbands when you clearly didn't want that aesthetic
Eve isn't even an "I do it all" Android either, she is generally the highly emotional android equivalent to a DPS based Ray caster with combat capable pets and a secondary focus on summoning with a custom unique summon list.
mithril kikko costs 4,030 and counts as light armor for every purpose except proficiency. meaning it counts as light armor for the purpose of spell failure and the like.
mithril breastplate is 4,200 and does the same with a -1 check penalty and +1 more AC at the cost of -1 max dex compared to mithril kikko
mithril Chain (AKA elven chain) costs 4,150 and is weaker choice than both of them
but all 3 count as light armor for everything except proficiency, which means they count as light for spell failure and for things like a rogue's evasion.
Androids really should have the emotionless ability removed. i watched a lot of animated programs where the constructs had fully human emotions and could thus identify with humans. whether such things as Transformers in General, or even Eve from Elsword or Kos-Mos from Xenosaga. the Way Eve and Kos-Mos acted was very emotion driven or would appear to be, even if the Canon stated that Kos-Mos was supposed to be emotionless. Eve from Black Cat and Melfina from Outlaw star are highly emotional biological constructs.
So we are playing Way of the wicked and we've all noticed something.
While it's true we are evil we're LESS brutal than your average pathfinder group because we're outnumbered and outgunned by the good guys.
While we're unquestionably evil (necromancer, worshiper of belial, and an antipaladin are among our group) and we've performed seriously evil acts (Killing children, dogs, and enslaving others) sometimes it makes me curious how much more evil than ordinary pathfinders.
As a second point Evil feels so much fun to play since moral quandaries give way to a simple violent answer to any question that can be solved by "Kill it"
Your statement regarding 'average pathfinder group' is purely anecdotal. Unless you have some hard facts and numbers to support that statement, of course, your view of an 'average group' is based solely on your personal observations.
I can state, unequivocably, that your group is FAR more evil than any I've participated in since I got out of junior high school.
One of the most common plot hooks in pathfinder is you are going to rob this grave... FOR SCIENCE! Regular "Good" groups tend to do horribly evil things. While I admit we're likely more evil it doesn't feel that way in game. When you kill a kid it feels evil as evil, when you kill a pair of lawful good guards just trying to get you out of somewhere you shouldn't be but have to be for your quest it's still not a pure evil act(Self defense) but it FEELS evil.
You break into everywhere while maintaining you are "Good".
You rob graves.
You kill anyone who resists.
That's the good guys.
sounds about right, makes it a lot harder to tell the good guys apart from a depraved tyrant like Caligula. when the heroes and the villains slaughter any resistance and even resort to murder to avoid prosecution, you really can't tell them apart
lots of PCs have been known to slaughter entire hordes of city guardsman and entire noble families as a means to silence those who would dare prosecute them.
if i had a choice of playing a Murderhobo or playing a highly depraved and self centered character who actually has an in character reason to justify their self centered depravity, i would rather play the self centered character with a legitimate backstory event that led to their depravity, and it won't be something like "this highly specific race killed my parents". not that the character won't be a vagrant or won't have irrational reasons for their depravity, i'm rather play a night elf exile who follows a depraved variation of the teachings of Charles Darwin and seeks to be the best predator she can be than play another mountain dwarf in plate with an Axe and Shield
I don't think all classes should be perfectly balanced.
there is a difference between appearing to resemble something balanced and being identical across the board. everybody should have something to contribute in every scenario, even if it isn't the best and some classes should be better at certain scenarios
for example, a rogue should be slightly better at scouting and gathering information while a warrior should be better at killing things, but they should have the ability to at a lesser extent, viably fill the other's shoes in a pinch.
actually, Star Wars was one of my favorite franchises when i was a small child and Outlaw Star was one of my favorite anime series growing up. what both have in common is you have a massive amount of species, high technology and powerful magic intergrated with the technology. for example, the Jedi are wizards who wield switchbladed swords that have blades made out of superheated Plasma and Gene Starwind Fires a heavy pistol that uses special arcane ammunition.
No, Acid spells do not turn you into an ooze...unlike using evil spells, which will slowly change your alignment... :)
by the logic that evil spells will slowly turn you evil, then Caligula can use a wand of protection from evil as a cheap atonement spell to gain and maintain a good alignment to buy off all the murders, rapes, abuses and acts of oppression he committed. but evil spells turning you evil is a houserule in faiths of purity, which isn't even from the core line, but is an obscure setting pamphlet.
Well, atonement is a different thing...but you are correct that good spells also changing alignment. I am so glad we are in agreement. :)
However, I would wonder why Caligula would want to spend his time using good magic? Besides taking time away from "murders, rapes, abuses and acts of oppression", use of those spells would eventually give him all those silly ethics and morals that would get in the way of future "murders, rapes, abuses and acts of oppression".
he would do it so paladins couldn't smite him for doing his evil actions and so he could fool people using detect spells, he would also do it so he wouldn't get an afterlife in the abyss and he would be using them to buy off his crimes. in other words. Caligula would use good magic so he could do his evil without being punished.
it is also why i don't like the idea that aligned spells change ones alignment, because some of the evil spells have no good justification for being evil, like infernal healing, which could have just as easily been celestial healing, fey regeneration or whatever or simply a port of lesser vigor. either way, there is nothing evil about fast healing, plus about using negative energy to animate corpses, there is nothing inherently evil about negative energy plus a mindless creature shouldn't really have an alignment because it can't choose to do anything what it was constructed to do without a reprogram. in fact, neutral zombies make just as much sense as neutral golems. because all a zombie amounts to is a construct animated by negative energy through a hollow husk of a lifeless object.
I think his issue is likely insofar as Rage is a morale bonus, and oozes are mindless, and so RAW could not gain a bonus from raging.
But still he got bubbles!!
and moves 10ft faster!!
And that party do not want to play rules and system at all, that party mean to be fun (and rules dont´ make any sense of humor with a party like that)
not only would i allow the ooze to fully benefit from rage if it had an intelligence score via being an awakened ooze, just like i allow awakened elementals. i would even allow the ooze to take a humanoid form so it can use gear intended for humanoids. monster girl quest style.
No, Acid spells do not turn you into an ooze...unlike using evil spells, which will slowly change your alignment... :)
by the logic that evil spells will slowly turn you evil, then Caligula can use a wand of protection from evil as a cheap atonement spell to gain and maintain a good alignment to buy off all the murders, rapes, abuses and acts of oppression he committed. but evil spells turning you evil is a houserule in faiths of purity, which isn't even from the core line, but is an obscure setting pamphlet.
a strike force of extremely homicidal Vagabonds motivated by wealth and power, feel no concern for the well being of their enemies, bear no sense of visible honor, and slaughter hordes of sentient life on a daily basis in racist acts of oppressive massacre. Goblins and Kobolds fear the "Pale Faced Giants" and Orcs fear the "Ghost Faced Predators". they fight for self defense. because their homes are invaded by what in their minds, is an evil worse than how they percieve any demon to be.
One of the ideas repeated in this thread is that performing evil or good actions, in this case via flagged spells, can shift your alignment one way or the other if cast enough times. If casting evil spells turns a good man evil over time and casting good spells turns an evil man good over time than you have just created a system where you can rape and then "wash it away" by casting good spells. I can't even fathom why anyone would want to play in a setting where its possible to be called lawful good after killing and raping because you cast protection from evil enough times. It's offensive whether you believe it's RAW or a house rule. No thank you.
i agree with that, casting protection from evil frequently should not be a way to buy off your sins, and it isn't even an official rule, just something published as a house rule in Faiths of Purity, a completely noncore sourcebook with no bearing on the core rules.
the fact an abusive foster father can use a wand of protection from evil to buy off the sins of beating his wife and foster daughters in a drunken rage is something that should not be an option at all.