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![]() Did anyone else notice the hilarious callousness of Sarenrae when she declares that since there are more gods now they should kill the Rough Beast…and then proceeds to use said new gods as meat-shields to protect herself and her girlfriends. Little wonder she’s been socially exiled when she treated the lives of others as an afterthought. Actually reading it over…did the older gods…even GO into the Vault to help, there is a strange and total omission of their presence in the story at that point. Did Sarenrae just treat the Newer Gods like a monarch treats the average Adventurer? Gathered them together then sent them to their death, while sitting on her lofty throne watching them die from afar. ![]()
![]() In Buddhism the Buddha does NOT attain the highest level of Enlightenment…precisely because it would take him out of the “The World” and leave unable to help others in their own journey of self-discovery. So he stays behind and becomes both Teacher and Goal Post for mortals (and immortals) to follow. Irori has simply decided to take that last Step. ![]()
![]() Well its sounds amusing so why not take a moment. Magus Black, the Grim Watcher [LE] Category: Newly Risen God
Anathema: Allow pandemonium unchallenged; Allow emotions to colour Judgment; Neglecting ones duties; Bend knee to anarchist. Follower Alignment: Lawful Evil, Lawful Neutral, Neutral. Devotee Benefits:
Divine Intercession
Minor Boon: The Grim Watcher pushes for clarification in your duties. Whenever you roll a critical failure at a check to Sense Motive in an urban environment, you get a failure instead Moderate Boon: Your gun is tool of death, and a Black Guard’s arms are long indeed. Arquebus have double the normal range increment for you. Major Boon: Favored well is the Black Guard that does his duty well and without complaint, neither city nor you shall sleep. You can cast Vigilant Eye as a Divine Innate Spell. When you are in a urbane environment, the city sustains you without the need for sleep or rest. You can cast the Dread Ambience Ritual without any Secondary Casters or Secondary Checks. Minor Curse: A subtle bullseye is placed on your corporeal form. You gain a Weakness 5 to Piercing Damage. Moderate Curse: When you refuse to do your duty the will of Grim Watcher forces you to follow through. Whenever you would derelict on your duty, no matter how cruel or grim, you are compelled to finish the job. Major Curse: The Grim Watcher has come for you and his Dread Bullet has pierced your very soul. You become permanently Doomed 3, and nothing short of another intercession can remove the condition. If you should die with this curse still effecting you, your soul is dragged off to the Blackstone Prison in Hell preventing all forms of Resurrection. In order to free a soul bound in the Blackstone Prison the Defense must make their case to the Judge and Lord of the Nine, Asmodeus. ![]()
![]() Zon-Kuthon dragged his own father into the same nightmarish location that corrupted him, and turned him into a mindless monster of destruction. He's already destroyed his family with his own two hands, he's not going to change for his sisters death. Rather one might question Shelyns possible 'blasphemy’ for being a reason for her death...after all the Goddess of Love died once, another may follow suite. ![]()
![]() Well since there is a Talent to increase the effects by +4 (Casterbane) its obviously not automatic. So in line with most abilities of that type you should consider the Caster Level of the Dispel Magic effect equal to your Class Level in the Witch Hunter Class. That would be the simplest way to go about it. ![]()
![]() David knott 242 wrote:
Groovy! ![]()
![]() Honestly for my old group we decided it dumb that only a single Stat mattered for each roll...primarily because "DUH!" leadership requires some Charisma and people skills. So we made it so that all Roles use the total of your Charisma +X (X being what other stat the Role required), with the sole exception of Ruler which used all 3 Mental Score Mods (Int +Wis +Cha). Among other things it eliminated the whole Bard/Sorcerer nonsense (unless the Bard was Smart and Charismatic, Sanity would then be relative). ![]()
![]() To be fair when they first wrote it, none of the Core Races had anything that would of benefited from Ability Focus anyways. Honestly considering that Spellcasting has a way to increase the Save DC's through Spell Focus (and others), letting anyone take Ability Focus for non-Spellcasting Class Features is perfectly fair. ![]()
![]() Unfair Accuracy "AKA: Terribly Unsporting NPCs"
DEX Mod: +2
Weapon Stats: +8 1d12+2 (3-14) 19-20/x2 120ft.
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![]() I'll try to keep this in simple terms as I can but on Proteans. The don't 'choose' to exist.
...and so on! I think you get what I'm saying here so far, right? Well for them them to influence "Existence" they too much "exist" which goes against their "nature" (another Lawful concept).They are creatures of Paradox, manifestations of "Chaos's Will" to return all things to "Non-Existence" ('Pure' Chaos). But they aren't 'defined" by just what they 'are' they are MORE "defined" by what they 'are not'. They're not foolish optimists with pie-in-the-sky ideals, nor are they selfish nilhists wnating to destroy everything out of spite (remember the qlippoth don't want the universe to end, they want the universe to be empty). The "niche" to carve out for themselves are none of those things, or anything else for that matter. What the Proteans want is not a return to Zero, but a return to less than Zero, less than Numbers or Definitions or Structure. Less than Existence. The want "everything" to become "nothing" again. They aren't doing it for malice.
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![]() UnArcaneElection wrote:
Ah yes you got me there, the Circumstance Bonus from Stamina was something we had considered so broken-by-default that we banned it from the beginning...and I forgot that's not how it written. Apologies! As far as the Child of Acavna and Amaznen goes, nothing short of a total remake will EVER fix that blight (Stamina or no). ![]()
![]() If you build for it the Bullseye Shot feat combined with Vital Strike is a good combination that sadly never got more support. But if want some a little cheesy with Gunslinger.
Spend 5 Stamina and a Swift Action to add +4 to all the attacks that you roll for Dead Shot...you pretty much cant miss even with penalties. ![]()
![]() Ranger
Reason 2. Allows you to ignore Prerequisites for certain Feats when taken with the Combat Style Class Feature. Reason 3. You can trade out Spellcasting (which you cant use with those stats) with the Skirmishers Archetype, which while not all that impressive are still useful for YOU. Reason 4. Favored Enemy may be situational but its strong as Hell when it does apply (especially in this case), and while it may not be reliable all the time when it does you wont suck nearly as bad (and its good for both combat and non-combat skills). Reason 5. Favored Terrain, despite what most idiots claim this a very strong ability as long you don't pick a rare terrain type (Cold, Desert, Swamp and/or any Plane). FYI almost EVERY Adventure Path ends in a Urban Terrain so putting your money on that one is almost always worth it (a +8 to Initiative, Perception and Stealth is no small bonus). ![]()
![]() No they shouldn't get Full-BAB, but they do need better stuff (Slayer is poorly designed class anyways). I know this might sound like an advertisement but I stand by it all the same. Check out Legendary Games' "Legendary Rogue" is goes into detail of all the issues that Rogues have these days and provides solutions (via alternate/new Class Features). Better still, its modular so if you think one/more things fix everything you have with the Rogue (but think other options are too much) you can drop them into the class with almost no effort. Frankly I see it as essential if your thinking about 'fixing' the Rogue to read through it because it's very thorough about the "how and why". ![]()
![]() Yes both Skills gained from Versatile Training (and the one gained from the Advanced Armor Training's "Adaptable Training") use your Base Attack Bonus to determine Skill Ranks in those Skills. Whether or not you had any Skill Ranks at all in the Chosen Skills is irrelevant. Any Skill Points you have already placed in those Skills are reimbursed to you so you can place them in other Skills. IE: You are Level 10 and have 10 Ranks in both Intimidation and Bluff. You spend a Feat and gain a Advanced Weapon Training ability (via the "Advanced Weapon Training" Combat Feat), you select the default option of the Versatile Training option: Intimidation and Bluff. These Skills now use your B.A.B. to determine the number of Skill Ranks they possess, as long as you stay using a Full-B.A.B. Class you can max out those skills without further investment. In addition to this the 20 Skill Points invested into those two Skills can now be shuffled into New Skills to expand your Characters options. Also, justsoyouknow, any Skill chosen by above mentioned abilities become automatic Class Skills, therefore gaining the +3 Bonus that your other Class Skills offers (if they didn't already). ![]()
![]() Not as far as I know, but theoretically a dragon could life 'forever'. By their eldest age they are effective 20th Level Spellcasters which opens up all kinds of methods to beat death back with (becoming a Draco-lich is only one of them). Most Dragons live until they either get tired of Life, or are killed. The wiseass answer to your question therefore is:
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![]() Also it would be nice for a bit of a revision of the current Character Creation rules, 2nd Edition had the right idea to add more to the experience (pity it failed in execution). My idea for that would be to make it a sort of Questionnaire or “Story Progression” based on the questions that Players and GM’s may ask. With each question having multiple answers, with multiple additional choices for each one. So something like: The Prequel (Ability Scores)
The first two being the well known starting points to every Character, roll or buy up your Ability Scores and pick which Race you want to play as. Then afterwords (as part of the newer element) you pick where the Character came from: whether its a general thing like “Elven Village” or something more specific like “Chelix”. Afterword you pick the Characters Background to show what they doing prior to abandoning all common sense and becoming an adventurer (if they weren’t like that by default), so things like “Nobility” or “Soldier” or “Blacksmith”. Then you pick your Class and give your character a Drive (which has no mechanical effect) that helps both the Player and GM remember important details like “why are here!” Whether it be something sort and to the point like “I’m here to slay goblins.” or a short story about “crime and vengeance” …or something as cheeky as “Has Sword, Will Travel”. ![]()
![]() N. Jolly wrote: Trading out spellcasting is always a difficult issue because spellcasting is the most versatile class feature in the game, even when heavily limited. Most classes that trade it out do not give something that others would be considered worth it without trading it out for another subsystem. Exactly, if you have it you either dont want to get rid of it (because of just how useful it can be) or want to trade it out but end up with much less than you started with (which throws the Class's internal balance off massively). Moving it to a Universal Archetype makes so that anyone that 'wants' it all pay the same price from the same limited resource pool. This makes it much easier for the devs to figure out how much they want it cost in terms of Character Investment. Dragon78 wrote:
The problem is that none of those are equal in an of themselves to what's being traded, the only way to make it even remotely fair would be to give several of those...at which point it becomes a question of if the trade-off makes them 'better' than the Classes that didn't have Spellcasting to trade off. Giving too little makes the Class under-powered (which is bad), but giving them too much may make the Class far superior to the other Classes in it's category (Skill-Monkey, Marital, etc.) ![]()
![]() The problem of making it optional for a Class though is that the weight of the mechanic is too heavy to balance. What would be "proper compensation" for NOT choosing Partial Spellcasting for a Class? Considering what you get for Spellcasting (limited though it may be), what can you possibly GIVE to balance the books against other options. There really isn't concrete trade-off here that can be simple to implement, nothing quite measures up to the ability to call upon spells of utility or combat on demand. ...well not without high-jacking the main Class Features of other classes. ![]()
![]() After looking at this whole Discord thing I’ve come to the conclusion that it was made for “Chaotic-alignment” humans in mind as I cant tell what the blazes are going on! But anyways I guess I’ll give what I might like to see in this ‘refinement’ process. Spell Levels and Spell DC’s are the most important factors for Full Spellcasters, while lesser Spellcasters are more interested in having their spells LAST. Make Caster Level for the purpose of Duration and other effects be based on Character Level, this will allow the those of limited magic to still get the milage for their more ‘basic’ spells without stepping on the toes of Full Spellcasters (who will more likely care about the Higher-Level spells with more powerful effects). Remove Partial Spellcasting (0-4) from the class design, this will free up the issues of both Players not wanting to have it if they don’t want it…and Designers wont have to agonize over the effects that Partial Spellcasting has over the overall Class, allowing them to focus on the known variables of the Class. Iconic Spells like the Paladin’s “Holy Sword” can be moved into the realm of actual Class Features (perhaps using Smite or Mercy uses to activate). General Archetypes, both as Archetypes that are broad enough in and off themselves that anyone can reasonably apply for them; and in the sense that instead of costing Class Features they use the General Feats gained at Level 1 and there after. For flexibility sake you would be able to enter and exist these Archetypes whenever you wish (whether at Level one or at the Last General Feat gained through Level). Move Partial Spellcasting to General Archetype based on three different types (each counting as a separate Archetype and ALL of them based on Charisma): Arcane, Divine, and Druidic. Divine casting needs a Patron that must within Alignment restrictions, and Druidic must be some form of Neutral. In addition to being able to cast Spells the option to pick up limited options from other Spellcasting Classes (EX: “Familiars” for Arcane, “Domains” for Divine, “Shape-changing” for Druidic). Move Favored Terrain to Level 1 for the Ranger and double-down on the nature of these abilities. Got Favored Enemy (Dragon) in addition to the normal abilities granted by the Class Feature currently, you also get a bonus to resist Fear Effects (and Intimidation); take Favored Terrain (Swamp) and you also get a bonus to resist the effects of Poison and Disease. Make it so that the further a person ‘pursues’ those specializations the more abilities they gain from (EX: A hardcore Dragon-slayer may get a possibly Fire, Acid, Cold, and Electricity Resistance of 30 as a ‘Capstone’ ). And that’s it for now. ![]()
![]() Would it have killed them to make a Throwing-Archetype for the Fighter? There's like 5 'Dueling' Archetypes (with various degrees of usefulness) but not one Archetype that focuses on throwing weapons! Also it would be nice if there were more good Feat support with the throwing style that doesn't require Densa. ![]()
![]() Slim Jim wrote:
err So what are saying? With the exception of Darkvision, Low-Light Vision, and the Immunity the rest only applies to Racial Hit Dice...which the Aasimar has 0 of.![]()
![]() Without knowing the specifics of the GM's style, from what I can tell, your Character stats are flexible enough for any style. But if your wishing to focus more on Melee and not be a switch-hitter then the old standbys are good choices. Iron Will, Improved Initiative, Combat Reflexes, Toughness. Have you had much use of Cleave in your game so far? If not you might consider trading it and PBS for two of the above mentioned feats. As far as Weapons are concerned the Falchion is a good two-handed weapon for the long-run. ![]()
![]() Nyerkh wrote:
True bludgeoning weapons don't get penalized but bludgeoning weapons have been suffering since the early days of 3.0 edition due to...weird design ideas. But yes Paizo's decision to make those DR beatable by higher bonuses has never really sit right with me, especially since they left them at such low (and easily beatable) numbers. I'd always hoped since the Beta that they would include more monsters or something that would make carrying non-Adamantine weapons worthwhile...but nothing of the sort ever came to pass by the end of it. Azothath wrote: as the poster is fishing for a feat or trait this should be in the Advice forum I had considered putting it in the Advice forum but ultimately I didn't think that 'advice' was what as asking for and decided that since this was a question it should go here. It would be fine anyways. avr wrote:
...You know I really hate that feat. Beyond coming up in every search I tried (often with unnecessary repeats in the same search) it also is a terrible feat that makes adamantine even more powerful than it already is! ![]()
![]() CMantle wrote:
Not at all, I originally thought this was a Feat (points to title) and only added that it could be a Trait as an afterthought, also the thing I'm looking for was a +2-3 to Damage when using Alchemical Silver or Cold Iron Weapon (chosen at the time of taking Feat/Trait). Since those are some of the least popular choices for weapons (one costs an extra 1k gold and the other a -1 penalty to Damage), from my memory I figured this 'thing' existed because it would give an incentative to use those kinds of weapons at higher levels. You known, instead of just Adamantine (and maybe Mithral). ...and while Traits are 'suppose' to be worth "half a Feat" they tend fly all over the place, plenty of Traits aren't worth 1/6th of a Feat let lone half, and others (like Magical Lineage) are worth a feat by themselves. ...I really wish they had put a bit more time solidifying the mechanics behind Traits...and Feats too I guess. ![]()
![]() I'm very certain that it Paizo material, was actually rather surprised at the time when I first encountered it, I think it was in one of the Guides somewhere on the boards. I don't think it was Ancestral Weapon because the only one I can find only grants a bonus to attack rolls (and only with the weapon you get from it) ...unless, of course, this wasn't always the case and Ancestral Weapon has fallen victim to Paizo's "re-balancing" (aka: Nerf it from orbit), I hadn't considered the idea that the thing I've spent hours looking for has been drastically changed. *sigh* ![]()
![]() that grants you a bonus to damage when using Silver or Cold Iron weapons. I know I've seen it somewhere and even had it saved for a time but after my last computer crashed I cant seem to find it now...and every time I put something into the search engines (any search engine) I just get back irrelevant things about Damage Reduction. Anyone here remember what I'm looking for? ![]()
![]() TOZ wrote:
That depends on 'why' your starving though, if your doing it because doing so benefits others then you can say that only is it a personal choice, but that it's a noble act. If your starving because the world's been blasted to irradiated ash and soot, for which you can do little more than curse mankind and the gods...then it's a tragedy. ...and if your starving because your utterly incompetent and too lazy to farm or hunt, then your a goblin! Choices should matter, especially in a Role-playing Game...this isn't E.A. after all. Gorbacz wrote: From my personal experience, the people who talk about the value of not being able to solve a problem or the virtues of finding yourself up the manure creek and without a paddle are the people who lose their peanuts first when actually confronted with such situations. And they tend to blame GM first, the other players second and never themselves nor the ruleset :) Cant speak for anyone else but I'm too much a veteran of the old Warhammer 40k RPG's to have that mentality (40k is inherently an 'unfair' setting), I'm too used to having no other choice but to grab every tool or idea at my disposal to survive another day. I also refuse to recognize that there is a problem that high explosives cannot solve! ![]()
![]() Fall-forward mechanics are a bad game design.. As mentioned by John Lynch 106 it’s not only is a massive tool of railroading, it commits the worse sin against tabletop RPG’s: Discouraging Intelligent though. Now this might seem outrageous but it’s tragically true, why bother thinking about a alternate method to overcome an obstacle if your already going to succeed using the default option regardless of success or failure . It encourages ‘one true method’ thought process and teaches Players and GM’s alike that there is only room for ONE answer to any question. To use the ‘locked door’ example you can pick the lock to proceed…or you can
Should these options not be enough you can also…
But you can still do these things in a Fall-forward RPG right? Yes. Will you though? Nope! Why you ask? That’s because no matter what you do your success is still 100%, so the first (and most obvious) choice is the one you’ll take because…well because all of the other options exist solely because you can fail at the first option. Compounding this issue is the lack of “Price of Failure” or simply put: You CANNOT fail, therefore there is no real price of failure. Any so-called prices are simply narrative elements that either would be there regardless of dice rolls or are minor inconveniences that don’t matter as they lack teeth. I mean really! If your using a Fall-forward system you not going to be ‘hardcore’ with ‘failed’ results, the ninja’s do not hear your party picking the lock; use the hidden passageway and murder-knife the wizard while no one is looking, for example. Going back to what’s been said in the earlier posts: If success is guaranteed, and failure has little meaning…then there is no real value to your characters choices. ![]()
![]() The rules for guns currently (and probably will continue into 2nd edition) suck in general. But I had some rules for a sort of "Wild West" as alternate rules for firearms. For lever-action rifles and revolvers I set it so that you could reload one bullet as a Move Action, half the Capacity (rounded up) as a Standard Action, and total reload for a Full-Round Action. Quick Reload made it so that you could reload one bullet for as a Swift or Immediate Action, half the Capacity (rounded up) as a Move Action, and total reload for a Standard Action. Also Lever-Action Rifles can also be fired (but not reloaded) in one-hand at a -2 penalty, you can even dual-wield `em if your nuts enough to try (or are built for that kind of crazy stuff), as they count as a one-handed weapon for the purpose of how much your penalized in two-weapon combat. That's all I can give you. Derklord wrote: The real questions you should ask (yourself) are "do I really want 19th century weapons in my game?" and "how the hell does the player manage to make the developments from over three hundred years in a few weeks while adventuring?". Oh, and of course "what will I do when the other players quit the game because I allow one player to get a ridiculously anachronistic weapon that utterly wrecks game balance?"! Just saying but they were more late 18th century, but more importantly you may have forgotten that the Pathfinder also has SUPER ADVANCED SPACE AGE Technology too. ![]()
![]() Well for me the Hobogoblin Cavalier archetype, Fell Rider , would be my choice. For starters you have to be the master race of Hobgoblin, which is excellent because we are made of Win! Second is that the Racial Level Bonuses actually very effective and useful for this class: You gain a bonus to both Ride AND Intimidation, up to +10 on both. As for the class itself... ...you are a Hobgoblin version of a Ring-wraith, an avatar of fear, terror and awesome! Your ability are focused on two facts that you will come to embody. First is that you always have right-of-way...and anyone that disagrees with that will find themselves 'road-kill' shortly thereafter. Second is that you are the scariest thing anyone will ever meet and it takes nothing more than sticking out your chin and grunting to send to the kingdoms elite scampering away like whipped goblins! And should you have an ally that deals in fear too, you can engage in jolly cooperation to send your enemies fleeing before you mind-rending terror, content that you have proven your superiority without even drawing you sword! Praise the Hob! ![]()
![]() Fuzzy-Wuzzy wrote:
Just wanting to say that Cassandra broke her promise to Apollo and 'that' is why she was cursed, it wasn't because he couldn't take it back...only that it was far more cruel to leave her with an ability to know the future but be unable to change it (just ask Odin how that feels). Also being a Cleric is a two-way street, it's a personal connection between Mortal and God, a willing agreement between two parties on the only level that the two can be equal on: Ideals. If you sever that connection, even if it didn't immediately lose all of your powers, YOU are still not Divine in nature and cant simply reproduce those abilities on your own. ![]()
![]() Erastil: "Ok...I guess I'll hear you out." Asmodeus: "I would like this whole conversation recorded in writing if you don't mind...and even if you do mind I still want it in writing." Calistria, Densa, Iomedae, Sarenrae, Shelyn: "*!@# off!" Nocticula: "Die." Everyone Else: "Summarize what you want in 20 words or less."
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