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Master Manipulator's page

5 posts. Alias of Torlandril Morninglord.


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Until this book I was excited to purchase all the hardcover rules books Pathfinder had to offer.

The fact that Ninja, Samurai, and (yuck) Gunslinger are introduced in this book make it a non-purchase for me. The fact you put these classes into a book that I would have otherwise purchased makes me ill.

What is next "Space Jockey"? I know... Jedi. Use the force feat Luke.

Perhaps I am being old-fashioned but I consider a "Base Class" should be able to fit in 99% of all settings. These three classes are so exotic that you will NEVER see all three allowed in someone's campaign.

I can just see it now.. Indiana Jones Gunslinger goes up to the Samurai.. Bang.. Dead.. Laugh.

Ninja and Samurai I can see being in an Asian flavored setting book, but to put them as base classes is pushing way too hard. You are giving players the argument "Why can't I play a Samurai.. ITS A BASE CLASS!" and I have to tell them.. "Because this is a fantasy game you idiot not SHOGUN!"

Gunslinger is just spitting in my old-fashioned face. Put this class in the Campaign Book, not as a base class.

I know that I am not alone in my feelings and I suggest you reconsider these classes for this book.. Perhaps it is too late for that to happen.

I guess you rolled a one.


Orogond wrote:

4. When a character is using the skill 'stealth' do they roll a d20+stealth skill bonus and then all enemies roll a d20+perception? If so, what happens if say 2 of 3 enemies fail the check but one enemy doesn't? is the character stealthed to all but the one that won the check or is the stealth attempt failed completely?

5. Still on the stealth issue, is the only way a rogue can go into stealth, using the stealth skill or do they have a class stealth skill? If they are in stealth and then attack, are they instantly out of stealth again? what about if the attack misses?

4. This is more of a DM decision. What I typically do is have your character roll stealth (roll d20 and add your stealth bonus (remember to add +3 to your ranks if it is a class skill)) and then you enter the area with the bad guys. I secretly roll perception for the bad guy with the best rating in Perception on watch in the group (modified by how alert he is, range, the number of other 'guards' that can help (treated as "aid other" to his roll), etc. If his perception roll equals or exceeds your stealth he spots you.

5. Anyone can enter stealth by making a stealth skill roll but you must a) not be currently observed (so you can not just stealth while a guard can see you). b) you must have concealment (shadows, foliage, or just be around the corner from the guard). Some higher level abilities like "Hide in plain sight" allow you to break these rules, also you can do a 'bluff' skill check to distract someone into not observing you for a stealth roll (sort of like yelling 'Look over there!' and diving for cover.

Also remember some common sense. Stealth while carrying a light (torch, sunrod, etc.) is stupid (but I have had players try it with disastrous results).

5b. You do drop out of stealth once you attack. There are rules for 'sniping' to reenter stealth after an attack but it is not something a low level player can really do (its a -20 stealth). If you want to use sneak attack for most of a fight, I agree with the above poster and read the rules on "Flanking" as it is way easier to achieve.

Orogond wrote:
7. Is there a feat that increases base stats by say 1 point? My friend has a character with a -3 str mod so is finding it very difficult to melee an enemy when he has no further spells to use..

No way to increase a base stat beyond spells, magic items, age effects, or the ability point gain you get every 4 levels.

Feytharn is right that you can take Weapon Finesse to use dexterity instead of strength (but the low strength would make the damage pitiful). This sounds like a spellcastor and in that case with that low a strength she/he should probably be using a range weapon like a crossbow. Range weapons use dexterity to strike and a crossbow's damage is not reduced by his/her low strength.

A general rule of thumb is to keep your spellcastors away from melee combat if you can at all help it.


TriOmegaZero wrote:
Master Manipulator wrote:

* Remove all feat requirements for prestige classes, and change the ranks required to end skill bonus including attributes (but do set a minimum level for taking the class)

Reason: In general I found all feat requirements for prestige classes to be either inappropriate or just silly.(Why require the "Alertness" feat when it does nothing but raise skill bonus?). Also why allow a stupid rogue with 10 ranks in the skill be allowed but a brilliant sage with 5 ranks in the skill but the same end bonus is not allowed?

In the end in my campaigns, prestige classes are earned through quests and research.

I'm a fan of removing feat prereqs, but making it skill bonus instead of ranks, then saying you must be X level is counter-intuitive.

Setting a skill rank, BAB, or caster level minimum will make sure no one can get into the class until the level you want them to. Saying 'you must have a +6 Acrobatics bonus but cannot take the class until 6th level' begs the questions of 'why can't my Dex 22 catfolk take the class at 2nd level?'

I agree. What I was referring to was that I do keep requirements like a BAB score or a "must be able to cast arcane spells of 4th level."


A few of my own house rules:

3.5 specific (but could be used in Pathfinder):

* Double feats :: For each feat gained at 1st, 3rd, 6th, 9th, 12th, 15th, and 18th level gain 2 feats instead.

Reason: With hundreds of feats available it was fun to be able to have more feats to use. (also, my NPCs got bonus feats as well).

* All equipment in the "equipment" chapter as well as mechanical traps, poisons, and alchemical items has its prices set to 10% listed (except weapons, armor, and a few complex items (i.e "Water clock")

Reason: The prices on most mundane equipment was far outside the wealth of the common man. Seriously is a ditch-digger making 1sp a day going to be able to afford 1sp poor meals a day and let his family starve? Are you willing to spend 1gp on a match (tindertwig) that could feed a common man for a week (Sort of like using a $100 bill to light a cigerette)?

It also didn't work in reverse as a pair of lumber-jacks with a wagon could easily cut and deliver enough wood to make 2gp / day (at a price of 1cp/20 lb firewood).

* Remove all feat requirements for prestige classes, and change the ranks required to end skill bonus including attributes (but do set a minumum level for taking the class)

Reason: In general I found all feat requiments for prestige classes to be either inappropriate or just silly.(Why require the "Alterness" feat when it does nothing but raise skill bonus?). Also why allow a stupid rogue with 10 ranks in the skill be allowed but a brilliant sage with 5 ranks in the skill but the same end bonus is not allowed?

In the end in my campaigns, prestige classes are earned through quests and research.

* Remove the Leadership feat. Followers and cohorts are earned through role-playing

Reason: Never liked how this feat worked, I would rather make it a role-playing system. You save the life of a young sorcerer and she wishes to follow you and aid in your quests as repayment.. etc.


Hello,

I have a rules questions about "Tireless Rage" and powers that may be used "Once per rage."

p. 32 of the core rules says:

"A Barbarian can enter a rage as a free action."
"A Barbarian can end her rage as a free action...."
"...but otherwise can enter a rage multiple times during a single encounter or combat"

Tireless rage at 17th level means they no longer are fatigued by rage.

Lets say combat begins.

Babarian Turn 1:
step 1: Begin rage.
step 2-x: Use several 1/rage powers.
End Turn 1.

Barbarian Turn 2:
step 1: End rage
step 2: begin rage.
step 3-x: Use several 1/rage powers.
End Turn 2.

Repeat step 2 for rest of fight.

My question would be:

Is this working as intended that a 17th+ level barbarian can use all of their 1/rage powers every round by doing these steps? Or am I missing (or misinterpreting) some rules?

This does seem to make certain rage power combos very brutal as a 1/round tag-team ("Knockdown" from the APG + "Strength Surge" comes to mind)

Thanks.