Michael Grate's page

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Zapp wrote:

Dear Paizo,

Please prioritize developing rules variants for the following issues.

No. I don't know what they're currently working on but it's almost certainly more beneficial than these changes.

Zapp wrote:
Not only does it improve the game for a sizeable portion of your customer base, it acknowledges that these are real issues for many gamers.

What proportion exactly? How do you know these numbers? Also, why do these changes NEED to be official? Is it because you want to join a game where the GM won't implement your rules unless they're official or you want to GM but the players don't like your houserules?

Zapp wrote:

1) Incapacitation

A rules variant that does away with the incapacitation trait. For some gamers, Incapacitation is fine. For others, it's effectively a hard ban on all spells with the incapacitation trait. Please help this latter category.

Obviously, something needs to be implemented in its place, but that's your job. (And if us gamers discuss it should happen in the Homebrew forum!)

I'll start off by saying that I find it hilarious that you were in such a rush to get this list here that you linked to your post before any replies and now it's just full of people disagreeing with this idea (as is this one actually). I'll also say that you trying to silence any dissent in that topic (which apparently isn't the first time you've done it) doesn't help your case of it being a popular idea.

To the actual point...what's the problem? You don't address why incapacitation effects are a problem here or in the other thread, just that it's bad and needs to go. To that end I can't really help you here although I can say your solutions from the other thread are pretty bad. Reducing the DC by using a lower level spell badly hurts spellcasters in general (outside of focus casters), especially considering you only get 2-3 spell slots at the highest level (outside of class features/feats). After those 2-3 casts, you have a 5% lower chance of succeeding on any kind of debuff spell making them kind of worthless (ironic considering your next point complains about about a lack of variety).

For legendary saves, this isn't DnD. While I haven't played 5E, friends who have don't seem to have an issue with them though I'm not entirely convinced myself. However, 5E was made with those in mind, Pathfinder wasn't, so the balance of encounters will be thrown off pretty badly just because you don't like Incapacitation.

Zapp wrote:

2) Cantrips

Currently, Electric Arc is so much better than the spell attack cantrips it isn't even funny. Please supply a rules variant in an offical published book that fixes this for those of us that find this problematic. (The problem is that in order for variety to happen, the options need to be roughly equal)

Maybe it's because I haven't played a caster yet but it doesn't seem to be that much stronger, if at all. Against 1 enemy, Electric Arc has the lowest potential damage output of the 7 potential damaging Cantrips (those being Electric Arc, Chill Touch, Telekinetic Projectile, Ray of Frost, Produce Flame, Acid Splash and Disrupt Undead). It's secondary effect is essentially saving a turn of doing another spell to hit a different target which assumes there is a second target and assumes that amount of damage will have a huge impact which only really happens from them critically failing and you rolling well on the damage. The only other benefit I can see it having is that you're guaranteed to hit (Chill Touch and Disrupt Undead do as well but they are more specific in use so I'll ignore those) but the other spells don't give the opponent the opportunity to half the damage and I find that increasing your own rolls is a lot easier generally than reducing your opponent's.

Besides that, Cantrips are your weakest spell option and after the first few levels, mainly serve as flavor (IE. "I'm a fire Wizard so I have nothing but fore spells like the first one I learned, Produce Flame") or as a cleanup option so you don't have to waste a spell slot or wait for your fighter to finish off a severely weakened enemy

I should also note that I'm mentioning 7 because I don't know if you're issue is with the Wizard, the Druid or both.

Zapp wrote:

3) Shields

Some gamers are fine with your current implementation, but others can't stand the notion you would even want to block an attack with your face to save your precious shield. Please supply an rules variant, again in an official published supplement, that fixes this for those of us that find this problematic.

Once again, I'm not really sure what you're talking about. Why would you do this and what circumstance is this a problem? Maybe I'm misunderstanding Shields but the main time you would need to worry about your shield breaking is if you used the Raise a Shield reaction to block some damage, otherwise the shield is either safe or you wouldn't have been able to protect it in the first place. Then, if it does break, you buy a new one. You really want a rules change for such a specific scenario? What would it even be changed to? What is even the problem here?

Zapp wrote:

4) Talismans

Again, not a problem for everyone. However, to some of us, talismans (especially low-level items) are a cruel joke. Being asked by the rules devs to spend all that brain power choosing talismans, constantly deciding to use or not use it, remembering which talisman is affixed where... and all for what? the game's smallest, stingiest and most fleeting of bonuses!

The option to consider every talisman vendor trash just to be sold for cash is a real quality-of-life improvement for many of your...

So...just consider them vendor trash and sell them? In my campaign, we don't even use talismans and there hasn't been any issues. Either write everything down to keep track of things, sell them or don't even bother using them in the campaign, what's the problem here?


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joe kirner wrote:

Mold and shape their precious minds so they grow up to be my special followers. They will train hard to become outstanding in making my cothes, doing windows and taking care of my dirty work.

Afterwards, they will be ready for Paladinhood.

Your profile picture and this comment make me think you'd be the Paladin version of Mr. Miyagi.


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Ranged cavalier:
(note, when each feat and piece of is taken/gotten is dependent on play style so I'm not sure how specific I can get as far as advancement goes but I'll do my best)
(Also I'm not sure if you want PFS legal equipment, I'll keep it first party but open to everything there)

Race-Anything that provides a racial dex bonus. Mine was a Dhampir but anything from a human to a Azata or Garuda-blooded Aasimar is fine.

Class-Cavalier
Archetype-Luring Cavalier
Order-Any (none of them are really good if you're doing a primarily ranged based cavalier build. Some do offer a benefit or two but they usually depend on the player)
Base stats (these are based on a 72 point system, adjust based on the stat system your game uses. The base stats can't go above 20 or below 7 but do include racial modifiers (Aasimar-Garuda Blooded)):
Str-20(+5)
Dex-22(+6)
Con-8(-1)
Int-7(-2)
Wis-7(-2)
Cha-10(0)

End game stats(does not include equipment based stat increases like the belt of physical perfection):
Str-22(+6)
Dex-24(+7)
Con-8(-1)
Int-7(-2)
Wis-8(-1)
Cha-12(1)

(The additions can be applied solely to STR for a score of 24 but keep in mind that is you can't hit, you can't do the damage so I went with a +2 Str, +2 Dex)
Feats 13 total (note-These feats are not in perfect order and the order depends partly on play style)
Standard feats:
Point blank shot
Dodge
Rapid shot
Manyshot
Deadly aim
Precise shot
Clustered Shots
Chain Challenge
Weapon Focus (Longbow)
Improved Critical (Longbow)
Mounted Archery (or improved initiative, depending on preference)
Critical Focus
Bleeding Critical

Teamwork feats gained by Tactician
Escape Artist
Coordinated Shot
Enfilading fire (or Covering fire if you want to help the team more then yourself)

Mount
Horse
Archetype-Bodyguard (with a ranged character you won't be attacking with your mount nearly as much so go full protector instead)
Feats:
Toughness
Combat Reflexes
Bodyguard
In Harms Way
Mobility
Combat Patrol
Dodge
Blind fight (although scent could replace this so run or one of the feats that improves saving throws works too)

(equipment can alter greatly depending on how generous or stingy your GM is. Some pieces of equipment are more important than others so make the best judgment call depending on your game)

Equipment
Armor:
+5 Darkwood buckler (arrow catching (you'll be at a distance so this is to protect from fellow archers), moderate fortification, determination)
+5 Mithral mistmail (or normal chainmail to reduce cost) (Dastard or Champion depending on alignment, bolstering, jousting (if you think ride checks will be a problem))

Mount Armor:
+5 Boneless Leather (deathless, stanching, Moderate Fortification, determination)

(the armor ability enhancements aren't as important so they can be bought and added as an endgame goal after getting the main stuff)

Weapons:
+5 Composite Longbow (+whatever str) (Adaptive, flaming, frost, corrosive, shock, valiant)

+5 Cestus (Dueling, Guarding, Defending)
(dueling in the main property you want here for the initiative boost)

Other equipment:
+6 Belt of Physical Perfection (this is the obvious end game goal but if it's too expensive then a +6 Str/Dex Belt of Physical Might will do)
+6 Headband of Mental Superiority (again, obvious end goal but otherwise the Headband of Alluring Charisma is the replacement)
Silver Nocking Point (why go through the effort of building this if someone's just going to put up a level 3 spell and ruin it?)
Greater Bracers of Archery (Vambraces of the Tactician work too but aren't as good overall)
Champion's Banner
Amulet of Hidden Strength
+5 Cloak of Resistance

Stags helm or Helm of teleportation (if an issue arises you can escape)
Haunted shoes (optional, the concealment is useful) or Boots of Teleportation (if an issue arises you can escape)
Coat, Resplendent Uniform (optional, helps with tactician)

Rings:
+5 Ring of Protection
Ring of Evasion

Mount equipment:
Horsemaster's Saddle
Hand of Glory or +5 Amulet of Natural Armor (the hang of glory is preferred if things tend to attack you more because Natural Armor means nothing with an automatic hit)
+5 Cloak of Resistance
Ring of recovery (if you get the hand of Glory. You can also get rid of staunching on the armor with this)

Sipping jacket (useful for healing your steed) or Unfettered Shirt (useful for escaping) both optional
Cap of the Free Thinker (optional, who needs a mount that's been dominated?)
Headband of Deathless devotion or Band of the Stalwart Warrior (one provides a resistance to things like dominate, the other helps against fear, your choice) both are optional
Horseshoes of Glory (optional, the damage reduction is what you want)

Now that we're all set up and protected, it's time for the fun stuff, the attack and damage rolls:

At level 20 while within 30 ft of your opponent using deadly aim and rapid shot with a dex belt, Amulet of Hidden Strength and the Bracers of Archery, your attack rolls should look something like this:
26(hits twice)/26/26/21/16/11

That's 7 hits. It's a long-shot to get all of them but it's possible. Assuming you do (without criting) you're getting an average damage of (assuming you have the strength belt):
Strength-9
Challenge-24
Bracers of Archery-1
Within 30 ft-1

Standard Weapon damage roll-1d8
Enhancments-1d6 flaming, 1d6 shock, 1d6 corrosive, 1d6 frost, 1d6 extra when challenging

All x7

total damage: 7d8 + 35d6 + 245 ⇒ (4, 3, 3, 8, 4, 7, 7) + (3, 2, 4, 3, 5, 3, 2, 4, 3, 2, 3, 3, 6, 2, 6, 4, 4, 6, 2, 2, 5, 4, 4, 6, 1, 1, 2, 3, 3, 3, 5, 6, 2, 5, 5) + 245 = 405

With an average total of 399 (divided up for DR as 301 piercing 24 fire, 24 frost, 24 acid and 24 shock)

Any damage reduction should only apply once assuming it isn't overcome with your equipment.

The damage would go up by 7 if you put your stat boots purely into strength. It's also possible that I missed some wondrous items so it there is something better for the build then use that. The feats can be done in a number of ways, this was done with the intention of maximizing damage but also protecting the rider. Criting wasn't added and will of course increase the number above but a decent amount while also adding bleed. Other factors will apply.

Also, I've already factored in a speed weapon and it reduces the total average damage by 27.


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Ring of Splendid Security
Look like you're wearing and holding pretty much anything and it has the added bonus of basically being a pimp's ring choice.

Plus it's got functionality but whatever, PIMP RING!


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The Golux wrote:
Michael Grate wrote:
As for the reason, our main GM came from a campaign which had an absurd level of 'race to the top' and he felt these items were too overpowered being a flat +6 to all stats when combined. So these and any wondrous item that gives a flat stat boost (such as the Snakeskin Tunic) are banned with the exception of the single stat boosting belts or headbands of which we could buy 2 total but could use both at once despite normal limitations.
...Did you tell him that that is actually cheaper than having to use the combo belts, since the second halves of those cost one and a half?

No but we were able to mix and match as we wanted (so headband/belt was a viable option) so the idea here was basically to allow us to boost any 2 stats but limit it to that. besides, it would end up being somewhat unfair to those who wanted just physical or mental stats because then we would pay more for the same 2 stat boosts just for having 2 physical choices.

Plus I'm not telling him that it would be more expensive. He's already doing his best to limit our ability to buy things, I don't want to give him more ideas.

Purchasing power, another taboo thing. If you have it, it will be limited in the game I'm in.


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Rennaivx wrote:
Knitifine wrote:

Oh yeah.

I think unofficially torture is banned in our games. But that was more after several uses in different circumstances that proved that roleplaying out any scene that includes torture was.

1. Awkward
2. Nonproductive over the alternative "X endures/endured torture by Y"

Yeah, it was a backstory thing for her, so I didn't go into any detail, really, and didn't roleplay it out or anything. Just explained why the holy warrior half-orc was covered in tattoos over most of her body. :)

Combining those with Damnation Feats could make for a really interesting and extremely dark character. I've actually been thinking something like this up for some time but haven't made the character yet.


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Also, the Rod of Cancellation is extremely taboo. Optimized right, you have a character with a method of teleportation, the quickdraw feat, TWF and a few of these can cost a PC with a low will save a fortune. And I'm pretty sure finding someone who will cast wish or miracle multiple times will be annoying and/or expensive (unless you have a kind person able to cast these in the party, of which we have neither)

We have a fighter who has the Boots of Teleportation, the Belt of Giant Strength and the Belt of Incredible Dexterity all of which I paid a fortune for (for the two belts the GM wouldn't me for anyone, he has a -2 or -3 for charisma, and what you pay is based on what you roll for diplomacy so yeah, that went well for him). He also has a low will save and the DC is 23. With the proper setup it would cost someone 33k gp to cost him 150k+.


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lemeres wrote:
Michael Grate wrote:
As for the reason, our main GM came from a campaign which had an absurd level of 'race to the top' and he felt these items were too overpowered being a flat +6 to all stats when combined. So these and any wonderous item that gives a flat stat boost (such as the Snakeskin Tunic) are banned with the exception of the single stat boosting belts or headbands of which we could buy 2 total but could use both at once despite normal limitations.

Ah, fair enough. I can somewhat understand, since it can force a hard choice or two (since you have to abandon at least one stat), and that could potentially add an interesting element.... although not sure how well it works in practice (you see a lot of +int+wis headbands, don't you?)

And I suppose you also see either str/con or dex/con belts, with the former going to full plate users, and the latter going to light armor characters.

I like the idea, but unsure about its execution, since most characters do not use more than 4 stats at a time. Regular archers at least have to grab str/dex though, so some tough decisions do appear.

Our fighter took Str/Dex because he's a Strix so using his Armor training and making the armor mithral he could use his full plate without penalty.

I'm a cavalier who's charge happy so I have on Rhino Hide which will upgrade to Mammoth Hide (ISC). But that means I'm at the limit of my max dex bonus with my +4. Being a front liner I decided to go Str/Con (which he was nice enough to allow a retroactive hp increase for buying).

We have a Magus. Shee went Int/Dex because his character is Bladed Scarf Dancer and she has the Spell shield Arcana giving him a 53 or so AC whenever she would get hit.

We have an anti-paladin. He went Cha and I believe dex though I'm not sure.

There was some thought that needed to be put into the choices for sure (I was considering going CHA because I'm the diplomacy guy and I have the Moment of Triumph ability, but besides taking up the headband slot the GM ruled that we can't use wondrous items on diplomacy and the ability only works once a day.)

Also to keep on topic, anything 3rd party is banned but we can pretty much make things up so long as proper approval is acquired.
Breaking the system is Taboo because that tends to mean the enemies and NPCs gets buffed and good.


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lemeres wrote:
Michael Grate wrote:

Four armed, Dragonrider, Godling wearing The Headband of Mental Prowess and The Belt of Physical Might

Each of those things are banned individually in our game so as a joke this is now the most banned thing.

I can understand how the creature part got banned (each of those have problems within the normal rules)

...but how did the items get banned? Heck, even if I wrote the headband off as 'caster buff', how did the basic stat booster for melee characters get banned? I can only see the pre-errata witch doctors and kineticists making that trouble.

Actually, why is it the 'bonus to two stat' version that got banned? Is the one that gives bonuses to three stats allow? ...is this just a tax for stat enhancement (forcing the dex character to take str, forcing anyone other than sorcerer/bard/oracle/etc. to take cha)?

Woops, I linked the wrong ones, although those two are banned anyway, it should be Headband of Mental Superiority and Belt of Physical Perfection

As for the reason, our main GM came from a campaign which had an absurd level of 'race to the top' and he felt these items were too overpowered being a flat +6 to all stats when combined. So these and any wonderous item that gives a flat stat boost (such as the Snakeskin Tunic) are banned with the exception of the single stat boosting belts or headbands of which we could buy 2 total but could use both at once despite normal limitations.


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Myrryr wrote:

I made a sorceror, a face who pumped diplomacy, bluff, sense motive and specialized in Illusion magic.

After I talked our quarry that we were hired to kill into joining us and taking over the entire dwarven settlement who were going to pay to kill these things, the DM began to worry (I hadn't cast a single spell).
Oh, we managed to do that again with a very high level barbarian kingdom that went around riding dinosaurs.
We were still lvl 5 and I hadn't cast a spell.

I love you


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Four armed, Dragonrider, Godling wearing The Headband of Mental Prowess and The Belt of Physical Might

Each of those things are banned individually in our game so as a joke this is now the most banned thing.


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1. If my mount moves through a threatened square while I'm riding it, do I provoke as well. As simple as this question sounds it's important, especially in the case of Overrun where my mount has improved overrun (doesn't provoke) but I don't.

2. I have my own action pool I can use along with my mount having a (mostly) separate action pool to utilize, so:
A) Can I attack while my mount is moving? Or more specifically, can my mount use it's double move action while I utilize a standard action (attack) somewhere in the middle (for the sake of simplicity we can assume it's at the end of my mount's first move action before beginning the second).

B) Does drawing a weapon count as a move action (because I'm not moving) or free action as part of a move (because my mount is).

C) Mounted Charging and charging while mounted are considered the same thing but are me and the mount making two different charges at the same time essentially?

3. What takes place during a flying overrun? More specifically what happens if I beat someone by 5 or more. Failure and success by 4 or less seem straight forward but success by 5 or more results in the opponent being knocked prone. Is this a trip situation where a flying opponent can't be knocked prone (like they can't be tripped) so this is ignored or is there something special that happens in this case?

4. A) How does an overrun work? I have two different sites saying two different things:
(http://www.d20pfsrd.com/gamemastering/combat#TOC-Overrun)

This site lists it as a standard Combat Maneuver against the opponents CMD. It also says that is can be part of a charge and that to knock someone prone, you have to beat their CMD by 5 or more.

(http://www.d20srd.org/srd/combat/specialAttacks.htm#overrun)

This site says that an overrun is done using ones strength (with bonus/penalty for size difference) against an opponents Strength or Dexterity, never mentions a charge and seems to indicate that an overrun automatically knocks an opponent prone.
(This site might be outdated but I'd like to make sure)

B) Going back to my first question, if my mount is doing the overrun, who provokes?

C)If I make a mounted charge against an opponent but between us is another opponent, can my mount use its charge action to overrun (thus not getting an attack on the farther opponent) and I continue to make the charge attack against the farther opponent (assuming success)? This sounds like Charge Through but from my reading the purpose of that is to allow my mount to be able to make an attack against the farther opponent along with the Overrun (or myself if I were doing the maneuver instead).

D) If my mount has Greater Overrun and is able to knock an opponent prone during a charge, can I make an attack of opportunity despite being in the middle of my charge or does this count as the attack I would make normally at the end of my charge? If I can make a normal AOO, does the attack still get the standard charging benefits (Lance, Spirited Charge, Cavalier's Charge etc.) or would is be a regular attack?