Talgoren

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Forgive me if it has already been aswered before (I haven't read all 548 previous post :P )

From what I've read will class progression look like how talent tree worked in D20 Modern, as when you pick a class, at a given level, you have the option to pick a talent (or feat in the case of PF2e) and as you level, you have the option to specialize more into that talent tree, or pick a new one to diversify your options? The same could be said for ancestry, skill and general feats?

If so I think it may be quite interesting, as long as you try to avoid trap options just because you want to get the feat next in the talent tree.
Or would you go with broader feat like 5e that have more than a single bonus, and at least one can be use in a wider range of conditions?


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One of the best move we made when switching to 5e, was to stop using grid and miniatures. Combat are more fluid, take less time and look less like a tactical game, which suit best our group.


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As someone who loathed FR for a long time. I gave it a try when the Sword Cosat Adventurer's Guide came out. While 90%+ fluff in this book, I was agreably surprised. If you come to the setting with an open mind, and don't know much (or ignore) its lore, this book, gives you a general feel of the world, and just enough information about the different cities and areas without shoving to much FR lore. I found it quite similar to the Greyhawk Gazeteer of early 3.0, but with less statistical data.

Our group use it as a generic setting, and benefits from the small descriptions for each notable places and cities. Certainly drow and tiefling are more present than in Greyhawk, but they are still quite rare. In our group drow isn't allowed as a character race, and tiefling, dragonborns, half-orcs, and gnomes are restricted to a one (of this list) per party, and suffers in social situation, especially in small comunity, less in waterdeep.


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I don't want a PHB2. What I want is new archetypes, spells, feats and the like into campaign setting book. Something similar to what they did with the Sword Coast Adventurers Guide with the Battlerager, Bladesigner and Purple Dragon Knight. Setting books could be more balanced between fluff and crunch than what SCAG was.


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They wear plot armor of buyancy, no other explanation needed ;)


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At first in 3.0 PrC were a good concept for organization, but it soon became a reason to publish more and more books without any consideration to balance or how to integrate them story wise.


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It's may be just me, but I don't want PrC at all. 5e don't need PrC for the sae of PrC, and even it they were only limited to organization, I'm not sure I want them. I think archetypes are a good substitute.


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Mike Mearls said, that Eldritch Blast omission was an error that should have been fixed now.


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What I wrote in the survey, is that if new material (classes, races, archetypes, etc.) comes out it should be tied to a setting, in a setting book. So if a DM wants to allow some of the new stuff, it will be easier, that to try to ban new material from a PHB2.


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The more I look at it the more I think the reason behind this SRD is not for players to have access for free to the rules, it's for 3rd parties to have a basis to refer when creating new content.
You see, when creating new material a developper can create new sub-races for each races of the PHB, same goes for classes archetype, background and feats. When creating an adventure, you have access to pretty much all monsters and have good example on how creating your own.


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Lorathorn wrote:

No, you still can't use protected properties like Dungeons and Dragons, D&D, beholders, etc etc.

You can if you use their Dungeon Master's Guild though, but that's another thing entirely.

There's no feat listed in the PI, hence my question as if one could name an existing feat without describing the mechanics. Same if you'd creat a class archetype that would use Battle Master Maneuvers.


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thejeff wrote:
Mordo wrote:
WotC learned from their mistakes, they didn't put everything (only one subrace per race, fewer archetypes, only one feat, etc.) in the SRD so one could not produce a "Pocket Player's Handbook" like we've seen in the past.

So is this just the Basic version in SRD?

Or somewhere in between that and the full deal?

It's much more than the basic SRD (it's 398 pages long), as you have all races and classes (but only a subrace/archetype for each). They include one background and a single feat, but I believe they did this as a template so 3rd party will be allowed to produce more background and feats. Yet it will prevent someone from copying evething in the PHB. Don't know if you could reference a feat not in the SRD just by name though.


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WotC learned from their mistakes, they didn't put everything (only one subrace per race, fewer archetypes, only one feat, etc.) in the SRD so one could not produce a "Pocket Player's Handbook" like we've seen in the past.


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We had a similar discussion about Bonus Actions on GitP forums and here's a clarification of the different type of things you can do in a round:

Quote:

In a round each character take a turn on their initiative count. (Thief's Reflex allow the character to take a second turn at initiative count -10 on the first round of combat)

PHB p. 189 indicate what your turn is:
- Move (further detailed under Movement and Position)
- Take one action (most common actions are described under Actions in Combat)

On p.192 of PHB, the following are listed as Actions in Combat:
- Attack (extra attacks are resolved within this action)
- Cast a spell
- Dash
- Disengage
- Dodge
- Help
- Hide
- Ready
- Search
- Use an object

Then they explain that certain class feature or spell let you take a bonus action and that you can take only one bonus action on your turn.

Under other activity on your turn, it is said that you can interact with one object or feature of the environment for free. Interacting with a second object you need to use your action (by taking the Use an object action)

Furthermore, it is said that special abilities, spells and situation let you take a special action called a reaction. You cannot take an other reaction until the start of your next turn.

So that's pretty straight forward, you can move and take one action during your turn, some abilities or spell let you take a bonus action in addition, and specific trigger may let you have a reaction.
Just to be clear, you don't get a bonus action and/or a reaction every turn, you get them under specific circumstances, and when you get one and/or the other, you only get it once on your turn.

It's one of the few area of 5e that the rules are well detailed and doesn't allow much interpretation.


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About the Ranger Beastmaster; it's not a weak class, it's pretty strong in fact, the problem is that in order to keep the class in check power wise,they had to put some action economy for using your companion, so you end up with a companion doing nothing unless you spend an action to tell him what to do. This cause the feeling that your companion feels like a robot more than a living being. But if you can somehow put that feeling aside, the class is pretty good.

As for class balance in general, we haven't seen a Barbarian yet at our table, but for the rest most of the classes have their strength and weakness and complete themselves pretty well. No one felt that the option they choose was completely useless to the party.


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I find the 30 min episodes, just perfect. I think over time 1h episodes would bring repetitiveness in the plot. On the other hand, the 30 min format gives us our weekly dose of gore and comedy with just enough plot developpement to get us hooked and wanting for more :)


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I guess PRC can be usefull for organisation. Let say a fictive knightly order of griffon rider. The PRC would rant some abilities about riding a griffon. Should that class only available to Fighter, or Paladin, or Cleric, etc.? That's the limitation of sub-class. Instead, a PRC could allow you to multiclass for a few level into the Griffon rider PRC, watherever is your class, as long as you meet the requirement.

On the other hand they should be geared toward fluff and cool concept and make you less powerfull than going full class with your base class. You choose to get level in a PRC in order to push forward your concept, not just to mechanically boost your character.

Maybe a limit to a single PRC per character...


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Just to let you know, Rich tweeted about Strip 1000 coming out later tonight, but in the mean time, he announced the release of the books in PDF format !


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2nd edition isn't as bad when the math is done by a computer :)


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You need to remember that skills are basically just an Ability checks and the difference between a skill your procifient in, and one you aren't is +6 at 20th level. +12 if you have Expertise. So basically you can make any skill checks you want. You just won't be as good. It's not the same as in 3.P, that if you didn't max out your skill points you would fail miserably on any skill checks, you weren't proficient in.


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Actually, you can use downtime to train in a new language or set of tools. I believe that the DMG expand this to skills and feat with your DM approval.

Training last for 250 days and cost 1 gp per day. For feat I'd either up the cost or send the pc on a quest to find a tutor.


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What's in the box? wrote:
SmiloDan wrote:

You can use the Herbalism toolkit to make a potion of healing, too.

I saw this in the players handbook as well, but... How? There weren't any instructions for it or an equivalent exchange nod that I could find (I was not exhaustive in reading the book so I may very well have overlooked it). I didn't see anything about HOW you would use tools to MAKE stuff: Like Alchemists tools to make Acid flasks... I tried finding that too...?

I am confident it is stated plainly in the book and just in an odd section (kinda like DR and Enhancement bonuses in PF... that $#!+ irritates the #311 outta me).

How to make healing potions, alchemist fire, acid flask, poison, and the like is up to the DM.

GitPG user Fralex, did a nice job writing down rules for foraging, and potion crafting, including a list of recipe for a lot of potions and alchemy concoction.


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Like Morzadian said, we need more "grey"! As it was stated before, in Greyhawk, nations could war one against another, and few years later be allies against some other neighbour. The grandest order of knights was composed from followers from both Hextor and Heroneous, with an intense rivalry between the factions, but still working toward a common goal.

That's the kind of stuff that I think is missing from modern campaign settings.

I know it's far more work, but some kind on mini-campaign setting, a few nations, free cities, trading port, with interaction, political intrigues, between them. Good background history for each of these. You could add a few human ethnicity with each their own pantheon, that must live together. You can do so for other races as well.


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First, nostalgia; it's mostly the first D&D setting, alots of spells bear the names of great GH wizards, many deities originate from this setting as well.
Other than that, what I like is that nothing is black or white, good nations may war one against the other for territory, ethnicity, and/or religious belief, it doesn't need to be always, fight the evil overlord.
Compared to the Forgotten Realms, it feels a little bit closer to medieval fantasy than high fantasy.

But I must say that I'm biased toward Greyhawk, especially compared to FR.


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At first glance, here's what I like:

- Bounded accuracy
- Far less feat (but more revelent one)
- Mobility while attacking
- Flavor text to spells like Knock and find traps that keep rogue speciality specials
- System is less rule dependant
- Concentration check for some spells (but I will probably house rule that, you get a +2 to DC for every spell you maintain, this may be more flexible but won't allow caster to cast loads of buff spells)
- weapon properties like finess instead of feat


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New strip is up !!!
Collision Testing


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Odraude wrote:
I wouldn't play. Too slow. While I like to enjoy my levels for a bit, I also like to get to the next level before I turn 30.

On the other hand, I prefer slow progression track, because I like low level play and to me it's completely raisonable that a character may die of old age without reaching his fifth level :)

It always depend of the style of play :)


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Actually I would prefer a redesign of the core rule book to be more accesible to new player as the Beguiner Box is. Maybe threw in a few fix that have been discussed but not implied because they won't fit in the actual CRB formating.


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None taken, when it comes to ambiguous wording that open for different interpretation of the rules, conflict opposing different point of view is inevitable. It is good to debate on the topic for a while but when it becomes more bickering than discussion, we should all cool down and accept that not everybody have the same opinion. Also as someone doing alot of house ruling I don't care that much about RAW :P


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@ Khrysaor: I think we've been arguing long enough on the interpretation of Master Craftsman. It is clear that Ciretose have a different understanding than you and I and it's fine.
Now based on Ciretose view, he propose changes to the system to improve his playstyle, we should now be discussing how these changes to find how we can make Ciretose game, and anyone else game that are in the same situation, better. Otherwise, if we don't have anything constructive to add, we should just step down and let them discuss about it.

Goblin Squad Member

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Blessed Healing Goggles??? :P

Could be a nice item to create though
These rare goggles, bear the mark of [insert your favorite healing deity] and allow the user to spot any injuries. User gets a +5 to heal check :)

Goblin Squad Member

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I must admit I'm not a MMO plyer, but I do keep an eye on the Pathfinder Online Kickstarter, and I've just find out about "Daily Deals" I really like the background description of the items so far, and would like to incorporate some into my home Pathfinder game. I also realized that previous deals are gone from the kickstarter page.

Is there anyone who copied, or kept track of all the items so far?

If not, can we use this thread to keep a list of all the items (with pictures) as soon they are online so for those like me that wat to add a little fluff to their game can get all the Daily Deals in one place?

Thanks


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If there should be a Pathfinder 1.5 the only thing that I wish for is that they rearrange the formating to be more like the Beginner Box layout. It was clear and easy to use, much more than trying to search back and forth in the Core Rule Book.


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A legendary weapon system that work or at least a good system that allow you to customize/personalize your weapons/armor/gear that can give you from small to big benefits


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What I'd like to see in a distant future:
- an urban adventure where the Characters thrives to reach the top of society and seize the power or work to place someone at the top.

- a sandboxy adventure akin to kingmaker, where players are Ulfen raiders/sailors that try to establish their community/clan as a new player to be reconned with.

And what I'd like to see sooner than later:
- a new AP around one of the Runelords that while stand alone will expand on RotRL


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I tried to bring the beguiler to what I always thought the bard should be, a versatile roguish manipulator.

I pumped it's fighting abilities a little bit, by raising its Hit die to d8 and baste attack to average progression. Since I didn't want to convert all the spells from PHB2 I tried to replace them with other spells that I thought should be appropriate.

I did not try to fill out the dead level as I thought that the class was powerful enough.

Feel free to comment.

Thanks

Spoiler:

Beguiler

Alignment: Any
Hit Die: d8
Base Attack bonus: average
Fortitude: weak
Reflex: good
Will: good
Class skills:
The beguiler’s class skills are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (all) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Stealth (Dex), and Use Magic Device (Cha).
Skill Ranks per Level: 6 + Int modifier.

Class Features:
All of the following are class features of the beguiler.
Weapon and Armor Proficiency: A beguiler is proficient with all simple weapons, plus the longsword, rapier, short sword, hand crossbow, and short bow. Beguilers are also proficient with light armor and shields (except tower shields). A beguiler can cast beguiler spells while wearing light armor and use a shield without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a beguiler wearing medium or heavy armor incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass beguiler still incurs the normal arcane spell failure chance for arcane spells received from other classes.
Spells: A beguiler casts arcane spells, which are drawn from the beguiler spell list. When a beguiler gains access to a new level of spell, he automatically knows all the spells for that level on the beguiler’s spell list. A beguiler can cast any spell he knows without preparing it ahead of time. A beguiler also has the option to add new spell to his existing spell list through the advanced learning class feature as he increase in level.
To cast a spell, a beguiler must have a Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a beguiler’s spell is 10 + the spell level +the beguiler’s Intelligence modifier.
Like other spellcasters, a beguiler can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on the following table. In addition, he receives bonus spells per day if he has a high Intelligence score.
Trapfinding: A beguiler adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A beguiler can use Disable Device to disarm magic traps.
Cloaked Casting (Ex): Starting at 2nd level, a beguiler’s spell become more effective when cast against an unwary foe. The beguiler gain a +1 bonus to the spell’s save DC when you cast a spell that targets any foe who would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not).
At 8th level, the beguiler gain a +2 bonus on rolls made to overcome the spell resistance of any affected target.
At 14th level, the bonus to the beguiler spell’s save DC increase to +2.
At 20th level, the beguiler become able to overcome the spell resistance of any affected target.
Surprised Casting (Ex): Starting at 2nd level, when the beguiler successfully use the Bluff skill to feint in combat, the beguiler target is denied its Dexterity bonus (if he has one) to AC for the next melee attack the beguiler makes against it or the next spell the beguiler cast. The beguiler must remain in melee with the target and the attack or the spell be cast on or before the beguiler next turn. The target is not consider flat-footed and therefore can make attacks of opportunity against the beguiler if he don’t cast defensively.
At 6th level, the beguiler may feint in combat as a move action instead of a standard action. If the beguiler has the Improved Feint feat, he may now feint in combat as a swift action.
Advanced Learning (Ex): At 3rd level, the beguiler can add a new spell to his list, representing the result of personal study and experimentation. The spell must be from the Sorcerer/Wizard spell of the enchantment or illusion school and of a level no higher than a level he can already knows. Once a spell is selected, it is forever added to the beguiler spell list and can be cast like any other spell on his list.
A beguiler adds any other new spell at 7th, 11th, 15th and 19th level.
Silent Spell: At 5th level, the beguiler gains Silent Spell as a bonus feat.
Still Spell: At 10th level, the beguiler gains Still Spell as a bonus feat.

Spell list:
0 level: Dancing lights, Daze, Detect magic, Ghost sounds, Message, Open/close, Prestidigitation, Read magic
1st level: Charm person, Color spray, Comprehend languages, Detect secret door, Disguise self, Expeditious retreat, Hypnotism, Identify, Mage armor, Magic missile, Magic weapon, Obscuring mist, Silent image, Sleep, Ventriloquism
2nd level: Alter self, Blur, Daze monster, Detect thought, Fog cloud, Glitterdust, Hypnotic pattern, Invisibility, Knock, Minor image, Mirror image, Misdirection, Scare, See invisibility, Silence, Spider climb, Touch of idiocy
3rd level: Arcane sight, Clairaudience/Clairvoyance, Deep slumber, Dispel magic, Displacement, Glibness, Greater magic weapon, Haste, Hold person, Invisibility sphere, Major image, Nondetection, Slow, Suggestion, Tongues, Zone of Silence
4th level: Charm monster, Confusion, Crushing despair, Detect scrying, Greater invisibility, Locate creature, Rainbow pattern, Shout, Solid fog
5th level: Break enchantment, Dominate person, Feeblemind, Hold monster, Mind fog, Nightmare, Seeming, Sending, Telepathic bond
6th level: Greater dispel magic, Legend lore, Mass suggestion, Mislead, Repulsion, Shadow walk, True seeing, Veil
7th level: Ethereal jaunt, Greater arcane sight, Mage’s sword, Mass hold person, Mass invisibility, Phase door, Power word blind, Project image, Simulacrum, Spell turning, Vision
8th level: Binding, Demand, Discern location, Greater shout, Mind blank, Moment of prescience, Power word stun, Scintillating pattern, Screen
9th level: Dominate monster, Etherealness, Foresight, Mass hold monster, Power word kill, Time stop, Weird