The Player's Guide is not exactly clear on the functioning of animated ships.
We kinda drew a parallel between a horse moving on its own and a horse with a rider performing Ride checks, but I'm looking for different opinions -expecially considering different movement modes :)
brvheart wrote: "Targets one Small object per caster level; see text. An animated object can be of any non-magical material. You may animate one Small or smaller object or a corresponding number of larger objects as follows: A Medium object counts as two Small or smaller objects, a Large object as four, a Huge object as eight, a Gargantuan object as 16, and a Colossal object as 32. You can change the designated target or targets as a move action, as if directing an active spell." It was done through the Craft Construct feat (and no small amount of money, I must say). Animated Object:
CL 11th; Price as determined by CR CONSTRUCTION REQUIREMENTS
No, I wasn't worried about players trying to sail through the Eye, one could argue that such a shortcut would invalidate the whole race. More about the ship's ability to basically evade any kind of nautical hazard such as monsters, other ships and doldrums.
I'm surprised nobody mentioned flying ships (Animated Objects). I have a PC Witch heavily focused on crafting items, and currently the ship is an animated object with flying and swim speed. We had to fill the gaps in the Player's Guide entry for Animate Object (which is quite vague) How would that affect the regatta? Any thoughts on the matter?
I'd like to share with the board my experience with what I'd define "an entitled player".
Campaign anecdote #0:
Upon suggestion that the campaign will be extremely difficult without a healer, problem player states that the DM will just have to add more potions. Refused by the DM. Campaign anecdote #1:
Upon being constantly outperformed by the other melee character, problem player starts grumbling on how overlapping roles in a party does not lead to much fun. Campaign anecdote #2:
Group is often thrashed due to not having a healer -and- dumping party loot in potions. Problem player states that the DM should add a healer NPC to the group. Refused by the DM. Campaign anecdote #3:
Problem player never brings his own dice; upon asked why, he states that they cost too much. He is gifted a simple set by the DM, but constantly forgets them at home; upon asked why, he flat-out says that is "unthinkable" to ask him to remember. Campaign anecdote #4:
Problem player decides to multiclass into Cleric; an experienced player, he memorizes spells reading only the small description in the index; this results in his confusion and disappointment. Upon asked to know spell's duration, components and other traits, he states that is the DM's job, not his. Refused by the DM. Campaign anecdote #5:
Problem player slows game to a crawl as he checks his spells during battle. He is lent a Core Rulebook by the DM to browse at home, and once again defines the idea as "unthinkable". Campaign anecdote #6:
Problem player halts a gaming session for half an hour during a climatic battle while calculating stats for "Summon Nature's Ally". He states it's the DM's fault for not having the monster's stats ready. Refused by the DM. Campaign anecdote #7:
Problem player notices the lack of a "blaster" type caster. He volunteers to pick the Leadership feat to gain a Sorcerer cohort. He applies to his cohort his mentality regarding his own spells. Campaign anecdote #8:
Problem player constantly cancels gaming sessions at the last moment. A recently added fourth player leaves the group because of this. Campaign anecdote #9:
One day, problem player phones in and announces that he is not coming to play and he's leaving the group, with no excuse or forewarning. That same night, after 1 year and a half, the campaign ends in a TPK due to not having a healer at level 11. So this is how I'd define "entitled": an out of game problem in behaving like a reliable, level-headed human.
Hello James!
2) This is a very strange question: how much "freedom" does the caster need in relation to the item he's crafting? Does he need to manipulate it? Touch it? See it?
Thanks in advance for your answers :)
Technically, Creation, Stasis and Entropy are true neutral. Being spirits, they do not and cannot have a different agenda than being what they are. But the Old World of Darkness has an interesting take on this: Stasis, perhaps influenced by humans, starts to adopt their worldview and to see itself as the weakest of the three concepts -who are supposed to work in balanced cycle.
Mortals may see both Destruction and Stasis' actions as "evil", when the truth is that a fundamental, cosmological balance has been broken.
I have a (hopefully) rather interesting hook regarding a possible future development between gods and mortals.
EDIT: In the meantime, I'll just throw in an idea. I'm not really good at writing flavour, so I'll be brief.
And their consequences:
I'd be willing to expand on this should it be deemed interesting.
TL, DR:
Why would I take the Soulforger archetype instead of the "Craft Magic Arms and Armors" feat?. So I'm about to play in a Skull & Shackles campaign. My character concept is an elf arcane caster with a focus on creating magic items, weapons and constructs. Since I still don't know if we're going to play gestalt, I'm focusing on the Magus. Bladebound, to be exact. Then I take a look at the Soulforger, and I'm not quite sure I'm reading it right. It seems almost self-limiting and contradictory: I'll try to address the issues one by one. 1) The Soulforger is focused on the creation of "armaments of surpassing power": while he *can* craft himself a very good weapon, by class features it will almost certainly be the only weapon he will ever wield, thanks to his Spell Combat and Spellstrike limited to his Bonded Object only.
2) Since he gains his ability to "craft" a magical weapon through his Bonded Object ability, by class features the Soulforger is completely unable to craft magical weapons for his allies. Even stranger, he is also unable to craft himself a magical armor.
3) The Soulforger adds his Magus level to all Craft checks to manufacture weapons, armors and shields -as well as skill checks for crafting Magic Arms and Armors.
So let me get it straight: all of this archetype's features are focused on crafting his weapon and that weapon only. The archetype is so nerfed while not wielding his weapon (no spellstrike and spell combat, spellcasting is impaired) that he becomes, combat-wise, a rogue with no sneak attack (a disadvantage; situational, but a disadvantage nonetheless).
Soulforger baffles me. A character without this archetype can do everything it can, only slower.
Am I ignoring something? Something about this archetype, the Magus, the item creation rules... an errata somwehere?
Archaeik wrote: You cannot stack Mot4W and Tetori, they both replace Timeless Body. True. One more reason that makes this build invalid. Urath DM wrote:
This leaves me more confused than ever. Does it mean that a Quigong monk -must- chose which of his class features he's going to trade at 1st level? Urath DM wrote: you cannot justify the "legality" of any combination based on sleight-of-hand with class abilities at specific levels. It needs to be a legal combination from 1st level onward, or it is a no-go. Now this is what I meant when I said "confused". While I understand what you are saying about being legal at 1st level and the difference with prestige classes, that seems to be implicit with archetypes only because they can't be implemented partially (that is, one must accept all of their class abilities) by RAW -and- most of them require you to trade some ability right at 1st level.However, there are some archetypes that do not literally come into play until 4th level (I think Monk of the Healing Hand does), so that begs the question whether one should declare such archetype at 1st or 4th level.
The first option seems a little... artificial, and does open up discussions such as the possibility of weird archetype hybriding, so, yes, it seems that the Quigong monk is more like a patch to the standard Monk than an archetype.
[Edit: wrong section, this should go into Rules Question... my bad :( ]
Alas, upon further inspection, the two archetypes are not compatible for they both require giving up the Abundan Step class feature. But then I took a closer look at the Quigong Monk, and it seems almost to good, so please tell me if I am wrong. 1) Quigong Monk is a normal monk archetype and can stack with other archetypes.
So, question: is it possible/legal to:
End Result: A full Tetori/Monk of the Four Winds hybrid that gains Abundat Step "two times", one at 12th level and the other at 15th, both traded for different abilities from the two archetypes.
Weird discussion I had with a GM I'm not going to play with.
This quickly became an ugly argument filled with passive-aggressive one-upmanship regarding rules lawyering and general Golarion knowledge. Whathever, I'm going to decline their offer to play so no problem. But the question still stands, just how magical Golarion is compared to other "standard" fantasy settings? Just to be sure I haven't lost something written in some obscure manual.
Winterschuh wrote:
Ooh, good one. Never thought about it. It's probably the only situation where the concept of abstract HP becomes a nuisance. I'd say Fast Healing applyes in the fraction.
GeneticDrift wrote: A ghost wouldn't be upset if it was normal to destroy the body. They probably have a rite for that too. Yeah, I was reverse engineering the context. Like, "there are graveyards" so there must be a reason for it. Actually, there is a very sound reason: Hallow.
Perhaps it's due to the fact that undeads are evil and also necromancy does not have that good reputation. It's bad, it's evil, it's against the law: no necromancer is going to prance around graveyards undisturbed looking for body parts to create undeads.
Ettin wrote:
You see, that could work in certain games. Under Pathfinder, "mastery of the game" is a useless concept because PF is not (by default) a competetitive, PvP or PvGM game. There are games that work that way, RPGs at that, in which the rules force GM and players to play as opponents (one springs to mind, Agon). Unless one is a sadistic, killer GM (and probably not a nice person IRL), there is absolutely no need for a player to discover the hard way that some option he took performs poorly.
The funny thins is that, quoting Monte, this particular game design philosophy that "rewards mastery of the game" just ends up with a lot of stuff thrown into the garbage. If mechanical equality is not a goal worth pursuing (either because of limited resources or a deliberate decision), then those options that are not deemed competitive will just be forgotten by the competent player or GM (the so-called "trap option"). This is a waste of company resources, space and man-hours -but that's a waste Paizo is allowed to make, given that Pathfinder is theirs and theirs alone. Obviously, while not every feat is going to work for every build (and that's perfectly fine), the very act of designing a feat or spell or class feature in a deliberately "imperfect" way ("We could've make it work better") baffles the buyer & reader, and leaves him frustrated. Why?
It really seems a cheap way to not admit mistakes, though.
Doomed Hero wrote:
Yes, I'm quite adept at posting wrong rules lately. Oh, well...
Every player wants to feel a badass. Some would cackle with glee at the idea of using an extremely optimized grapple-focused monk against casters. Others would have wet dreams at the idea of grappling a t-rex or an iron golem on equal grounds. Some players get to "feel badass" by defeating enemies that they percieve as "strong", others do by bullying enemies that they percieve as "weak".
Benchak the Nightstalker wrote:
There was a feat in 3.5, "Heretic of the Faith", which granted you the same ability as the Separatist. Only that you had to somehow justify your choice with the GM.
GâtFromKI wrote:
Again you are taking my general examples and making them specific, inverting cause/effect and filling the blanks with lots of arbitrary assumptions such as "the rogue", "ask his enemy", "the spell he needs" in a "spellbook found by chance" and the like. It's cool, it's cool. You clearly can't see what I was trying to say (especially the part about playing NPCs efficiently), it's probably due to some differences between our gaming style. No point in arguing any further.
GâtFromKI wrote:
Please. Either you are playing this scenario with an "evil guy" deliberately dumb, or you are not considering different possibilities:1- Scrolls. Evil one wants a spell, he handles the scroll to the wizard and says "cast". He obviously does not gives away offensive or potentially harmful spells. 2- Wands. As above. 3- Staves. as above, with the added bonus of a possible higher caster level. 4- Generic magic object. "I want to use this crystal ball to spy on my enemies, but cannot do so myself. Wizard, do it!" 4- A different spellbook (things are getting interesting): the evil guy handles the wizard another spellbook with, say, a few selected spells necessary for the work to be done (no flesh to stone). I don't know if this is possible in Pathfinder, but under 3.5 I remember there were rules for a wizard "attuning" and being able to prepare spells from spellbok he did not wrote. 4b- (alternatively) Evil guy handles wizard scrolls and a blank book. "Scribe them, prepare them and cast them when I say so" Bonus- Wizard is surrounded by enemies while casting, one funny move and he's dead. (And, if I remember correctly, in PF rules you are no longer required to know or having prepared a spell listed as "prerequisite" to create a magic item, it just raises the Craft DC.) Mind you, all of these are pretty specific scenarios and unlikely to ever happen in a standard campaign.
GâtFromKI wrote:
Yes, absolutely. As before, this are not things likely to happen in 7 out of 10 campaigns -but TPK do happen, and I've had my share of players willing to switch sides and surrender instead of seing their characters killed and ending the campaign. I even remember it was in a book, somewhere, as an advice for GMs to have enemies offer surrenders in case of a TPK. Not only it can be an interesting RP opportunity, but it rewards player who plan for certain situations (defeat) with cunning. What I'm saying is: if the GM goes out of his way to enforce ANY of these scenarios on the PC, then yes, he is being a dick.
stringburka wrote: We're still not talking about some random pickpocket This. A wizard's spellbook can be targeted for theft for a number of different reason. Granted, "to sell it for cash" is clearly the least profitable. It can be used for blackmail, for example: steal it to force the wizard to comply with some strange request (craft me a golem, go slay my rival, enchant my weapon, cast some spells for me). And, before you even mention it: yes, this angers the wizard and no, this does not mean that he will sudden mobilize half of his resources and friends to lay certain death on who stole the spellbook. That's revenge, and not all characters are keen to go such lengths: perhaps the wizard is a traveling adventurer with no time to lose, perhaps he is famous for being a NG pacifist-wussy, perhaps he is an enchanter blackmailed by undeads, perhaps the "evil guy" is a reasonable person far more powerful than the wizard. Call it "kindapping", evil guys do it most of the time -only that instead of kidnapping a disciple, a son or an old friend you are kidnapping an object. Another way a wizard might lose his spellbook is if it's "checked at the door" while entering some dangerous area. Going to jail? Entering the demiplane of a powerful lich asking for "parley"? Travelling through a big, xenophobic metropolis who hates tieflings (and you are one)? Being part of a neutral-aligned adventuring party and asking for permission to enter some LG outer plane? A fighter will be "asked" to part with his weapons, a cleric with his holy symbol and a wizard with his spellbook. Pretty simple. Not all characters will comply, sure, but in those situations such a request is not a "dick move" Closely related to the "blakmail" scenario is the situation in which one character (or the whole party) falls on his knees and begs for mercy instead of being killed. Sure, maybe goblins are so dumb and cruel to either accept with glee their new 6th level wizard slave or slay him outright, but perhaps a balor or a red great wyrm can be far more cunning than that, and ask for a "token of submission".
If there is a sound, in-game/in-character reason for some NPC to -try- to go after a wizard's spellbook (or a fighter's +10 weapon or a cleric's holy symbol), I don't get why an GM shouldn't let that NPC -try- to get it.
Ravingdork wrote: Considering the option to play a cleric of a philosophy or other off-base religion [...] why would anyone ever player a cleric of the Separatist archetype? Kelvar Silvermace wrote: Roleplaying, perhaps? Oh boy, here we go again.
Thank you very much. A great part of my confusion was cause by the grappling rules making a difference between the grappler-attacker and the grappler-defender, despite the rules using the same term "grappled" for both, and having a whole paragraph named "if you are grappled". So: the attacker can let the defender go at any time, gets a +5 bonus on the CMB roll and can only perform one attack, while the defender can perform a full attack action? Is this right?
Happened in a gaming session: a Pit Fiend has a tail attack with Grab. That means he can start a grapple manouver after a successful tail attack. Now: what I can't find anywhere is IF the pit fiend can still perform a full attack action while grapped. The rules say that grappling itself is a standard action, and that mantaining the grapple can also inflict damage with a natural attack -so I'd say no.
Long story short: can a Pit Fiend attack with its tail, grapple successfully and, on following rounds (or even the same), unleash a full attack on its grappled foe while at the same time rolling to mantain the grapple?
The Crusader wrote:
Then we agree. The narrative description of an action has no impact whatsoever on the mechanics. It -should- not have an impact on the mechanics or, at least, shouldn't have one identical to a feat, because feats are a scarce resource.Not only that: concerning normal physical actions that can be performed without special training (my description above), it's moronic to veto that description because it's identical to how a mechanical ability works, one that the character doesn't have. The Crusader wrote:
And I agree again: one takes feats such as that -because- they alter the game mechanics. Not because they make for good RP, "allowing" you to describe your Stealth check in that way; you can already do that.
ProfessorCirno wrote:
True, but then it gets circular in defining what doesn't lie "beyond the system itself" :) As long as the concept itself does not require something incredibly silly or immersion-breaking, overpowered, or that goes against some of the system's established rules... I'm with you, that's one of the beautiful things about d20: so much content, you're going to find what you want eventually.
The Crusader wrote:
To answer your question: no, they are not "non-roleplaying" feats -because- they are mechanically-effective feats. That's the opposite of what I was actually saying: two sides, game and roleplay; you do not need to suck at one to excel at the other, and most certainly excelling at one does not lead to a direct failure in the other area. VoP is a perfect example of -that- line of thinking, not mine, because it was deliberately made "mechanically-weak" option in order to be a "roleplaying-strong" option. An example of my "two sides" theory: You describe one of your melee attacks like: "I swing at the evil cleric -real- hard, raising my axe above my head, shifting my grip, muscles bulging, and using it's downward momentum to crush the heretic's skull ."
Is that a reasonable statement?
"Why not" to my question "Why would I want it"? Because, as far as I remember, it is a feat. If I'm wrong on this, then my whole argument in invalid and don't mind it.
Edit: wow, my bad. Monk vows in Pathfinder do not require the expenditure of a feat. Dang, I was -so- sure of it... ok, leaving the feat expenditure aside, I have absolutely nothing against Vow of Poverty. I will doublecheck the next time, what a fool.
Yes, but I can make a poor monk without that feat.
Some game designers at Paizo have openly stated that they not want the game to be all about balance: that they want the player to be able to make "mechanically wrong" choices. One case, such as the Vow of Poverty, was openly stated to have been made deliberately "mechanically weak" for roleplaying reasons -for since it is a sacrifice, you shouldn't have something to gain from it.
Pathfinder, or any other RPG, actually works on two different levels: the mechanic, and the flavor. The "mechanic" issue is inherent in the concept of a "game": players should be granted the ability to make choices; these choices should affect the outcome of the game; there should be good choices and bad choices, but the difference is not inherent and rather depending on the current and future game context, the player's previous and future strategy and his personal tastes. The flavor level is a completely different matter, one more concerned with internal coherence, "dressing up" and narrating what happens on the mechanic level. For instance, a ray spell that hits but fails to overcome SR can be described as being dispelled by the enemy with a casual hand wave, a quick snarl or stare; it could be done in a dozen of different ways, which do not enter or even make contact with the game mechanic (and a good GM makes sure that his players do not misunderstand what he's narrating and go think the bad guy is counterspelling, which is an entirely different scenario). The two levels -are- separate. The RPG experience treats them that way by it's own nature (roleplaying / game); in most games I know of, characters don't get to "do [something important]" by simply describing "I do [something important]": sometimes there's randomness involved, sometimes it's as simple as comparing two values and seeing which one is higher and sometimes it requires the GM to value the action a number of "story points" that the character can or can not spend. "I seduce the maid" might suffice if the game does not possess a detailed romance mechanic; "I kill the dragon" might work in a game more concerned with intrigue and politics, with incredibly detailed social combat rules. The concept is the same: RP choice > mechanical decision > mechanical outcome > RP consequence. There is no jump from RP choice to RP consequence for things that represent the core of the game. When a game designer creates a generic mechanical element (feat or archetype) that is, by its own design, a bad mechanical choice but a great RP choice, he's making the mistake of mixing the two levels. On this matter, I preset you with this. The idea is interesting. It certainly is flavorful. It -will- open up many interesting roleplay scenarios. It's The Worse Feat Ever:
Fallen God [General] Once you were a god, but no longer. Prerequisites: None. Benefit: You gain Wish as a spell-like ability, at will, without an experience cost, with a DC based on your Strength modifier. You also gain a cohort, which must be a divine caster, with a number of class levels equal to your Charisma score. Special: To use this spell like ability, you have to ask permission to your GM every time. The cohort dies at the end of the first gaming session. Only one character in an adventuring party may take this feat. Your ability scores are reduced by 10 each every time you use this feat. It was designed and written in, say, 30 seconds, by a non-native English speaker who was actively trying to create the "mechanically worse" feat ever, both in spirit & wording. To its own creator, it's garbage on many different levels, and it was a deliberate waste of your time by my part, gentle reader.
Requiring the expenditure of a mechanical-level resource (feat slot, class levels, gold pieces) to make a good RP-level choice leaves a balanced player with only one side to pick: do I play the game, and make an inherently good game choice, or do I play the role, and make an inherently wrong game choice? Most RPGs are a collaborative effort, and other players may become frustrated at the roleplayer's Halfling Wizard with 20 points in Dexterity and an Intelligence of 3: an exaggeration, of course, but why not? You see, that's a choice. You are entitled to make choices in a game. You are even entitled to make terrible choices in a game. Playing a Wizard that cannot cast spells, and that probably never will, is your right. It's part of the game.
If that's your choice.
I am not preoccupied about using or not using certain troublesome classes, feats or archetypes; I am more concerned about their creation process: since game designing material does not spring forth from raw chaos, but it's rather a product of human intellect and attention, this makes me believe that Paizo really wants to keep the mechanical-level and the RP-level mutually exclusive. I see this as a contradictory position, that can only lead to more RP feat-taxes and sub-par archetypes, much to balanced player's frustration. There are houserules, sure, but I really wonder where this company is going...
Pixel Cube wrote:
A feat that gives you a -10 penalty to all ability scores pretty much sucks. No, seriously: probably the same way a game designer does. With a lot of experience, and mental experiments.
Pixel Cube wrote: Well, figuring out the right tactics to use should be the player's job. Let him come up with how to play his own class. I still don't see the need of putting a disclaimer "THIS ARCHETYPE PLAYS DIFFERENTLY", followed by a short "how to" guide. Tips and strategies have their own places, namely, the Advice section of this very board. It also helps to avoid those strange terms like "underpowered". In relation to some player's expectations? Yes.
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