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After looking over the BloodRager bloodlines and considering the Sorcerer bloodlines, I am left with a bit of an odd recurring thought. This is an issue that has nagged me for a long time now. Both bloodline sets have a number of melee options, but these are powerful options for only one class. For example, the draconic bloodline grants claws for both classes, but the sorcerer can't really leverage this power. I would rather have seen the sorcerer bloodlines grant bonuses based on other aspects of their progenitor. For example, dragons are shrewd clever and masters of the arcane in their own rights. Perhaps the draconic bloodline could grant bonuses to knowledges (or even additional skill points only used for knowledges). I know this is more than a bit late (CRB released in 2009), but seeing the BloodRager bloodlines has really driven this issue to a head for me.
I was wondering if the draconic bloodrager bloodline is increased by the Dragon Disciple Blood of Dragons ability. RAW it seems that it does not since the ability references sorcerer levels. However, I believe it was mentioned during the playtest that items, feats, and abilities that affect a parent class's ability (bloodrager has barbarian and sorcerer as parent classes) would also affect the ACG class's abilities of the same name (bloodline in this case). This would mean it might be intended to also affect the Bloodrager despite the restrictive wording of the original ability (which would make a very interesting prestige class option). Though I am primarily asking for a general ruling, I am also interested in the PFS ruling as well.
I was looking at the Eldritch Heritage feat a little closer over the past few days and noticed an odd bit of wording. "This bloodline cannot be a bloodline you already have." The rules text as written would imply that you could later gain the full bloodline and have two sources granting the same bloodline power. However, the intent seems to be that you either have the feat or the bloodline. Is this wording intended to allow someone to later gain the full bloodline (from either sorcerer levels, dragon disciple, or other future sources)? or Is it intended to prevent having both concurrently and is just worded poorly?
I was reading over the Archetype request thread and started wondering about something. Given your choice of any one feature from one of the new classes, which feature would you be most willing to trade for something else in an archetype? I don't want to know what you would trade it to get (the archetype thread would be the place for that). I just want to know the feature you would most willingly give up. Feel free to include any explanation of why you would give up the particular feature.
I have been using the teams and rooms rules available in the Downtime Organization Rules in my current campaign. Though some of the teams can be used in a variety of roles, I feel there are some areas which could use more teams to flesh out the relevant groups or perhaps more specific teams to fill a role. Below are two examples based on an existing team (Craftspeople). APPRENTICE CRAFTSPEOPLE:
Earnings gp, Goods, Labor +2 Create 1 Goods, 1 Influence, 1 Labor;Time 0 days Size 3 people Upgrades To Craftspeople Apprentice Craftspeople are training in a particular Craft or Profession skill and must work with an appropriate Craftspeople or Master Craftspeople. Apprentices exists for a wide variety of fields. Examples of fields with apprentices include alchemists, carpenters, leatherworkers, masons, and smiths. A typical apprentice carpenter is a 1st-level expert with 1 rank each in Climb, Craft (carpentry), Diplomacy, and Knowledge (engineering and local). Apprentice Craftspeople in other fields have a similar skill arrangement.
MASTER CRAFTSPEOPLE:
Earnings gp, Goods, Labor, Magic +4 Create 3 Goods, 4 Influence, 8 Labor, 4 Magic;Time 7 days Size 3 people Upgrades From Craftspeople (; requires ; costs ; upgrades from CraftsPeople) 5th lvl expert gain MasterCraftsman feat and can craft magical implements using their chosen craft skill Master Craftspeople are masters of a particular Craft or Profession skill and make a living using that skill. Examples of this team are alchemists, carpenters, leatherworkers, masons, and smiths. A typical master carpenter is a 7th-level expert with 7 ranks each in Climb, Craft (carpentry), Diplomacy, and Knowledge (engineering and local). Craftspeople in other fields have a similar skill arrangement. In addition, Master Craftspeople have gained the Master Craftsman feat for their craft or profession and either Craft Magic Arms and Armor or Craft Wondrous Item.
Any comments on my teams and/or any other areas which might need new teams are appreciated. I'd especially like to see other new teams and organizations.
I was thinking about Power Attack and similar abilities; I love power attack and feel it is a great feat with a good balance of attack penalty and damage bonus. However, the non-full BAB classes tend not to be able to afford the attack penalty. The feat scales with BAB which is great for keeping the feat useful and would seem to keep it reasonable for the slower BAB progressions. In reality though these characters often are struggling to hit and even a 2-3 point penalty can be too much. I wonder if allowing the character to choose how much penalty (with the damage bonus determined by penalty amount) to make the feat more versatile. This would allow the 6th level rogue to choose a -1 for a +2 instead of having to choose either -2 or nothing. This could also be extended to the other feats such as combat expertise which use a similar mechanic. I am not sure how much effect this would have in play (options paralysis might lead to the same situation as now either all or none) and I am concerned about the level of meta-gaming this might introduce (e.g., my character power attacks slightly with a -1 att and +2 dmg). I feel the power attack notion should be useful for any primarily melee focused build. This change would make it easier to incorporate these abilities into more situations (even fighters have times when they can't do a full power attack or use combat expertise) and for more character types. Power Attack change: When your base attack bonus reaches +4, and every 4 points thereafter, you may choose to increase the penalty by an additional –1 causing the bonus to damage to increase by +2.
I was reading another thread which mentioned some section of the rules calls out Spell Resistance as being similar to AC for Spells. This then lead me to think of implementing this in a more literal fashion. Spell Resistance becomes AC and CL checks become attack rolls which all spellcasters must make when attempting to affect a target with a spell or spell effect. Consequently, no spells will utilize either touch or ranged touch attacks and instead employ a CL check. A target may allow the spell to affect them and thus the caster does not need to make a CL check (e.g., you may allow the cleric to heal you similar to allowing them to touch with the healing spell now). This would be based on the fluff that all spells are magically guided and not guided by the physical capability of the caster. In addition, I would explicitly include the auto-success on a 20 and auto-failure on a 1 to CL checks against Spell Resistance. All monsters and players would now have some base formula (which I will not attempt here) for Spell Resistance which they can increase similarly to AC and Spell Resistance would be associated with a base stat (I suggest Cha) similar to AC being associated with Dex. My initial concern here is how this will work with Save based spells. I would argue that these spells should be exempt from the CL check since they have an associated defense already. I would also be concerned with how existing bonuses to spell resistance might lead to unforeseen issues as players now have more incentive to stack SR. There might need to be more DM oversight regarding existing bonuses to SR and whether they stack or not. Finally, the actual formula needs to be able to distinguish between high and low SR characters without leading to unhittable and auto-hit characters(though I could argue this problem does exist with AC currently). In summary,
Let me know what you guys think. Feel free to be brutal, but be sure to be constructive (i.e., provide reasons for why the idea is good or bad). EDIT - Clarified summary and fixed some formatting.
I have been considering suggesting an alteration to the Additional Traits feat. I am wondering what others think about the potential abuse for this houserule. The houserule would allow the player to choose a single trait from a list which they already have a trait(allowing the character to have two combat traits for example). It should not be overpowering since the feat does not contain text allowing it to be taken multiple times and traits are intended to be worth half a feat(not always true admittedly). I was hoping some of the local munchkins could throw out a few overpowering scenarios for consideration. For example, A player could gain both Reactionary and Deft Dodger which would help out a low Dex build. Houserule Version: Additional Traits You have more traits than normal. You gain two character traits of your choice. These traits must be chosen from different lists, and cannot be chosen from lists from which you have already selected a character trait. You must meet any additional qualifications for the character traits you choose. Alternatively, you may choose to gain only one trait, but this trait may be chosen from a list which you have already selected a character trait.
I believe the attack value given for Pony in the Bestiary is incorrect. The Hooves attack is a secondary attack which would normally give a -5 to attack roles(as reflected in the current stat block), but if the creature only has one attack the attack is made using full BAB regardless of the type of the attack(link). My interpretation of the rules would increase the attack bonus considerably. The alternative would be that any natural attack which provides two available attacks per round (claws, hooves, wing, etc.) count as two separate natural attacks. This would also mean that you only need, for example, claws and bite to qualify for the multi-attack feat. Would appreciate any arguments for or against, before I approach my DM about the stats.
I have been looking for some deity specific rules for paladins to help a friend decide which deity to choose. I thought I had seen a source which had paladin codes listed for each deity, but after scouring my books and various online sources (pathfinderwiki, d20pfsrd, forums, etc.) I am beginning to wonder if the deity specific paladin codes existed at all. Has anyone seen any paladin specific codes? and if so could you post a link/source name?
Apologies if my question seems a bit nit picky, but I would like to be certain I understand how Empower Spell is intended to work. "Empower Spell (page 122): If I use Empower Spell on a spell that has a die roll with a numerical bonus (such as cure moderate wounds), does the feat affect the numerical bonus? Yes. For example, if you empower cure moderate wounds, the +50% from the feat applies to the 2d8 and to the level-based bonus.
The above quote is from the CRB FAQ on Empower Spell. Does this mean only a level-based bonus would get increased or does any numerical bonus get increased. For example, a Scorching Ray cast by an Admixture Wizard with 5 levels of wizard, 1 level of fighter, and 3 levels of Eldritch Knight would be cast with +2 damage from wizard levels, and +2 damage from Weapon Specialization. Does Empower increase this to +3 damage from wizard levels and +3 damage from Weapon Specialization? Do neither of the bonuses get increased since they are not a level dependent variable of the spell but rather a class feature and a feat respectively? Does the wizard bonus get increased, but not the feat since it is not level dependent? I ask this question, because I want to be absolutely certain I can apply Empower Spell to any bonus (which is how I am reading the FAQ).
I have been thinking of using a roll system for stat generation for a long time, but the potential for game-ending whining from certain members of the group has always held me back. However, I have considered using a system which start as rolls and then fills out the stats up to a point buy total. This gives the initial randomness of rolled stats, but leaves you with a reasonably balanced (not optimal) set of stats. The system would follow the following basic formula: 1) Use your roll system to determine stats. If the rolled stats exceed the point buy total re-roll.
This general formula has several points of variation available to meet your specific needs and I will cover a few possible variations below. xd6 in-order & y point-buy:
1) Roll xd6 in order for stats(STR, DEX, CON, INT, WIS, then CHA) a) If you exceed point buy total re-roll each stat in order until you are under point buy total b) If all stats have been rerolled more than 3 times you may choose to continue rolling or use the standard array 2) Adjust stats up to meet point-buy total xd6 assign & y point-buy:
1) Roll xd6 6 times. a) If stats exceed point-buy total re-roll all stats until stats are under point-buy total b) If stats have been rerolled more than 3 times you may choose to continue rolling or use the standard array 2) Assign stats 3) Adjust stats up to meet point-buy total. xd6 drop lowest & y point-buy:
1) Roll xd6 and drop lowest 6 times a) if stats exceed point-buy total re-roll stats b) if stats have been re-rolled 3 times you may choose to continue rolling or use the standard array 2) Assign stats 3) Adjust stats up to meet point-buy total I would also suggest disallowing anything above 14-16(depending on preference and point-buy total) unless it is a rolled amount. So, a player could roll an 18 for their DEX, but could only buy up to a 14-16. The basic idea is that you get a random base and then average your stats upward. So, everyone ends up with reasonable stats(no superheroes or unplayable builds). I am considering using a "3d6 in-order & 20 point-buy" system in an upcoming one-shot or short campaign. 20 point-buy is our standard, but we generally end up with highly optimized builds and everyone playing very similar characters. The system would allow for some more variation and prevent the overly-optimized builds to an extent. I would appreciate any feedback from the community.
This idea started as a quick response to a post in the "Polymorph Any Player?" thread. However, I ended up spiraling off topic and spending way too much time on this random idea. The spell is based off the suggestion of making a 9th level version of polymorph any object. The basic idea is increasing the base spells which the effect is based on(for example, this spell uses form of the dragon III instead of form of the dragon I) and adding component costs to the longer durations. I have included the full spell details(in a spoiler) and a brief argument for why the spell is reasonable. I appreciate any feedback, but mostly just wanted to share the result of my procrastination! True Polymorph:
School transmutation (polymorph); Level sorcerer/wizard 9;
------------------------------------------------------------------------ CASTING ------------------------------------------------------------------------ Casting Time 1 standard action Components V, S, M (variable see text) ------------------------------------------------------------------------ EFFECT ------------------------------------------------------------------------ Range close (25 ft. + 5 ft./2 levels) Target one creature, or one non-magical object of up to 100 cu. ft./level Duration see text Saving Throw Fortitude negates (object); see text; Spell Resistance yes (object) ------------------------------------------------------------------------ DESCRIPTION ------------------------------------------------------------------------ This spell changes one object or creature into another. This spell can function as alter self, beast shape IV, elemental body IV, form of the dragon III, giant form II, and plant shape III depending on what form you take. You can use this spell to transform all manner of objects and creatures into new forms- you aren't limited to transforming a living creature into another living form. The duration of the spell depends on how radical a change is made from the original state to its transmuted state. The duration and cost of material components is determined by using the following guidelines. Changed Subject Is...(Increase to Duration Factor*)
*Add all that apply. Look up the total on the next "table". DURATION FACTOR(DURATION, COMPONENT)
If the target of the spell does not have physical ability scores (Strength, Dexterity, or Constitution), this spell grants a base score of 10 to each missing ability score. If the target of the spell does not have mental ability scores (Intelligence, Wisdom, or Charisma), this spell grants a score of 5 to such scores. Damage taken by the new form can result in the injury or death of the polymorphed creature. In general, damage occurs when the new form is changed through physical force. A non-magical object cannot be made into a magic item with this spell. Magic items aren't affected by this spell. This spell cannot create material of great intrinsic value, such as copper, silver, gems, silk, gold, platinum, mithral, or adamantine. It also cannot reproduce the special properties of cold iron in order to overcome the damage reduction of certain creatures. Here are my arguments for why the spell is balanced.
PS - Does anyone know how to make a proper table on these forums? I'd love to have made the "Changed Subject Is" and "Duration Factor" tables properly. Perhaps if you cannot we could get a table format option added?
Toying around with an idea for a Shapeshifting focused Druid. I would appreciate any feedback or ideas. This is just a rough idea at the moment and I would like to build it out more completely to use in a home campaign. I have toyed around with dropping the Shapeshifter to a 6 level spell progression, and I feel this would make the Shapeshifter more balanced, but also less of an Archetype and more of an Alternate Class (which I am not against entirely, but is definitely much more work hehe). Shapeshifter Some Druids feel that to truly serve nature they must become that which they choose to protect. The Shapeshifter focuses on shifting his form into those of natural creatures to use their strength as his own. Wildshape:
At 1st level, a druid gains the ability to turn herself into any small or Medium animal and back again once per day. Her options for new forms include all creatures with the animal type. This ability functions like the beast shape I spell, except as noted here. The effect lasts for 1 hour per druid level, or until she changes back. Changing form (to animal or back) is a standard action and doesn’t provoke an attack of opportunity. The form chosen must be that of an animal the druid is familiar with. A druid loses her ability to speak while in animal form because she is limited to the sounds that a normal, untrained animal can make, but she can communicate normally with other animals of the same general grouping as her new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.) A druid can use this ability an additional time per day at 2nd level and every two levels thereafter, for a total of ten times at 18th level. At 20th level, a druid can use wild shape at will. As a druid gains in levels, this ability allows the druid to take on the form of larger and smaller animals, elementals, and plants. Each form expends one daily usage of this ability, regardless of the form taken. At 4th level, a druid can use wild shape to change into a Large or Tiny animal or a Small elemental. When taking the form of an animal, a druid’s wild shape now functions as beast shape II. When taking the form of an elemental, the druid’s wild shape functions as elemental body I. At 7th level, a druid can use wild shape to change into a Huge or Diminutive animal, a Medium elemental, or a Small or Medium plant creature. When taking the form of animals, a druid’s wild shape now functions as beast shape III. When taking the form of an elemental, the druid’s wild shape now functions as elemental body II. When taking the form of a plant creature, the druid’s wild shape functions as plant shape I. At 10th level, a druid can use wild shape to change into a Large elemental or a Large plant creature. When taking the form of an elemental, the druid’s wild shape now functions as elemental body III. When taking the form of a plant, the druid’s wild shape now functions as plant shape II. At 12th level, a druid can use wild shape to change into a Huge elemental or a Huge plant creature. When taking the form of an elemental, the druid’s wild shape now functions as elemental body IV. When taking the form of a plant, the druid’s wild shape now functions as plant shape III. This ability replaces the standard Wildshape ability as well the Nature Bond ability.
Evasion:
At 3rd level the Druid gains Evasion while in a Wildshape form. Natural Form:
The Shapeshifter's Wildshape is more in tune with the form of the natural creature than a normal Druid. Starting at 8th level a Shapeshifter gains a +2 inherent bonus to their physical ability score when using Wildshape. This bonus is to the ability score which is highest physical ability score of the animal whose shape the Shapeshifter is taking. If the animal does not have a single ability score which is higher than the others the Shapeshifter chooses when shifting to which ability score the bonus is applied. This bonus increases by 2 for every 6 levels beyond 8th to a maximum of +6 at 20th level. MultiAttack:
At 10th level the Druid gains MultiAttack while in a Wildshape form. Improved Evasion: At 15th level the Druid gains Improved Evasion while in a Wildshape form.
I am currently working on a Wizard build which uses Scorching Ray as the go to spell. Before I get the "Wizards shouldn't focus on damage" he will have options to summon , buff/debuff, or battlefield control as well but is a battle caster and focuses on direct damage. In addition his ability to AoE is not diminished and with a rod of lesser Selective Spell he is quite effective with a Fireball every so often. A little background:
He will have a composite longbow as his bonded item to use as a backup weapon. This is an elven warrior who focuses on magic, but fits in perfectly with a troupe of archers. He does not lead (lacking the force of will to be effective at it) and seeks to blend his skills with those of his more martial allies. His knowledge makes him an excellent adviser in social situations and his mix of magical and combat prowess along with his knowledge of creatures and tactics makes him superbly useful in the field as well. He does not rely on divination preferring to live in the present and abhors illusions as "anything less than 100% real is 100% useless to me". Now to my question; I am currently building with Arcane Strike and Weapon Specialization with the intent of adding the extra damage to Scorching Ray. These will add damage, but for Scorching Ray there are multiple Rays. The current rule is a ray is considered a weapon. Scorching Ray allows me to gain additional ray attacks which are like iterative attacks but better(which is where the rub comes in). I feel the extra damage should be applied per ray , but perhaps this is my inner munchkin talking. I am sensitive to balance (I DM quite often as well as play) and after a long progression of this character the damage potential seems close to what my napkin math says a 2h fighter should expect without my build surpassing the fighter. So, with the extra damage per ray, the damage is reasonable to the level I expect from secondary damage dealers. However, I would like either a more direct ruling or some RAW support for (or against) my assertion that the extra damage is per ray. I will include some build details below and some light analysis of my own damage potential for those who wish to compare damage potentials. Build Details:
Elf Wizard 5/Fighter 1/Eldritch Knight x School: Admixture Opposition: Illusion and Divination Arcane Bond: mwk Composite(+0) Longbow Traits:
Stats: (20 point buy)
All of my level bumps go to Int for bonus spells, skills, higher knowledge checks, and more uses of my admixture ability. Feats:
+ Wizard Bonus Feat
Light Analysis: The damage per ray would be 4d6+Arcane Strike+Weapon Specialization. I also gain an additional 2 damage to one ray from my school power. I can swap the energy type of Scorching Ray 7 times per day at 1st level. By 11th level I should be around 10 uses per day. If I use the elven favored class bonus I can use my Admixture ability to swap damage types 15 times per day at 11th level. At 11th level my damage for a Scorching Ray is 3*(4d6+5) + 2 which is an average of 59 damage.
NOTE - I am using 11th level since this is the point I gain my 3rd ray from Scorching Ray. At higher levels I will be able to utilize more quickened spells to maintain more consistent increased damage. At lower levels my damage scales back reasonably due to less rays per spell cast and the inability to use quicken. My higher level slots will remain used for summons and control spells at high level play(15+) with my lower level slots filled out with a reliable and versatile direct damage spell.
I am currently planning to take a game into the higher echelon of power and have been looking over options at higher levels to make sure I am prepared. During my perusal I found this fantastic appearing spell. However, at second thought it does not seem to work for what I was really hoping. I was looking to transform a paladin into a movanic deva(angel), but it seems the paladin only gains flight and darkvision. Which is rather underwhelming. I was hoping others could explain how the spell works with the new polymorph rules.
In the description for the Silvanshee it is mentioned that a caster with the Improved Familiar feat may have a Silvanshee as a familiar as long as they meet the "proper requirements", but the "proper requirements are never listed. There are other creatures which have a similar statement in Bestiary 2. I am hoping someone from Paizo can specify what these requirements might be.
I am currently running a campaign with a player which is playing a Rogue/Assassin who uses Drow Poison. Due to the cheap nature of this poison he has good size stock of the poison. After some thinking and forum searching I have found the following rules concerning Drow Poison. 1) Drow poison is nonmagical sleep.
So, for a creature who is put to sleep during combat the DC to notice combat and wake up is 0. This means that for any reasonable situation the check is an auto success. There are additional modifiers which could make the DC difficult enough that the creature might fail (for example an archer which is 50 feet away from the main combat would have DC 5...). I am planning on ruling that the sleeping creature gets a perception check on its turn each round vs DC 0 (other modifiers may apply) to wake up and act normally during combat. In addition, the sleeping creature will wake up immediately if it takes any damage and the DC to perceive combat will get easier if they are physically moved or affected by spells and such. Now, it is worth noting that when the creature falls asleep they drop prone, are considered helpless, and drop any held items. Also, if used out of combat the creature can be incapacitated for an extended period. Are there any other rules which I should apply to this situation. I am still a bit worried about the rogue knocking people out and the fighter following the rogue around with has dwarven waraxe using coup de grace to one round kill most anything. I may just rule that they drop prone, but immediately get a perception to wake up and are not helpless if they make the check. Thanks in advance for the help! |
