Pharast

PsyrenZ's page

Organized Play Member. 4 posts. No reviews. No lists. No wishlists.


RSS


So I read this class on the PFSRD, and I liked what I saw so much that I immediately bought a copy :)

That said I do have a couple of rules questions I was hoping the devs could clear up:

1) Vestigial Companions - you share your granted abilities with most of them (both Major and Minor.) When a companion uses one of your granted abilities, do they use their Cha score and Hit Dice to set the save DC, or yours?

2) I think I read somewhere that you're planning to errata Vandrae's darkness to stop Darkvision if the light level drops to dim or lower. Is this accurate? (Currently, Darkvision is not stopped by Darkness in PF, only Deeper Darkness.)

3) Sevnoir can move-action Intimidate and has a Howl that makes enemies Shaken. However, in PF, Intimidate cannot be stacked with other fear effects, preventing you from combining these abilities. Were they intended to be used together to Frighten a foe

4) Do you have to concentrate to maintain Muse Istago's Major and Persistent Images? Or do they simply last for the duration of the pact? And how long is his Permanent Image meant to last?

5) What is the maneuverability of the flight granted by N'alyia's hybrid bat form? I went with a were-bat (average) because I think it was the closest, but the text isn't clear.

And lastly, two power questions...

6) N'alyia's charm becomes very weak over time. Any chance of upgrading it to Charm Monster, or at least Dominate Person instead of Charm Person?

7) The blasts given by Cave Mother, Aza'zati, Vodavox etc. are... pretty weak, to be perfectly honest. May I ask what the design rationale was for making them 1d4 every 2 levels? For even a normal spell that's a bit low, and when you add in the fact that these blasts have a 5-round cooldown AND allow a saving throw, it's a bit untenable. When you look at similar blasts from Tome of Magic, e.g. Amon's fire breath, you at least get d6/level even if it still has a 5 round cooldown.


As Zhayne mentioned, PF rewards specialization.

But just wanted to note, EVERYBODY should be maxing Perception, class skill or no class skill. It's the most rolled skill in the game.


One of my favorite aspects of Pathfinder is that the core races got so powered up. It makes it a lot easier to justify things like Drow and Hobgoblins in a level 1 party.

@ OP: I advise you simply look closely at the specific race being chosen. Some are even more powerful than normal (e.g. Mystic Past Life Samsarans) and need to be evaluated very carefully. But some just look more powerful due to a 3.5 mindset, and that is where we can safely set our preconceptions aside.


You can always try replacing the loot with other forms of treasure - priceless paintings, antiques, and carvings for instance, or exotic perfumes and silks. Then you control the prices merchants will pay for that stuff, possibly requiring the PCs to roll Appraise to get the full value out of them.

The players will still feel like they're finding tons of stuff, but the actual gp they take home from their haul can be more tightly controlled.

In addition, they'll have to worry about logistics - a painting is much harder to transport than a gem for instance. This will further limit what they can haul back to town on each trip.