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Working on a Hero class based on Link of the Zelda Series.

I've also been working on a Type-Moon roleplaying system using Anima's d100-ruleset...except more understandable.


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thejeff wrote:
RJGrady wrote:
thejeff wrote:
RJGrady wrote:

Anyone, anyone, can participate in an LGBT gamer thread, according to their inclination and ability.

A democratic gamer thread is explicitly partisan.

Why so? How is a LGBT gamer thread less restrictive? It's a thread for LGBT gamers, just like the other would be a thread for Democratic gamers.
The LGBT thread doesn't require any intellectual conformity. Partisan discussions by definition, do.
Well the LGBT thread shuts down homophobia and other attacks on LGBT folk pretty hard. That could be considered "intellectual conformity".

That's not intellectual conformity, that's being a decent human being.


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My Self wrote:
GM Rednal wrote:

Because the OP asked for stats. o wo

Although the character isn't even close to omnipotent. That said, it has such hilariously overpowered abilities mainly as a way of emphasizing that attempting to fight the avatar of the god of death is probably going to end with you dying very quickly. It's not meant to be fair or reasonable - godly power usually isn't. XD

What happens if you set up multiple Mirrors of Opposition in a room with the avatar of the god of death? Who goes first?

As an immediate action, she kills the Mirrors by using her death note to to pierce their points of death which she can see with her Mystic Eyes.


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All gods receive the ability Causal Resonance. Which allows them to negate any effects or damage caused by mortals and choose the result of any dice roll they have to make unless it involves other beings with this ability.

Take that Lord British.


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Oh and taking twenty is not a guarantee of success, it just means your total heal check is 20+ your bonus to heal checks. It's more of a measure of how successful they are at not effing a person's treatment. In fact the roll of a nat 20 is fundamentally no different from taking 20, if anything it just means that your character was extremely lucky when administering treatment in haste. Perhaps if you roll three nat 20's in a row, it equals an auto success (as a mythic trial like miracle), barring that 2 nat 20's is the equivalent of 30 to you check.

What's the purpose of this? Well if Clerics could accomplish the kind of healing that they do in the system as is, things like disease and old age really should not be an issue in most societies. Pious human civilians would be regularly living into their hundreds without crippling injuries from routine positive energy showers. There has to be a purpose to the Heal Skill that doesn't make it obsolete to Cure Spells.

So it works on the principle that healing spells are essentially injecting positive energy into damaged cells, catalyzing a regenerative process that repairs wounds and energy. The problem is if the wound isn't held in place and the bones are not set, then the cells may not regenerate into their proper shape leading to deformities. Essentially a healing spell without the knowledge of proper anatomy is a lot like how the Talosian's had tried to fix up Vina in the Cage (to the five of you who recognize that, yes it's a TOS reference).

So a Cleric casting a healing spell to repair an injury should always have to make a Heal Check (or a Wisdom check if untrained) to make sure they are healing the wound properly. To be fair to Clerics though, those who have a patron with a Healing Domain can act as conduits for their deity's knowledge of proper medicine, allowing them to add their caster levels to the Heal check.


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Theoretically, you could calculate a character's BMI by their Con and their Size Category with the Strength and Dex scores determining how much is muscle and how much is fat.

Breaking bones would be a form Called Shot sunder maneuver with the hardness being that of steel + half the bonus provided by armor if it covers the area of the body targeted. If the bone's hit points are reduced to zero, it becomes broken. If the hit points are reduced to a negative equal to the Con mod, the bone becomes shattered. The penalty depends on which bone is broke.

Broken bones would be injuries that have two effects, one immediate, and one that can be a result of improper healing. Obviously high level Restoration spells can undo or remedy those but a even just channeling positive energy into the wound can cause it to fuse wrong unless it is held in a proper place at the time.

A saving grace is that a trained character can take twenty on the Heal check for broken limbs provided they have 8 hours to focus. After making this check, the penalties persist for at least a month as the bone heals but eventually disappear or are replaced by the penalties of improper healing. A healing spell can accelerate this process.

Oh and penalties stack.

Broken Arm: -2 strength and dex based rolls that use the broken arm, shield bonus is cut in half, 25% failure on spells with somatic components. Clime speed -10 ft. Causes permanent -2 to strength and dex and permanent -5ft penalty to climb if improperly healed (DC 25)

Shattered Arm: Unable use the arm at all, unable to two handed weapons, no AC bonus from held shield. All strength and dex checks that require both hands suffer a penalty equal to 50%. 50% failure to spells with somatic components. Climb speed -15 ft. Improper healing causes -4 to Strength and Dex checks as well as permanent -10ft to climb speed (DC 40)

Broken Leg: -10 ft to land speed. -15ft to climb and swim speeds. -2 to climb, swim, and acrobatics checks. Improper healing causes a permanent -5 to base land speed and -10 to climb and swim speeds as well as a permanent -1 to climb, swim, and acrobatics checks.

Shattered Leg: Leg becomes unusable. Treat the character as though their leg has been dismembered. Improper healing leaves a two-legged character with a permanent -10 ft. to land speed and -15 ft to climb and swim speeds. Permanent penalty to climb, swim, and acrobatics checks (DC 40)

Broken Rib: -1 per rib broken penalty to Con when determining how long a character can maintain a run or hold their breath and stamina pool (if they have them). Penalty to Fortitude saves versus gas effects resist fatigue or stay conscious when reduced to 0 hit points. Improper healing makes is permanent -1 to maintaining a run, breath, and stamina (DC 15)

Shattered Rib: Same penalties as broken ribs also 1d4 bleed damage to hp per rib shattered every time the the injured character moves more than half his speed, makes an attack action, a makes physical ability score based skill check, casts a spell with somatic components, or makes a fortitude save. Improper heal check causes a permanent -1 penalty to Con score (DC 20)

Broken Skull: 1st round of affliction, character is stunned. 2nd round, character is dazed, 3rd round and every round after until healed, character is staggered. Improper healing leads to a -1 on will saves versus mind affecting affects and concentration checks (DC 15)

Shattered Skull: Unconscious regardless of hit points. Improper healing leads to -1 to all mental ability scores every 2 points by which the check fails the DC. (DC 50)


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1. Feat Taxes - Feats should be investments that keep paying off as you level and gain more feats. Therefore, a lot of top of the branch combat feats are instead combat, weapon, and equipment tricks that you can perform when you meet the basic (and adjusted) feat, stat and BAB requirements. So things like Whirlwind Attack (Which should different prerequisites) and Spring Attack become Combat Tricks which a martial learns from combining his feats.

Skill Focus grants Unlocks for the associated skill.

Other feats I'd just plain merge like Steadfast Mind and Combat Casting. Basically, in addition to that, Weapon Focus should count as weapon training for the advanced weapon training feat.

2. Leadership - It shouldn't be a feat, it should be a boon for good roleplaying.

3. Current Mundane versus Magic Item Crafting ruleset - apparently a wizard with no first hand experience in metal forging can craft an enchanted suit of full-plate much faster than a born and raised blacksmith can an average one. Yeah no. Gotta revamp that.


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The Sideromancer wrote:


I can accept most of pathfinder, but the rejection of metals makes me touchy like some people get touchy about alignment.

You're confusing the Druid's prohibition for something that is rooted in the physical rather than the metaphysical. Metal which is derived from the earth is rooted in the concept of industry rather than the natural cycle of life and death. Now if it the metal in question derived from biological organisms, if it was a part of a plant or animal before it was used in crafting, such as iron taken from the bloodstream, etc, then that would be suitable argument for a type metal armor/shield that the druid could wear without consequence...of course the amount of blood needed to create a suit of armor would have nightmarish connotations.

However this should mean that armor made from living steel should bypass the metal prohibition.


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Heladriell wrote:
RedDingo wrote:
Does Burn Tolerance count still count towards you're daily burn maximum?
Yes. I think expanding the limit and reducing the damage would be too much for a single feat. However, I can see logic in a line of feats designed to expand the limits and reduce the costs.

No no, that's alright. I think it would have been OP too. The way it is works great.

Kinetic Sentinel

You are skilled at deflecting attacks made against your comrades.

Prerequisites Kinetic Deflection, Combat Reflexes

Functions as kinetic deflection except you can parry attacks made against your comrades within range of your kinetic blast.


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Oh and Darksol, you might want to reword the Bonus feat combat art so that you can ignore one ability score or feat requirement but not BAB requirements. Those are there mainly so that PCs aren't pulling off Improved Critical at level 2. Usually classes that gain the benefits of such feats earlier are specialized like the Swashbuckler.

Also the ability to ignore one requirement can be problematic for feats like Furious Focus, which specifically modifies the use of a prerequisite feat.

Also more Combat Arts

Razor Wind - As a standard action, the fighter can spend 2 stamina to make a ranged attack with a slashing melee weapon he's trained with. This ranged attack deals his weapon's damage die in slashing force damage. The fighter can only select this art at level 8 or higher.


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Cyrad wrote:
Again, stop taking what I'm saying out of context. Seriously.

Then what are you saying? Because you haven't exactly made suggestions to people about how they could improve their designs.


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Combat Art Ideas (possibly poorly worded)

Crowd Control - the fighter can expend 3 points of stamina to make an Intimidate Check against a group of enemies. He must be over level 10 and have Intimidating Prowess to select this combat art.

Vigilant Respite - when resting, the fighter can choose to sleep lightly when resting. This confers all of the regular benefits of resting but
only restores a quarter of his maximum stamina. A fighter who rests this does not suffer the normal penalties for being attacked in his sleep. He must be at least level 12 to select this combat art.

Leaps and Bounds - for every two class levels the fighter can spend 1 point of stamina to increase the distance of his jumps and long jumps by 5ft per point spent. With over 10 ranks in acrobatics, he can increase his range by 10ft. per point.


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jimibones83 wrote:

At a bare minimum, all weapons should be finesse-able. But I also think there should be a Str requirement to wield a two handed weapon, say 14.

In all reality, Dex should be the to-hit stat. But for the sake of ease, perhaps the former is the best option for a house rule. In all honesty, I'm glad I had this conversation because it brought that alone to light for me.

In someways it is and some ways it isn't. Armor Class measures a creatures total ability to avoid suffering damage. The score is:

The basic AC is 10 + Armor Bonus + Dex bonus + etc. (other factors)

I think the 10 represents a margin for error on the part of the attacker or luck on the part of the defender. The armor bonus is how well the defender could withstand a blow. The Dex bonus is the ability to react to incoming attacks (with the max dex stat of the armor measuring how much the armor restricts the body's reaction time).

So basic melee attack rolls measure not only your ability to hit the defending creature but also your ability to cut them. I think BAB represents the muscle memory and skill gained from combat experience in your chosen field.

Since 10 is an "average" stat with no penalty and no modifier, it represents standard competence in that stat. A Dex score of 10 means you have normally developed hand eye coordination and reaction time. The reason Strength applies to Melee attacks primarily is that it measures the force of your swing and how well you hold the weight of your weapon. If you don't have a strong enough swing you won't cut through tough armor. If you aren't physically able enough, the weight of the weapon will throw off your coordination.

The inverse can be said for ranged and finesse attack rolls. Your hand eye coordination matters more for striking the enemy because you are trying to hit them in the right place. All you need and exert in terms of strength when aiming is a 10.

TL;DR It depends on what aspect of your body the action requires. Strength makes handling melee weapon easier and you probably aren't using more than the competent amount of Dexterity (10) in attacking a two handed great sword regardless of what the modifier would be.

That being said perhaps a minor house rule that applies Dex and Strength penalties in one another's attack rolls would be interesting. After all you still have to have the strength to hold and strike with your sword correctly regardless how precise you can make that strike. So just as your Dex bonus to AC is affected by how much armor limits your movements a Strength penalty means you have to put more effort in holding a weapon competently. Likewise a Dexterity penalty means you're putting more effort in aiming your attacks correctly. Both would have the affect of applying penalties to melee attack rolls regardless of which modifiers you apply to them.

It would be an effective deterrent to making people use either strength or dex as a dump stat.


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I'm of the opinion that you should totes go for a mindscrew with the players in that you lead them to believe that they failed the test of the Starstone with mythic power being a consolation prize. However, as they continue to progress in mythic tiers, it becomes evident that they are still undergoing the test even as they traverse Golarion. The final part of the test will occur after they reach tier 10, at which point they find themselves in a situation that requires them to make use of all of their available resources and has a meaningful impact on at least a sizeable region of Golarion.

After words they find themselves before the Starstone with the choice to touch it and ascend or remain on Golarion. You could have each party member become a god with his own domain or make them a gestalt entity with a domain that best characterizes the theme of their ascension (as some have theorized Norgorber to be).