paizo.com Recent Posts by Remco Sommelingpaizo.com Recent Posts by Remco Sommeling2023-01-12T13:21:53Z2023-01-12T13:21:53ZRe: Forums: 3.5/d20/OGL: Church Inquisitor PrC from Complete Divine questionRemco Sommelinghttps://paizo.com/threads/rzs2kflp?Church-Inquisitor-PrC-from-Complete-Divine#42023-01-12T13:21:50Z2023-01-12T13:21:50Z<p>A bit of thread necromancy over here, but.. it applies to any illusion or disguise spell the inquisitor <b>sees</b>.</p>
<p>So invisibility and the like would be out.</p>
<p>I am not quite clear on what a "disguise spell" is, I suppose this could include alter self and the like. </p>
<p>I'd probably diminish this class feature a bit, and state that the inquisitor would get to disbelieve illusions automatically if applicable, and get a save to recognize other illusions and disguise spells and allowing an opposed spot / disguise check (without the typical +10 bonus) if the save is successful.</p>A bit of thread necromancy over here, but.. it applies to any illusion or disguise spell the inquisitor sees.
So invisibility and the like would be out.
I am not quite clear on what a "disguise spell" is, I suppose this could include alter self and the like.
I'd probably diminish this class feature a bit, and state that the inquisitor would get to disbelieve illusions automatically if applicable, and get a save to recognize other illusions and disguise spells and allowing an opposed spot /...Remco Sommeling2023-01-12T13:21:50ZRe: Forums: Advice: Wizard wants a new spell from days of oldRemco Sommelinghttps://paizo.com/threads/rzs2t60s?Wizard-wants-a-new-spell-from-days-of-old#92015-12-06T09:42:34Z2015-12-06T09:42:34Z<div class="messageboard-quotee">Casual Viking wrote:</div><blockquote> <div class="messageboard-quotee">Deaths Adorable Apprentice wrote:</div><blockquote><p> The internet isn't leading to anything. From what he told me the when prepping the spell you store two to three spells in it and when you cast sequencer the stored spells are cast then. Its a quick buff. I do not have the book of spells from AD&D.</p>
<p>The minor stored I think 2 spells from first to second level spells. While the major one is three spells from fourth level and below. </blockquote><p>If he wants to design a custom spell, submitting a written proposal happens before you even consider it.
<p>And sequencer, along with Matrix, are among the most crazy overpowered caster benefits from a line of mostly crazy overpowered caster fellatio. Those spells are meant for Mary Sue NPCs, and completely wreck the action economy. </blockquote><p>The spells drain some hit points, they require dispelable somewhat pricey foci, have a limited duration (10/min lvl) and require multiple spell slots to invest also the buffs are relatively low level buffs.
<p>They sequencer should replace the possibility to cast quickened spells for the round in which you use it.</p>
<p>Altogether there are a number of drawbacks to the spells that help balancing them out, then it also helps creating nova potential where PC's flame for a single encounter which might not at all be desirable.</p>Casual Viking wrote:Deaths Adorable Apprentice wrote:The internet isn't leading to anything. From what he told me the when prepping the spell you store two to three spells in it and when you cast sequencer the stored spells are cast then. Its a quick buff. I do not have the book of spells from AD&D.
The minor stored I think 2 spells from first to second level spells. While the major one is three spells from fourth level and below.
If he wants to design a custom spell, submitting a written...Remco Sommeling2015-12-06T09:42:34ZRe: Forums: Advice: Wizard wants a new spell from days of oldRemco Sommelinghttps://paizo.com/threads/rzs2t60s?Wizard-wants-a-new-spell-from-days-of-old#72015-12-06T06:34:14Z2015-12-06T06:34:14Z<p>You can find it on D&D tools / player's guide to Faerun.</p>
<p>Simbul's Spell MAtrix, lvl 5
<br />
Simbul's Spell Sequencer, lvl 7
<br />
Simbul's Spell trigeer, lvl 9</p>
<p>If you consider it, make sure to use the updated version in Player's guide to Faerun. The one in the 3.0 Magic of Faerun is too unbalanced.</p>
<p>It basically allows you to cast quickened spells from a focus in which you stored spells, I'd replace the free action to use the spells to a swift action but otherwise I'd be fine with those versions.</p>You can find it on D&D tools / player's guide to Faerun.
Simbul's Spell MAtrix, lvl 5
Simbul's Spell Sequencer, lvl 7
Simbul's Spell trigeer, lvl 9
If you consider it, make sure to use the updated version in Player's guide to Faerun. The one in the 3.0 Magic of Faerun is too unbalanced.
It basically allows you to cast quickened spells from a focus in which you stored spells, I'd replace the free action to use the spells to a swift action but otherwise I'd be fine with those versions.Remco Sommeling2015-12-06T06:34:14ZRe: Forums: Rules Questions: Magic Jar DisagreementRemco Sommelinghttps://paizo.com/threads/rzs2t586?Magic-Jar-Disagreement#222015-12-01T23:59:02Z2015-12-01T23:59:02Z<div class="messageboard-quotee">Mechagamera wrote:</div><blockquote><p> Of course an evil GM might note that magic jar doesn't change the host's body and the Tarrasque's body is really, really hungry for the nearest meat...overwhelmingly so, unless the wizard makes a really hard save. Instinct is biology, not soul.</p>
<p></blockquote><p>you could just rule it doesn't have a soul.Mechagamera wrote:Of course an evil GM might note that magic jar doesn't change the host's body and the Tarrasque's body is really, really hungry for the nearest meat...overwhelmingly so, unless the wizard makes a really hard save. Instinct is biology, not soul.
you could just rule it doesn't have a soul.Remco Sommeling2015-12-01T23:59:02ZRe: Forums: Rules Questions: Magic Jar DisagreementRemco Sommelinghttps://paizo.com/threads/rzs2t586?Magic-Jar-Disagreement#162015-12-01T13:26:16Z2015-12-01T13:26:16Z<p>It's not mind-affecting, I think it should be.. but it is not</p>It's not mind-affecting, I think it should be.. but it is notRemco Sommeling2015-12-01T13:26:16ZRe: Forums: 4th Edition: So what are your experiences with 5e regarding class balance?Remco Sommelinghttps://paizo.com/threads/rzs2t4tl&page=2?So-what-are-your-experiences-with-5e#982015-11-30T01:10:22Z2015-11-30T01:10:22Z<div class="messageboard-quotee">bookrat wrote:</div><blockquote><p> I'm confused on how any of those are "milking the system for power gaming" or over-powered at all. </p>
<p>Heck, there are clerics who start with heavy armor proficiency, and you can pick it up with a single feat if you don't. How is multiclassing simply to gain heavy armor proficiency even a good idea, much less power gaming? </blockquote><p>Not necessarily overpowered depending on your baseline, but promoting certain combinations to milk the system to get results.
<p>A caster multi-classing into fighter will not get heavy armor proficiency, but multi-classing into a cleric can. Which feels like awkward design, logically the fighter would be the arms and armor expert but you'd be better off multi-classing into cleric if you want a heavily armored mage character.</p>
<p>Just small things that do not quite feel right or balanced to me, but are perfectly acceptable for people that focus on building effective characters primarily.</p>bookrat wrote:I'm confused on how any of those are "milking the system for power gaming" or over-powered at all.
Heck, there are clerics who start with heavy armor proficiency, and you can pick it up with a single feat if you don't. How is multiclassing simply to gain heavy armor proficiency even a good idea, much less power gaming?
Not necessarily overpowered depending on your baseline, but promoting certain combinations to milk the system to get results. A caster multi-classing into...Remco Sommeling2015-11-30T01:10:22ZRe: Forums: Rules Questions: Is Beauty Based on Charisma or Constitution?Remco Sommelinghttps://paizo.com/threads/rzs2t5hi?Is-Beauty-Based-on-Charisma-or-Constitution#212015-11-30T00:36:49Z2015-11-30T00:36:49Z<p>Charisma is the stat most involved with physical appearance, the higher charisma is the more ugly or beautiful one is generally.
<br />
High charisma simply means you are memorable, but it is more than physical appearance to the extent you are fairly free to determine physical appearance disregarding charisma.</p>
<p>You could have a low charisma and be a handsome, but shallow individual with rather plain personality or you simply do not radiate confidence and trustworthiness.</p>
<p>you could have a high charisma and be rather plain in appearance, but you might have a certain bearing that inspires people, confidence, strength of character and a flair for the dramatic without being over the top.</p>
<p>You might be fairly repulsive, people notice you and can't help but feel sorry for you initially, but impressed by the strength of your personality and conviction, you are likely to inspire or terrify people but you are unlikely to leave them indifferent.</p>Charisma is the stat most involved with physical appearance, the higher charisma is the more ugly or beautiful one is generally.
High charisma simply means you are memorable, but it is more than physical appearance to the extent you are fairly free to determine physical appearance disregarding charisma.
You could have a low charisma and be a handsome, but shallow individual with rather plain personality or you simply do not radiate confidence and trustworthiness.
you could have a high...Remco Sommeling2015-11-30T00:36:49ZRe: Forums: Advice: Alignment of a World ConquererRemco Sommelinghttps://paizo.com/threads/rzs2t567&page=2?Alignment-of-a-World-Conquerer#942015-11-29T21:22:17Z2015-11-29T21:22:17Z<p>He'd be in the range of LN, N, NE or LE, you might start him off as N or LN but doing as many evil acts as good acts should not keep him neutral in my opinion.</p>
<p>The character seems incapable of true atonement which would cause him to fall into evil fairly swiftly.</p>He'd be in the range of LN, N, NE or LE, you might start him off as N or LN but doing as many evil acts as good acts should not keep him neutral in my opinion.
The character seems incapable of true atonement which would cause him to fall into evil fairly swiftly.Remco Sommeling2015-11-29T21:22:17ZRe: Forums: Rules Questions: When do you get a will save against a Projected Image with Mirror Images on it?Remco Sommelinghttps://paizo.com/threads/rzs2t58m?When-do-you-get-a-will-save-against-a#102015-11-29T21:05:12Z2015-11-29T21:05:12Z<p>Attempting to attack is interaction regardless of the result.</p>Attempting to attack is interaction regardless of the result.Remco Sommeling2015-11-29T21:05:12ZRe: Forums: 4th Edition: So what are your experiences with 5e regarding class balance?Remco Sommelinghttps://paizo.com/threads/rzs2t4tl&page=2?So-what-are-your-experiences-with-5e#942015-11-29T20:48:42Z2015-11-29T20:48:42Z<div class="messageboard-quotee">Laurefindel wrote:</div><blockquote> <div class="messageboard-quotee">Remco Sommeling wrote:</div><blockquote> There are a few options I'd like to ban, but power gamers would love. </blockquote>Care to elaborate on that? </blockquote><p>moon druid / polymorph, warlock / sorcerer (hex / eldritch blast), multi class cleric (heavy armor), bard (poaching some high value specialty spells from other classes), the contagion spell, archery is a bit too powerful for my tastes.
<p>Not an extensive list, I haven't played much recently and memory is a bit fuzzy on the details.</p>
<p>I am not saying they are terrible by many standards but I do not like milking the system for benefits. Something other people might enjoy much more.</p>Laurefindel wrote:Remco Sommeling wrote: There are a few options I'd like to ban, but power gamers would love.
Care to elaborate on that? moon druid / polymorph, warlock / sorcerer (hex / eldritch blast), multi class cleric (heavy armor), bard (poaching some high value specialty spells from other classes), the contagion spell, archery is a bit too powerful for my tastes. Not an extensive list, I haven't played much recently and memory is a bit fuzzy on the details.
I am not saying they are...Remco Sommeling2015-11-29T20:48:42ZRe: Forums: Advice: Is my rage cycling monk that stupid of an idea??Remco Sommelinghttps://paizo.com/threads/rzs2t5fn?Is-my-rage-cycling-monk-that-stupid-of-an-idea#92015-11-29T14:17:45Z2015-11-29T14:17:45Z<div class="messageboard-quotee">noble peasant wrote:</div><blockquote><p> I've got the back story and the barbarian bit can easily be cut out as it really doesn't affect much. Just didn't find it relevant since I was strictly talking build here. Oh well perhaps it is a tad silly I suppose, or at least not practical since I was wanting to stick to monk mostly. Would've liked to do (un)monk/(un)barbarian that only took one level of monk. However the trait to get around that alignment restriction would require me to be an aasimar and they are frowned upon at our table. </p>
<p>As a side note I don't see how people don't think a one level dip in unchained monk is the absolute best dip for a pure martial. Use a seven branched sword, or whatever monk weapon suits you as there's tons now, and get an extra attack at full bab when you full attack for a one level dip plus some monk crap and a decent selection of bonus feats? Sold. </blockquote><p>Well flurry of blows does not work while wearing armor or using a shield or carrying a medium or heavy load. The same with the AC bonus.
<p>That might limit your choice of builds considerably.</p>noble peasant wrote:I've got the back story and the barbarian bit can easily be cut out as it really doesn't affect much. Just didn't find it relevant since I was strictly talking build here. Oh well perhaps it is a tad silly I suppose, or at least not practical since I was wanting to stick to monk mostly. Would've liked to do (un)monk/(un)barbarian that only took one level of monk. However the trait to get around that alignment restriction would require me to be an aasimar and they are...Remco Sommeling2015-11-29T14:17:45ZRe: Forums/Pathfinder First Edition: General Discussion: If PFS rules were the Pathfinder chassis, would it be an overall better game?Remco Sommelinghttps://paizo.com/threads/rzs2t5br&page=2?If-PFS-rules-were-the-Pathfinder-chassis#542023-01-12T13:27:30Z2015-11-29T10:27:05Z<div class="messageboard-quotee">Deranged_Maniac_Ben wrote:</div><blockquote> <div class="messageboard-quotee">Rynjin wrote:</div><blockquote> <div class="messageboard-quotee">Imbicatus wrote:</div><blockquote> <div class="messageboard-quotee">Omnitricks wrote:</div><blockquote><p> The only reason I played PFS a few years back is because I can't play anything with my friends otherwise.</p>
<p>If I had any other choice I wouldn't even play PFS. Its needlessly restrictive and some of the restrictions don't even make sense. </blockquote><p>I find PFS is far more permissive in player options than any home game I've seen.
<p>How often do you see no monk/samurai/ninjas because I don't want Asian crap in my game? No gunslingers? No advanced class guide? </p>
<p>With very few exceptions you can play most of Paizo published content, which is seldom the case with home games. </blockquote>I've never played a game where this is the case. </blockquote><p>I've seen "no UC Gunslingers" because Paizo was sloppy in writing the gun rules, and the 3.5 gun rules work much better. <span class=messageboard-ooc>Also, Paizo's gun rules interact really badly with my house rules on critical hits, which I wrote years before Pathfinder came out.</span>
</p>
No ACG is a rule I currently enforce....
<br />
of course I run 3.5 and don't allow any Paizo products with the exception of Ultimate Campaign (I do use Interjection and DSP stuff though).</p>
<p>I've honestly never heard of someone banning stuff because they "don't want Asian crap" outside of the Paizo.com forums.
<br />
</blockquote><p>I think it is fairly common to have options or classes banned, CRB is usually allowed and other sources are on a case by case basis, often dependent on the books the GM has available.
<p>I think the rules for PFS are quite understandable and fair to attract a wide range of players, expectations of the game simply vary too wildly to put random players at the same table without extensive guidelines.</p>Deranged_Maniac_Ben wrote:Rynjin wrote: Imbicatus wrote: Omnitricks wrote:The only reason I played PFS a few years back is because I can't play anything with my friends otherwise.
If I had any other choice I wouldn't even play PFS. Its needlessly restrictive and some of the restrictions don't even make sense.
I find PFS is far more permissive in player options than any home game I've seen. How often do you see no monk/samurai/ninjas because I don't want Asian crap in my game? No...Remco Sommeling2015-11-29T10:27:05ZRe: Forums: 4th Edition: So what are your experiences with 5e regarding class balance?Remco Sommelinghttps://paizo.com/threads/rzs2t4tl&page=2?So-what-are-your-experiences-with-5e#882015-11-29T10:18:46Z2015-11-29T10:18:46Z<p>I am a fan of the 5th edition baseline system. Though some things still feel a bit clunky or obviously unbalanced to me, I guess, coming from PFRPG (and earlier systems), that should not be a huge deal breaker.</p>
<p>There are a few options I'd like to ban, but power gamers would love. WotC probably left enough of such options in the system intentionally to appeal to a wider public (but leave me not quite content in an otherwise great system).</p>
<p>I like how the game plays mostly like 3rd edition, feels more like 2nd edition and has some significant contributions of 4th edition mixed in, with some hints of PF influence. It's a good game but with relatively few options it seems a delicate balance is easily broken.</p>
<p>The support and involvement with the game and players is well behind on PF, the developers are more distant though arguably an improvement over previous editions.</p>I am a fan of the 5th edition baseline system. Though some things still feel a bit clunky or obviously unbalanced to me, I guess, coming from PFRPG (and earlier systems), that should not be a huge deal breaker.
There are a few options I'd like to ban, but power gamers would love. WotC probably left enough of such options in the system intentionally to appeal to a wider public (but leave me not quite content in an otherwise great system).
I like how the game plays mostly like 3rd edition,...Remco Sommeling2015-11-29T10:18:46ZRe: Forums/Pathfinder First Edition: General Discussion: If PFS rules were the Pathfinder chassis, would it be an overall better game?Remco Sommelinghttps://paizo.com/threads/rzs2t5br?If-PFS-rules-were-the-Pathfinder-chassis#442015-11-28T13:24:43Z2015-11-28T13:24:43Z<p>The game is made to be run as your gaming group enjoys it, easily adjustable to your tastes. So no PFS is not the best way to play the game but it is a way to play the game making it more accessible for many people that otherwise wouldn't have a steady gaming group.</p>The game is made to be run as your gaming group enjoys it, easily adjustable to your tastes. So no PFS is not the best way to play the game but it is a way to play the game making it more accessible for many people that otherwise wouldn't have a steady gaming group.Remco Sommeling2015-11-28T13:24:43ZRe: Forums/Pathfinder First Edition: General Discussion: Killing the Party ClericRemco Sommelinghttps://paizo.com/threads/rzs2t57o?Killing-the-Party-Cleric#412015-11-28T00:15:56Z2015-11-28T00:15:56Z<div class="messageboard-quotee">Dave Herman wrote:</div><blockquote> Sounds like the worst table to play at. This kind of stuff made me quit gaming for a decade. </blockquote><p>it didn't make me quit but it has resulted in some undesirable tension in the short term, the added value in game play was less than nothing.
<p>I'd recommend to steer clear of it, only the killing player will likely consider this even remotely fun, that might be a wrong evaluation but if you are anything but 99% sure I'd just leave it well alone.</p>Dave Herman wrote:Sounds like the worst table to play at. This kind of stuff made me quit gaming for a decade.
it didn't make me quit but it has resulted in some undesirable tension in the short term, the added value in game play was less than nothing. I'd recommend to steer clear of it, only the killing player will likely consider this even remotely fun, that might be a wrong evaluation but if you are anything but 99% sure I'd just leave it well alone.Remco Sommeling2015-11-28T00:15:56ZRe: Forums: Homebrew and House Rules: Replacing class based savesRemco Sommelinghttps://paizo.com/threads/rzs2t5ak?Replacing-class-based-saves#202015-11-27T18:27:45Z2015-11-27T18:27:45Z<div class="messageboard-quotee">Amanuensis wrote:</div><blockquote><p> I think it is a good idea to shorten the gap between strong and weak saves, but a revised system should still reflect the differences between individual classes. But sure, conditional bonuses work fine as well.</p>
<p></blockquote><p>I could fix the saves to a class but I like to give characters the option to increase will saves as a warrior or fortitude as a rogue or caster.
<p>I am deliberately moving away from the class system so characters are not defined (as much) by the classes they picked, and a little more freedom to customize but not increase specialization.</p>Amanuensis wrote:I think it is a good idea to shorten the gap between strong and weak saves, but a revised system should still reflect the differences between individual classes. But sure, conditional bonuses work fine as well.
I could fix the saves to a class but I like to give characters the option to increase will saves as a warrior or fortitude as a rogue or caster. I am deliberately moving away from the class system so characters are not defined (as much) by the classes they picked, and...Remco Sommeling2015-11-27T18:27:45ZRe: Forums: Homebrew and House Rules: Replacing class based savesRemco Sommelinghttps://paizo.com/threads/rzs2t5ak?Replacing-class-based-saves#182015-11-27T18:23:02Z2015-11-27T18:23:02Z<div class="messageboard-quotee">Kaisoku wrote:</div><blockquote><p> It is a fundamental shift in how gameplay works.
</p>
You basically have to ask yourself the question: Do you want saves numbers to mean something at higher levels, or do you want to have saves as an automatic and binary thing, where the roll is perfunctory (barring outlier rolls). </blockquote><p>I would like that confusion spell to have a little more chance to affect characters with traditionally good will saves and a little less chance to affect characters with traditionally bad saves.
<p>Going from an almost certain save and almost certain failure, to a good chance of making that save and a good chance of failing that save.</p>
<p>It's not an attempt to have characters fail much more or much less than before over all the levels of play, just to spread "the pain" out a bit more over different characters. Among other reasons.</p>Kaisoku wrote:It is a fundamental shift in how gameplay works.
You basically have to ask yourself the question: Do you want saves numbers to mean something at higher levels, or do you want to have saves as an automatic and binary thing, where the roll is perfunctory (barring outlier rolls).
I would like that confusion spell to have a little more chance to affect characters with traditionally good will saves and a little less chance to affect characters with traditionally bad saves. Going...Remco Sommeling2015-11-27T18:23:02ZRe: Forums: Homebrew and House Rules: Replacing class based savesRemco Sommelinghttps://paizo.com/threads/rzs2t5ak?Replacing-class-based-saves#172015-11-27T18:15:29Z2015-11-27T18:15:29Z<div class="messageboard-quotee">Ciaran Barnes wrote:</div><blockquote> Grant the same +2 bonuses a character class gets at 1st level, but only to his or her first class. Additional +2s from multiclassing are not gained. </blockquote><p>Possible but it wouldn't really fix classes that have notoriously weak saves, though it might help over specialization a little bit.
<p>Making characters weaker overall is not my intention, I just want to boost up the weaker characters a notch and take down stronger characters a notch regarding saves.</p>Ciaran Barnes wrote:Grant the same +2 bonuses a character class gets at 1st level, but only to his or her first class. Additional +2s from multiclassing are not gained.
Possible but it wouldn't really fix classes that have notoriously weak saves, though it might help over specialization a little bit. Making characters weaker overall is not my intention, I just want to boost up the weaker characters a notch and take down stronger characters a notch regarding saves.Remco Sommeling2015-11-27T18:15:29ZRe: Forums: Homebrew and House Rules: Replacing class based savesRemco Sommelinghttps://paizo.com/threads/rzs2t5ak?Replacing-class-based-saves#162015-11-27T18:09:10Z2015-11-27T18:09:10Z<div class="messageboard-quotee">CommandoDude wrote:</div><blockquote><br />
<br />
<p>Honestly, base saves are there for a reason. That said, I think some variety and re-balancing along say, 2e-like lines could be cool.</p>
<p>Going back to your main reasons...</p>
<p>1. What could be an auto success against one effect could be a very difficult roll against a different effect targeting your bad save in the current system. It's not nearly as clear cut as you present it.</p>
<p>2. Multiclassing is already lackluster, discouraging dips is discouraging even remote ideas of maybe multiclassing</p>
<p>3. Classes are balanced around base saves (albeit sometimes not well, but still). This kind of system is essentially unfair to say, the monk, which one of its selling points is all good saves</p>
<p>4. You could do this by rewarding weaker classes directly, not changing game fundamentals in ways that could produce large unforseen consequences.</p>
<p>5. Is that not the case already? The fighter is likely to have great fortitude because his class is already naturally inclined to invest in CON. The Cleric will have even better will saves because the class encourages WIS. Many if not most classes are like that - they reward synergy.</p>
<p>6. Again with point 4, you could just give a blanket +1 or +2 instead of complicated changes. Also part of the reward of low magic is higher risk. </blockquote><p>Thank you for your feedback, much appreciated. In short my feedback to your feedback:
<p>1) well yes, but I don't think it should be like that. Now everyone should have a fair chance to make their saves and auto-success will be more rare.
<br />
I started playing in 2nd edition where basically you always could fail or make a save with less dramatic differences between characters. That might be a large part of what shapes my preference for a different save system.</p>
<p>2) I do not think class dipping makes multi-class shine at all. I do have some house rules in play that help multi-classing characters but I try not to promote 1 level class dip for the front loaded benefits, the front loaded saves do not make much sense to me on top of that. A fighter barbarian has no reason to have saves better or worse than a single class. </p>
<p>I am trying to make single class characters more appealing or at least fairly workable, but it is not my intention to punish multi-classing players.</p>
<p>3) I agree, but the monk in this campaign will be the unchained version which has two good saves. Before I read up on unchained I tried to touch up a monk's saves with some class features. Still mind became a flat +2 on will saves, and 1 ki could be spent to reroll a failed save as an immediate action.</p>
<p>4) I think the consequences will be quite tame, the stronger saves in a party are slightly less strong than they are in the old system (like -2), the weak saves are only a little higher like +1 at lvl 6, +2 at lvl 12 and +3 at lvl 18. The change is really not that dramatic.</p>
<p>The bonus on saves outlined is to help create characters that are a bit less item dependent mainly but not essential to the system. </p>
<p>5) The synergy is a bit over the top, I consider it a bad thing to have characters feel like they have no chance to make a save and others that are not even a little nervous rolling.</p>
<p>All the heroes in a party can function roughly in the same league without taking away their special skill.</p>
<p>6) the changes are not that complicated, you can determine saves by character level and ability score at the basics. Different, but not more complicated. I could boost up weaker and penalize stronger classes but I consider the saves enough of a mess that a blanket overhaul works better to create the base I want.</p>CommandoDude wrote:Honestly, base saves are there for a reason. That said, I think some variety and re-balancing along say, 2e-like lines could be cool.
Going back to your main reasons...
1. What could be an auto success against one effect could be a very difficult roll against a different effect targeting your bad save in the current system. It's not nearly as clear cut as you present it.
2. Multiclassing is already lackluster, discouraging dips is discouraging even remote ideas of maybe...Remco Sommeling2015-11-27T18:09:10ZRe: Forums: Homebrew and House Rules: Replacing class based savesRemco Sommelinghttps://paizo.com/threads/rzs2t5ak?Replacing-class-based-saves#112015-11-26T21:19:45Z2015-11-26T21:19:45Z<div class="messageboard-quotee">Amanuensis wrote:</div><blockquote><p> I came up with something very similar for mostly the same reasons.</p>
<p>However, I'm not sure how I feel about 5). Do these bonuses replace the regular bonuses for high ability scores or are they in addition to those? Do only base save increases grant bonuses?</p>
<p>And I agree with Ciaran Barnes. Maybe it could work differently for different classes:
<br />
monk gains a bonus at 1,4,8,12,16;
<br />
wizard gains a bonus at 1,6,12,18;
<br />
ranger gains a bonus at 1,5,10,15.
<br />
</blockquote><p>I think it is possible to marry additional abilities to increase saves into classes if you feel they are short handed in that department, I always felt it was fairly appropriate to give wizards a bonus versus spells for example.
<p>A classic monk is a very defensive class, originally I came up with the monk being able to make a reroll for saves by using a ki point from his pool. I am not going to use that for the unchained monk though, I do not think it will come up short compaed to other martials.</p>
<p>Why do you think it is a good idea to put the bonuses at different levels for different classes ?</p>Amanuensis wrote:I came up with something very similar for mostly the same reasons.
However, I'm not sure how I feel about 5). Do these bonuses replace the regular bonuses for high ability scores or are they in addition to those? Do only base save increases grant bonuses?
And I agree with Ciaran Barnes. Maybe it could work differently for different classes:
monk gains a bonus at 1,4,8,12,16;
wizard gains a bonus at 1,6,12,18;
ranger gains a bonus at 1,5,10,15.
I think it is possible to...Remco Sommeling2015-11-26T21:19:45ZRe: Forums: Homebrew and House Rules: Replacing class based savesRemco Sommelinghttps://paizo.com/threads/rzs2t5ak?Replacing-class-based-saves#102015-11-26T21:13:33Z2015-11-26T21:13:33Z<p>@can't find the path</p>
<p>I did consider starting the bonus progression at 1. As it is the save progression doesn't eclipse classes with two good saves till level 10 in the old system. Before that they are a bit more vulnerable, discounting added benefits of your choice.</p>
<p>A character with only a single good save will start reaping the benefits from level 5 onwards, discounting the added benefits.</p>
<p>It doesn't seem too terrible, but I might change it a little:</p>
<p>Pick a primary save at level 1:</p>
<p>the benefits are the same except that fortitude adds a +1 hit point bonus every level the character advances.</p>
<p>A Secondary save is picked at level 6:</p>
<p>The same benefits but hit points gain does not work retroactively over the levels you already gained. (if fortitude is picked), increases other save increase as normal.</p>
<p>A third save bonus is granted at level 11:</p>
<p>Like the level 6 increase for fortitude.</p>
<p>At level 16 all saves and benefits are increased another step, except fortitude which simply keeps granting a hit point every level of course.</p>
<p>• The saga system is nice as well, I wasn't familiar with it, only thing I do not like is that it still rewards multi-classing into different roles a bit more, definitely better than the current system. But I still like to divorce saves from classes, it gives a little more freedom to character creation and can be used to shore up weaknesses or focus on a single good save a bit more.</p>@can't find the path
I did consider starting the bonus progression at 1. As it is the save progression doesn't eclipse classes with two good saves till level 10 in the old system. Before that they are a bit more vulnerable, discounting added benefits of your choice.
A character with only a single good save will start reaping the benefits from level 5 onwards, discounting the added benefits.
It doesn't seem too terrible, but I might change it a little:
Pick a primary save at level 1:
the...Remco Sommeling2015-11-26T21:13:33ZRe: Forums: Homebrew and House Rules: Replacing class based savesRemco Sommelinghttps://paizo.com/threads/rzs2t5ak?Replacing-class-based-saves#82015-11-26T20:47:50Z2015-11-26T20:47:50Z<div class="messageboard-quotee">Ciaran Barnes wrote:</div><blockquote> Saving throws will be pretty low at low level. Its a small change for classes with one good save but noticable for those with two. What happens to the monk, who is "supposed" to be known for strong saving throws? </blockquote><p>I had thought about it since before unchained monk and never quite found it satisfactory, but with the unchained monk I do not see this as a problem.Ciaran Barnes wrote:Saving throws will be pretty low at low level. Its a small change for classes with one good save but noticable for those with two. What happens to the monk, who is "supposed" to be known for strong saving throws?
I had thought about it since before unchained monk and never quite found it satisfactory, but with the unchained monk I do not see this as a problem.Remco Sommeling2015-11-26T20:47:50ZRe: Forums: Homebrew and House Rules: Replacing class based savesRemco Sommelinghttps://paizo.com/threads/rzs2t5ak?Replacing-class-based-saves#72015-11-26T20:44:26Z2015-11-26T20:44:26Z<div class="messageboard-quotee">Wonderstell wrote:</div><blockquote><p> just to adress reason number 2.</p>
<p>The Unchained rules brings up this problem with multiclassing and explains why it exists with "Fractional Base Bonuses". You could implement this system to avoid heavy dipping at your table.</p>
<p><a href="http://www.d20pfsrd.com/classes/unchained-classes" target="_blank" rel="nofollow">Unchained Classes</a>.</p>
<p>(scroll down for the <b>Other Class & Advancement Variant Rules</b> section.</p>
<p>•• spoiler omitted ••... </blockquote><p>that's good, I am already using fractional BAB. I just want to smooth out saves as well.Wonderstell wrote:just to adress reason number 2.
The Unchained rules brings up this problem with multiclassing and explains why it exists with "Fractional Base Bonuses". You could implement this system to avoid heavy dipping at your table.
Unchained Classes.
(scroll down for the Other Class & Advancement Variant Rules section.
** spoiler omitted **...
that's good, I am already using fractional BAB. I just want to smooth out saves as well.Remco Sommeling2015-11-26T20:44:26ZRe: Forums/Pathfinder First Edition: General Discussion: Killing the Party ClericRemco Sommelinghttps://paizo.com/threads/rzs2t57o?Killing-the-Party-Cleric#322023-01-12T13:38:07Z2015-11-26T15:53:10Z<p>Just keep in mind that while people might not mind that their character gets killed it is another thing to have your character get killed by another player. It might just start more trouble than it's worth.</p>
<p>Other than that, the most obvious way but also the most crappy for the other player is killing him in his sleep. If I'd steer to be the antagonist in the campaign I'd not try too hard to kill my fellow players but build a difficult but possible way for them to fight back.</p>
<p>Desecrate his holy temple, raise the priests from the dead and use them to exact your vengeance in a carefully planned ambush. That will help making you your preferred status of antagonist and much more fun for the other player.</p>Just keep in mind that while people might not mind that their character gets killed it is another thing to have your character get killed by another player. It might just start more trouble than it's worth.
Other than that, the most obvious way but also the most crappy for the other player is killing him in his sleep. If I'd steer to be the antagonist in the campaign I'd not try too hard to kill my fellow players but build a difficult but possible way for them to fight back.
Desecrate his...Remco Sommeling2015-11-26T15:53:10ZForums: Homebrew and House Rules: Replacing class based savesRemco Sommelinghttps://paizo.com/threads/rzs2t5ak?Replacing-class-based-saves#12015-11-26T15:36:02Z2015-11-26T15:36:02Z<p><b>I want to replace the class based saves for a variety of reasons:</b></p>
<p>1) To have the various saving throw bonuses of characters less far apart and prevent automatic success and failures for level appropriate threats.</p>
<p>2) I want to discourage multi-classing for dip benefits, not multi-classing in general </p>
<p>3) I see no reason to maintain it, ability scores and potential feats do a well enough job to explain why someone is more likely to succeed or not</p>
<p>4) I wish to equalize the classes a bit more, it seems that the weaker classes often have the weakest saves as well (rogue, fighter), or would typically lack the ability scores to boost saves (wizard, sorcerer), while other classes with already strong saves have them enhanced even further with high ability modifiers (cleric, druid, paladin)</p>
<p>5) I like the correlation with a creature's / character's deductible traits having a relation with his strong saves rather than meta gaming </p>
<p>6) it's meant for a relatively low magic campaign and the characters might miss out on the assumed bonuses inherent in magical items, so slightly increasing the saves overall might be a good thing.</p>
<p><b>The basics:</b></p>
<p>The base save will be a bonus of 1/2 your level in every category modified for ability modifiers.</p>
<p>At level 5, 10 and 15 you can pick to get a +1 bonus on one of the various saves, at level 10 and 15 you can pick a save you did not choose to increase before, your other previously chosen increases go up +1 as well.
<br />
At level 20 they all go up by an additional +1.</p>
<p>So at level 5 you can choose to increase fortitude, at level 10 you pick reflex and increase your fortitude up by +1 as well. Your saves are now +2 fortitude, +1 reflex. At level 15 your will save gets +1 and the other saves go up +1 as well. Your saves are +3 fortitude, +2 reflex and +1 will.</p>
<p>When your fortitude goes up by +1 you also get a bonus of 5 hit points per increase.</p>
<p>When your reflex save goes up by +1 you also get a +1 bonus on initiative checks per increase.</p>
<p>When your will saves go up you get a +1 bonus on concentration checks per increase. •</p>
<p>• caster level / concentration ranks will be determined by stacking together the caster levels and half of the non-caster levels. Concentration will use charisma by default unless stated otherwise.</p>
<p>(still working on some feats / alternative uses for concentration for the magically challenged)</p>I want to replace the class based saves for a variety of reasons:
1) To have the various saving throw bonuses of characters less far apart and prevent automatic success and failures for level appropriate threats.
2) I want to discourage multi-classing for dip benefits, not multi-classing in general
3) I see no reason to maintain it, ability scores and potential feats do a well enough job to explain why someone is more likely to succeed or not
4) I wish to equalize the classes a bit more,...Remco Sommeling2015-11-26T15:36:02ZRe: Forums: Homebrew and House Rules: Archetypical hero classRemco Sommelinghttps://paizo.com/threads/rzs2t574?Archetypical-hero-class#62015-11-26T14:46:31Z2015-11-26T14:46:31Z<div class="messageboard-quotee">VM mercenario wrote:</div><blockquote><p> Start with a base of Slayer. The archetypical martial hero is smart and not above some sneaking about. Add full Brawler and full Barbarian with some refluffing, so Rage is more of a battle focus. Add the Samurais challenge and resolve and the Swasbucklers panache and deeds. Give him a good Will save, the archetypical fantasy hero can out willpower mages and gods, it's weird that no martial class has a good will save.
</p>
This the archetypical euro-american/fantasy hero, tough, charismatic and smart, with lots of tricks under his sleeve and amazing willpower.
<br />
If 3pp allowed I would add some Warlord instead of Swashbuckler, not even for maneuvers, but because his class abilities are better at representing the inspirng leadership heroes normally have.
<br />
Ranger and Paladin are too supernatural for the archetype and gishes are right out, the archetypical martial is as Ex as possible. You could also trade Barbarian and Swashbuckler for Fighter and Gunslinger for a more Western/WWII/Modern archetype. </blockquote><p>paladins have good will saves and are immune to fearVM mercenario wrote:Start with a base of Slayer. The archetypical martial hero is smart and not above some sneaking about. Add full Brawler and full Barbarian with some refluffing, so Rage is more of a battle focus. Add the Samurais challenge and resolve and the Swasbucklers panache and deeds. Give him a good Will save, the archetypical fantasy hero can out willpower mages and gods, it's weird that no martial class has a good will save.
This the archetypical euro-american/fantasy hero,...Remco Sommeling2015-11-26T14:46:31ZRe: Forums: Homebrew and House Rules: Motives & Methods: An Alternative to AlignmentRemco Sommelinghttps://paizo.com/threads/rzs2t58u?Motives-Methods-An-Alternative-to-Alignment#112015-11-26T05:48:27Z2015-11-26T05:48:27Z<div class="messageboard-quotee">Create Mr. Pitt wrote:</div><blockquote> I don't know if alignments require rulesets. Much like real humans, just let the characters be who they are. </blockquote><p>The game does not require it, depending on your play style. But you still need rules for interactions from a Rules perspective and from a Role Playing perspective which honestly works better if you determine character boundaries before hand (if your group cares about such a thing).Create Mr. Pitt wrote:I don't know if alignments require rulesets. Much like real humans, just let the characters be who they are.
The game does not require it, depending on your play style. But you still need rules for interactions from a Rules perspective and from a Role Playing perspective which honestly works better if you determine character boundaries before hand (if your group cares about such a thing).Remco Sommeling2015-11-26T05:48:27ZRe: Forums: Homebrew and House Rules: Motives & Methods: An Alternative to AlignmentRemco Sommelinghttps://paizo.com/threads/rzs2t58u?Motives-Methods-An-Alternative-to-Alignment#92015-11-26T05:40:41Z2015-11-26T05:40:41Z<p>Have players pick personality traits from a well sized list and just use that as rp-tool and intelligent item conflicts etcetera.</p>
<p>I don't think your system is bad but there should be many more traits and methods to pick from.</p>
<p>You still can have alignment aura's and creature types to determine magic effect interactions in your campaign, in some cases you might want to adjust the level / cost of the spell / magical effect because of reduced or increased effectiveness.</p>Have players pick personality traits from a well sized list and just use that as rp-tool and intelligent item conflicts etcetera.
I don't think your system is bad but there should be many more traits and methods to pick from.
You still can have alignment aura's and creature types to determine magic effect interactions in your campaign, in some cases you might want to adjust the level / cost of the spell / magical effect because of reduced or increased effectiveness.Remco Sommeling2015-11-26T05:40:41ZRe: Forums: Rules Questions: Feather falling at the last momentRemco Sommelinghttps://paizo.com/threads/rzs2t4ls&page=2?Feather-falling-at-the-last-moment#892015-11-24T17:49:42Z2015-11-24T17:49:42Z<div class="messageboard-quotee">CampinCarl9127 wrote:</div><blockquote><p> I don't believe a potion's magic is contingent on it being in a vial. Nothing about the vial is special or magical, it's just a container. </p>
<p>Although this delayed swallowing reminds me of the alchemical accoltion (spelling?) spell that is just repeated backwash. One of my GMs who is a germaphobe houseruled it as an evil spell. </blockquote><p>lol, no nothing really. it is just something I might rule on to prevent abuse. I'd give it a few rounds but not more to prevent too much silliness.CampinCarl9127 wrote:I don't believe a potion's magic is contingent on it being in a vial. Nothing about the vial is special or magical, it's just a container.
Although this delayed swallowing reminds me of the alchemical accoltion (spelling?) spell that is just repeated backwash. One of my GMs who is a germaphobe houseruled it as an evil spell.
lol, no nothing really. it is just something I might rule on to prevent abuse. I'd give it a few rounds but not more to prevent too much silliness.Remco Sommeling2015-11-24T17:49:42ZRe: Forums: Rules Questions: Feather falling at the last momentRemco Sommelinghttps://paizo.com/threads/rzs2t4ls&page=2?Feather-falling-at-the-last-moment#872015-11-24T17:10:50Z2015-11-24T17:10:50Z<div class="messageboard-quotee">Matthew Downie wrote:</div><blockquote> I'd transfer the potion from the bottle to my mouth before jumping, and try to swallow just before landing. </blockquote><p>That might work, GM willing. Though it would cheat the standard action economy a little, it wouldn't be too far fetched for a GM to rule it will only keep it's magic for a few rounds out off the container.Matthew Downie wrote:I'd transfer the potion from the bottle to my mouth before jumping, and try to swallow just before landing.
That might work, GM willing. Though it would cheat the standard action economy a little, it wouldn't be too far fetched for a GM to rule it will only keep it's magic for a few rounds out off the container.Remco Sommeling2015-11-24T17:10:50ZRe: Forums: Rules Questions: Feather falling at the last momentRemco Sommelinghttps://paizo.com/threads/rzs2t4ls&page=2?Feather-falling-at-the-last-moment#842015-11-24T16:31:21Z2015-11-24T16:31:21Z<div class="messageboard-quotee">Philo Pharynx wrote:</div><blockquote> I'd use acrobatics, as that's already involved in jumping and falling. At 500' I'd use DC 20 to avoid any damage. The damage they take is based on what they target they hit. DC 15 for 1d6, DC 10 2d6 and DC 5 3d6. </blockquote><p>Acrobatics to drink the potion.. nah, but sleight of hand would work for me.Philo Pharynx wrote:I'd use acrobatics, as that's already involved in jumping and falling. At 500' I'd use DC 20 to avoid any damage. The damage they take is based on what they target they hit. DC 15 for 1d6, DC 10 2d6 and DC 5 3d6.
Acrobatics to drink the potion.. nah, but sleight of hand would work for me.Remco Sommeling2015-11-24T16:31:21ZRe: Forums: Advice: PFS: How to improve my Aasimar character?Remco Sommelinghttps://paizo.com/threads/rzs2t54f?PFS-How-to-improve-my-Aasimar-character#132015-11-24T16:27:22Z2015-11-24T16:27:22Z<div class="messageboard-quotee">Hmm wrote:</div><blockquote><p> Nope, circlet and headbands are two different slots. You can wear both items!</p>
<p>Also you cannot retrain to get Noble Scion of War or other first level feats like Fey Foundling. Such feats can only be taken at first level. Retraining does not get around that requirement, alas.</p>
<p>Hmm </blockquote><p>oh you are right, that's what you get when you usually play in magic light campaigns. All good then :-).. except for the not retraining part.. lolHmm wrote:Nope, circlet and headbands are two different slots. You can wear both items!
Also you cannot retrain to get Noble Scion of War or other first level feats like Fey Foundling. Such feats can only be taken at first level. Retraining does not get around that requirement, alas.
Hmm
oh you are right, that's what you get when you usually play in magic light campaigns. All good then :-).. except for the not retraining part.. lolRemco Sommeling2015-11-24T16:27:22ZRe: Forums: Advice: PFS: How to improve my Aasimar character?Remco Sommelinghttps://paizo.com/threads/rzs2t54f?PFS-How-to-improve-my-Aasimar-character#102015-11-24T16:15:15Z2015-11-24T16:15:15Z<div class="messageboard-quotee">Kysune Heyoku wrote:</div><blockquote> <div class="messageboard-quotee">Remco Sommeling wrote:</div><blockquote><p> Scion of war will not help you, it replaces the dexterity modifier to initiative, so you only get benefits if your charisma will have a modifier of at least +8. Until then improved initiative will be better or as good.</p>
<p>A circlet of persuasion would help your initiative checks, as well as your concentration checks and all your performance checks with the feat though. Which makes it a bargain at 2,250 gp. Unfortunately it does take the head slot. </blockquote><p>Ah yeah, good catch. +3 from DEX and +4 from Imp. Initiative. take away the Imp Initiative and exchange the DEX for CHA and I'm back where I started.
<p>Don't you mean "Fortunately" it takes the head slot? I currently am not using anything in the head slot, my Headband of Alluring Charisma is using the headband slot so I should be ok. How does it help my initiative checks though? Does Scion of War turn (and qualify) Initiative into a "Charisma check"? If so then that would make the feat worth taking. I didn't realize that the Circlet would help my concentration checks either but I guess it would. </blockquote><p>Well since it replaces your dexterity modifier it seems like it would be a charisma check now, though I guess you could argue the point from the character's perspective or in general.
<p>With versatile performance it will help quite a bunch of skills, the unfortunate part being that it would replace a charisma enhancing item in that slot.</p>Kysune Heyoku wrote:Remco Sommeling wrote:Scion of war will not help you, it replaces the dexterity modifier to initiative, so you only get benefits if your charisma will have a modifier of at least +8. Until then improved initiative will be better or as good.
A circlet of persuasion would help your initiative checks, as well as your concentration checks and all your performance checks with the feat though. Which makes it a bargain at 2,250 gp. Unfortunately it does take the head slot.
Ah...Remco Sommeling2015-11-24T16:15:15ZRe: Forums: Rules Questions: Feather falling at the last momentRemco Sommelinghttps://paizo.com/threads/rzs2t4ls&page=2?Feather-falling-at-the-last-moment#822015-11-24T16:09:11Z2015-11-24T16:09:11Z<p>In theory you could simply ready an action and drink it.</p>
<p>As a GM I would probably ask for both a dexterity and a wisdom check, since I imagine drinking a potion while free falling and trying to time something just in time to prevent being splattered would be tricky. Not even sure the potion will come out if you are trying to pour it out really.</p>
<p>Both DC 10 checks seem right to me, without armor check penalties since I feel nice today.</p>In theory you could simply ready an action and drink it.
As a GM I would probably ask for both a dexterity and a wisdom check, since I imagine drinking a potion while free falling and trying to time something just in time to prevent being splattered would be tricky. Not even sure the potion will come out if you are trying to pour it out really.
Both DC 10 checks seem right to me, without armor check penalties since I feel nice today.Remco Sommeling2015-11-24T16:09:11ZRe: Forums: Advice: PFS: How to improve my Aasimar character?Remco Sommelinghttps://paizo.com/threads/rzs2t54f?PFS-How-to-improve-my-Aasimar-character#82015-11-24T15:58:50Z2015-11-24T15:58:50Z<p>Scion of war will not help you, it replaces the dexterity modifier to initiative, so you only get benefits if your charisma will have a modifier of at least +8. Until then improved initiative will be better or as good.</p>
<p>A circlet of persuasion would help your initiative checks, as well as your concentration checks and all your performance checks with the feat though. Which makes it a bargain at 2,250 gp. Unfortunately it does take the head slot.</p>Scion of war will not help you, it replaces the dexterity modifier to initiative, so you only get benefits if your charisma will have a modifier of at least +8. Until then improved initiative will be better or as good.
A circlet of persuasion would help your initiative checks, as well as your concentration checks and all your performance checks with the feat though. Which makes it a bargain at 2,250 gp. Unfortunately it does take the head slot.Remco Sommeling2015-11-24T15:58:50ZRe: Forums: Advice: Keeping my Phantom Steed aliveRemco Sommelinghttps://paizo.com/threads/rzs2t545?Keeping-my-Phantom-Steed-alive#52015-11-24T11:25:44Z2015-11-24T11:25:44Z<p>I thought it would be cool if not optimal, a mount is pretty decent to keep up movement even in combat in an area that is 'horse-friendly', with a better AC than I have any attack made on the mount rather than me is still a good thing.</p>
<p>Also the immediate action to gain cover is nice when attacked. Also you can move and still take full-round actions and even 'run' while still taking actions with only slight inconvenience. </p>
<p>I might have to settle with just a mount spell though that is difficult to control in combat.</p>
<p>increasing con won't do much since it doesn't have a con score or hit dice unfortunately. </p>
<p>A light warhorse as animal companion would have been cool but that isn't possible with just the CRB.</p>
<p>I guess I'll have to invest in craft construct to make wooden, stone or steel steeds later.</p>I thought it would be cool if not optimal, a mount is pretty decent to keep up movement even in combat in an area that is 'horse-friendly', with a better AC than I have any attack made on the mount rather than me is still a good thing.
Also the immediate action to gain cover is nice when attacked. Also you can move and still take full-round actions and even 'run' while still taking actions with only slight inconvenience.
I might have to settle with just a mount spell though that is...Remco Sommeling2015-11-24T11:25:44ZForums: Advice: Keeping my Phantom Steed aliveRemco Sommelinghttps://paizo.com/threads/rzs2t545?Keeping-my-Phantom-Steed-alive#12015-11-24T08:02:11Z2015-11-24T08:02:11Z<p>I am making a sorcerer / wizard or bard that wants to make good use of the phantom steed spell. I am looking for ways to improve on the durability and effectiveness of the steed in combat especially. I prefer to use CRB material (APG might be ok later), other sources are unlikely to be permitted. We start out at lvl 6 using only the CRB afterwards, we 'might' be able to use material from the APG as well.</p>
<p>Obvious things seem to be to take the mounted combat feat and cast a mage armor on the steed to increase it's AC to 22, any other ideas to keep my steed alive or increase it's effectiveness ?</p>
<p>EDit: We do not start with magic items but it might be possible to craft relatively simple items in the course of the campaign.</p>I am making a sorcerer / wizard or bard that wants to make good use of the phantom steed spell. I am looking for ways to improve on the durability and effectiveness of the steed in combat especially. I prefer to use CRB material (APG might be ok later), other sources are unlikely to be permitted. We start out at lvl 6 using only the CRB afterwards, we 'might' be able to use material from the APG as well.
Obvious things seem to be to take the mounted combat feat and cast a mage armor on the...Remco Sommeling2015-11-24T08:02:11ZRe: Forums: Advice: Keeping a damaged ship afloat, with magic!Remco Sommelinghttps://paizo.com/threads/rzs2t4zh?Keeping-a-damaged-ship-afloat-with-magic#122015-11-24T07:22:22Z2015-11-24T07:22:22Z<p>I wanted to say Animate Object coupled with water walk or a fly spell, but it seems you need a very high caster level if it is at all possible.</p>
<p>Summoned water elementals might help keep it afloat at gm discretion, depending on the extent of the damage.</p>
<p>Freezing sphere might turn the water into ice, expanding the volume and making it buoyant. Any cold spell might work at GM discretion. Also polymorphing in a dragon with old breath might help.</p>
<p>Polymorph any object might be able to repair it.</p>
<p>fabricate and other creation spells might create floats in the hull off the ship, most likely barrels.</p>I wanted to say Animate Object coupled with water walk or a fly spell, but it seems you need a very high caster level if it is at all possible.
Summoned water elementals might help keep it afloat at gm discretion, depending on the extent of the damage.
Freezing sphere might turn the water into ice, expanding the volume and making it buoyant. Any cold spell might work at GM discretion. Also polymorphing in a dragon with old breath might help.
Polymorph any object might be able to repair
...Remco Sommeling2015-11-24T07:22:22ZRe: Forums: Advice: Asmodean Advocate + Evangelist archetypesRemco Sommelinghttps://paizo.com/threads/rzs2t51a?Asmodean-Advocate-Evangelist-archetypes#62015-11-23T16:54:13Z2015-11-23T16:54:13Z<div class="messageboard-quotee">Andrew L Klein wrote:</div><blockquote> <div class="messageboard-quotee">Blake's Tiger wrote:</div><blockquote> However, in this case, each Archetype gives up a Domain. This seems to be a clear case of "no." Or the end result is zero domains. </blockquote>It wouldn't be zero domains. Neither says you get one less domain, they both say you only get one, a very noticeable difference. This would easily be a GM handwave since neither actually affects the other. </blockquote><p>Of course they are not supposed to be combined the intention was presumably to balance them with other class features the archetypes gain.
<p>Usually the granted powers of a domain would be sacrificed and flexibility in preparing your domain spells. Stripping the granted power of both domains would be obvious, but stripping both domains completely would result in a complete loss of bonus spells.</p>
<p>I would either strip both domains or strip one domain and spontaneous inflict / cure feature (if the archetypes don't already take that (I don't know from the top of my head)</p>Andrew L Klein wrote:Blake's Tiger wrote: However, in this case, each Archetype gives up a Domain. This seems to be a clear case of "no." Or the end result is zero domains.
It wouldn't be zero domains. Neither says you get one less domain, they both say you only get one, a very noticeable difference. This would easily be a GM handwave since neither actually affects the other. Of course they are not supposed to be combined the intention was presumably to balance them with other class features...Remco Sommeling2015-11-23T16:54:13ZRe: Forums: Rules Questions: Create Pit question.Remco Sommelinghttps://paizo.com/threads/rzs2t4wo?Create-Pit-question#72015-11-21T13:33:41Z2015-11-21T13:33:41Z<div class="messageboard-quotee">Blakmane wrote:</div><blockquote><p> Sometimes, when their toolset happens to align well or the monsters roll badly, encounters you thought would be difficult become trivial. I know this can seem like it ruins a thematic encounter and often the reaction can be to knee-jerk limit the things that worked well for them. I recommend instead considering that perhaps the players sometimes also enjoy encounters where their tactics work well and they quickly gain the upper hand. It can make them feel like their decisions are meaningful.</p>
<p>Of course, if every encounter becomes 'pit, entangle, acid arrow' you may need to reconsider your encounter design, but this combo being strong generally, or used once to trivialise an encounter is not an issue in the slightest. </blockquote><p>I agree, though such tactics often have major flaws that many GMs (or players) might miss at first glance. If it becomes a drag then you might decide to discuss any potential house rules with your players, after they had their fun with it.Blakmane wrote:Sometimes, when their toolset happens to align well or the monsters roll badly, encounters you thought would be difficult become trivial. I know this can seem like it ruins a thematic encounter and often the reaction can be to knee-jerk limit the things that worked well for them. I recommend instead considering that perhaps the players sometimes also enjoy encounters where their tactics work well and they quickly gain the upper hand. It can make them feel like their decisions...Remco Sommeling2015-11-21T13:33:41ZRe: Forums: Rules Questions: Create Pit question.Remco Sommelinghttps://paizo.com/threads/rzs2t4wo?Create-Pit-question#52015-11-21T13:00:34Z2015-11-21T13:00:34Z<div class="messageboard-quotee">VRMH wrote:</div><blockquote> <div class="messageboard-quotee">CampinCarl9127 wrote:</div><blockquote>grease would just make them have to climb out one side instead of the other.</blockquote>It would deny the climbing bonus from having opposite walls to use though. </blockquote><p>Maybe, you probably need at least three sides of the insides of the pit and not around the edges of the pit though. The golem is large which makes bracing rather easy for it.VRMH wrote:CampinCarl9127 wrote:grease would just make them have to climb out one side instead of the other.
It would deny the climbing bonus from having opposite walls to use though. Maybe, you probably need at least three sides of the insides of the pit and not around the edges of the pit though. The golem is large which makes bracing rather easy for it.Remco Sommeling2015-11-21T13:00:34ZRe: Forums: Rules Questions: Create Pit question.Remco Sommelinghttps://paizo.com/threads/rzs2t4wo?Create-Pit-question#42015-11-21T12:58:45Z2015-11-21T12:58:45Z<p>Aside from all the difficulties to target areas at the bottom of the pit or the golem you can target the area fine.</p>
<p>Entangle is big enough not to worry about it, grease is not that large and must be targeted more selectively.</p>
<p>The sides of the pit are plain rough rock, and no vegetation so the entangle effect wouldn't exactly extend to climbing movement.</p>
<p>The golem is likely to have (total)cover versus ranged attacks unless they are taking a risk to approach the edge of the pit.</p>
<p>The scarerow has a climb modifier of +16, counting bracing against opposite walls that could make +26. Meaning that accepting a -5 penalty could bust him out of the pit in a single round climbing 30' (two move actions, accelerated). >> That means it is fairly unsafe to approach close enough to pelt him with spells.</p>Aside from all the difficulties to target areas at the bottom of the pit or the golem you can target the area fine.
Entangle is big enough not to worry about it, grease is not that large and must be targeted more selectively.
The sides of the pit are plain rough rock, and no vegetation so the entangle effect wouldn't exactly extend to climbing movement.
The golem is likely to have (total)cover versus ranged attacks unless they are taking a risk to approach the edge of the pit.
The...Remco Sommeling2015-11-21T12:58:45ZRe: Forums: Rules Questions: Does Tremorsense negate all attempts at Stealth?Remco Sommelinghttps://paizo.com/threads/rzs2t4s1?Does-Tremorsense-negate-all-attempts-at-Stealth#332015-11-20T14:57:53Z2015-11-20T14:57:53Z<div class="messageboard-quotee">lemeres wrote:</div><blockquote> Both fail to do anything about misschances though. Invisible is invisible, and miss chance is misschance. Blindsense and Blindsight get around invisible. </blockquote><p>Well, blindsight does, blindsense doesn'tlemeres wrote:Both fail to do anything about misschances though. Invisible is invisible, and miss chance is misschance. Blindsense and Blindsight get around invisible.
Well, blindsight does, blindsense doesn'tRemco Sommeling2015-11-20T14:57:53ZRe: Forums: Rules Questions: Looking for a feat that grants a Slam AttackRemco Sommelinghttps://paizo.com/threads/rzs2t4u3?Looking-for-a-feat-that-grants-a-Slam-Attack#22015-11-20T08:43:37Z2015-11-20T08:43:37Z<p>Only way I know is by a summoner's evolutions or spells.</p>
<p>I custom built a Jotun (giant) bloodline for a player at some point and instead of claw attacks it had a slam attack. Eldritch heritage would be able to get you claws, your GM might not mind it giving slam instead even if it is only for a limited number of rounds per day.</p>
<p>Why would you need a slam attack if you don't mind me asking ?</p>Only way I know is by a summoner's evolutions or spells.
I custom built a Jotun (giant) bloodline for a player at some point and instead of claw attacks it had a slam attack. Eldritch heritage would be able to get you claws, your GM might not mind it giving slam instead even if it is only for a limited number of rounds per day.
Why would you need a slam attack if you don't mind me asking ?Remco Sommeling2015-11-20T08:43:37ZRe: Forums: Rules Questions: Does Tremorsense negate all attempts at Stealth?Remco Sommelinghttps://paizo.com/threads/rzs2t4s1?Does-Tremorsense-negate-all-attempts-at-Stealth#302015-11-20T08:30:55Z2015-11-20T08:30:55Z<p>The earth elemental's ability has a range of 30' only and is not typically very stealthy. </p>
<p>Of course the elemental can 'swim' underground if in stone or earth at least. It is possible to have the earth elemental make a stealth check with a significant bonus (probably +30) to allow creatures a chance to detect vibrations in the earth themselves.</p>
<p>It will not be a very high chance to be detected but there is a slight possibility that increases with higher CR foes.</p>The earth elemental's ability has a range of 30' only and is not typically very stealthy.
Of course the elemental can 'swim' underground if in stone or earth at least. It is possible to have the earth elemental make a stealth check with a significant bonus (probably +30) to allow creatures a chance to detect vibrations in the earth themselves.
It will not be a very high chance to be detected but there is a slight possibility that increases with higher CR foes.Remco Sommeling2015-11-20T08:30:55ZRe: Forums: Rules Questions: Silenced Vampire wants to dominate PC...Remco Sommelinghttps://paizo.com/threads/rzs2t4tq?Silenced-Vampire-wants-to-dominate-PC#82015-11-20T08:13:35Z2015-11-20T08:13:35Z<div class="messageboard-quotee">Diego Rossi wrote:</div><blockquote> <div class="messageboard-quotee">PRD wrote:</div><blockquote>Dominate (Su): A vampire can crush a humanoid opponent's will as a standard action. Anyone the vampire targets must succeed on a Will save or fall instantly under the vampire's influence, as though by a dominate person spell (caster level 12th). The ability has a range of 30 feet. At the GM's discretion, some vampires might be able to affect different creature types with this power.</blockquote><p>The part about it using a telepathic link to issue the commands is missing, it was present in earlier editions of the game. So, as long as the silence is in effect, we fall under this part of the Dominate spell:
</p>
<div class="messageboard-quotee">PRD wrote:</div><blockquote><br />
<br />
If you and the subject have a common language, you can generally force the subject to perform as you desire, within the limits of its abilities. If no common language exists, you can communicate only basic commands, such as "Come here," "Go there," "Fight," and "Stand still." You know what the subject is experiencing, but you do not receive direct sensory input from it, nor can it communicate with you telepathically.</blockquote><p>The vampire can communicate basic orders with gestures and the dominated person will follow them.
<p></blockquote><p>The dominate ability works like the Dominate Person spell, and thus telepathically, the vampire does not need to speak the commands.
</p>
However if a common language is not shared this makes this communication more difficult and can only issue simple commands as mentioned.</p>
<p>The sharing of a common language is not the same as a requirement to speak and be understood.</p>Diego Rossi wrote:PRD wrote:Dominate (Su): A vampire can crush a humanoid opponent's will as a standard action. Anyone the vampire targets must succeed on a Will save or fall instantly under the vampire's influence, as though by a dominate person spell (caster level 12th). The ability has a range of 30 feet. At the GM's discretion, some vampires might be able to affect different creature types with this power.
The part about it using a telepathic link to issue the commands is missing, it was...Remco Sommeling2015-11-20T08:13:35ZRe: Forums: Rules Questions: Does Tremorsense negate all attempts at Stealth?Remco Sommelinghttps://paizo.com/threads/rzs2t4s1?Does-Tremorsense-negate-all-attempts-at-Stealth#172015-11-19T19:45:03Z2015-11-19T19:45:03Z<p>The basics of it being that even if you would be invisible and silenced the creature would still be able to locate you. Since stealth can not beat absolute invisibility or absolute silence stealth is useless.</p>
<p>A simple spell or magic boots might be developed to cheat tremor sense though.</p>The basics of it being that even if you would be invisible and silenced the creature would still be able to locate you. Since stealth can not beat absolute invisibility or absolute silence stealth is useless.
A simple spell or magic boots might be developed to cheat tremor sense though.Remco Sommeling2015-11-19T19:45:03ZRe: Forums: Advice: Slaying enemies in their sleep evil?Remco Sommelinghttps://paizo.com/threads/rzs2szsw&page=17?Slaying-enemies-in-their-sleep-evil#8042015-11-17T23:05:36Z2015-11-17T23:05:36Z<p>It comes down to play style preference. Alignments are not much specified and for just about any act I perceive as evil there will be a large number of players claiming it is 'chaotic'. </p>
<p>That said I am a little confused about what 'possible' wartime means ? </p>
<p>Also: evil =/= murderers, in that light without further information it seems rather brutal / excessive.</p>It comes down to play style preference. Alignments are not much specified and for just about any act I perceive as evil there will be a large number of players claiming it is 'chaotic'.
That said I am a little confused about what 'possible' wartime means ?
Also: evil =/= murderers, in that light without further information it seems rather brutal / excessive.Remco Sommeling2015-11-17T23:05:36ZRe: Forums: Advice: Are there any monsters with Channel (Positive) Energy that are Summonable?Remco Sommelinghttps://paizo.com/threads/rzs2t4d1?Are-there-any-monsters-with-Channel-Energy#32015-11-14T20:11:23Z2015-11-14T20:11:23Z<p>none that I know of, might have to work with your GM on that. Personally I find all purpose summoning a bit tacky, but you should be able to get close to a fair custom summon by using the oracle class fixed to a creature you can summon at lower level.</p>none that I know of, might have to work with your GM on that. Personally I find all purpose summoning a bit tacky, but you should be able to get close to a fair custom summon by using the oracle class fixed to a creature you can summon at lower level.Remco Sommeling2015-11-14T20:11:23ZRe: Forums: Advice: Mundane gameRemco Sommelinghttps://paizo.com/threads/rzs2t4ds?Mundane-game#202015-11-14T20:07:44Z2015-11-14T20:07:44Z<p>It will work up to a certain point as long as you let them have easy access to potions and have a few options in place to allow for faster healing.</p>
<p>For example you might treat half of the damage non-lethal damage, this will effectively double the effect of potions used in combat and allows the characters to be more durable from combat to combat.</p>
<p>The heal skill gets to be more meaningful but might need some subtle improvement.</p>
<p>Be more careful considering the monsters you use, consider whether they have the tools to handle a given encounter judging it by more than just rough CR rating.</p>
<p>It will be a different game, with some proper house rules it might work better than the established rules at higher level even.</p>It will work up to a certain point as long as you let them have easy access to potions and have a few options in place to allow for faster healing.
For example you might treat half of the damage non-lethal damage, this will effectively double the effect of potions used in combat and allows the characters to be more durable from combat to combat.
The heal skill gets to be more meaningful but might need some subtle improvement.
Be more careful considering the monsters you use, consider...Remco Sommeling2015-11-14T20:07:44ZRe: Forums: Rules Questions: Spell like abilities and casting timeAnnoyingOrange (alias of Remco Sommeling)https://paizo.com/threads/rzs2qkps?Spell-like-abilities-and-casting-time#162014-01-16T05:54:38Z2014-01-16T05:54:38Z<p>If a SLA follows a spell it has the casting time of the spell description, unless specifically noted otherwise in the monster description.</p>
<p>If it doesn't follow a spell then it is a standard action unless noted otherwise.</p>
<p>I oan see the summon (sp) ability go either way, but I think it follows the spell description unless noted otherwise in this case meaning a casting time of 1 round and similar restrictions / rules.</p>
<p>Dominate should have 1 round casting time.</p>If a SLA follows a spell it has the casting time of the spell description, unless specifically noted otherwise in the monster description.
If it doesn't follow a spell then it is a standard action unless noted otherwise.
I oan see the summon (sp) ability go either way, but I think it follows the spell description unless noted otherwise in this case meaning a casting time of 1 round and similar restrictions / rules.
Dominate should have 1 round casting time.AnnoyingOrange (alias of Remco Sommeling)2014-01-16T05:54:38ZRe: Forums: Homebrew and House Rules: If the monk is SO underpowered, what SHOULD be done to make it better?AnnoyingOrange (alias of Remco Sommeling)https://paizo.com/threads/rzs2qkba&page=3?If-the-monk-is-SO-underpowered-what-SHOULD-be#1282014-01-15T15:55:10Z2014-01-15T15:55:10Z<div class="messageboard-quotee">Marthkus wrote:</div><blockquote> <div class="messageboard-quotee">Orthos wrote:</div><blockquote> Which, again, you have to spend a Standard Action to do... EXACTLY THE SAME AS IN PATHFINDER. </blockquote>Except that it stays off instead of you having to maintain it every turn to keep it off. </blockquote><p>Not how I read it, it seems to me you have to spend a standard action to lower it for a single spell. Nowhere does it say it stays "off".
<p>It doesn't matter regardless it both sucks in general..</p>Marthkus wrote:Orthos wrote: Which, again, you have to spend a Standard Action to do... EXACTLY THE SAME AS IN PATHFINDER.
Except that it stays off instead of you having to maintain it every turn to keep it off. Not how I read it, it seems to me you have to spend a standard action to lower it for a single spell. Nowhere does it say it stays "off". It doesn't matter regardless it both sucks in general..AnnoyingOrange (alias of Remco Sommeling)2014-01-15T15:55:10ZRe: Forums/Pathfinder First Edition: General Discussion: Warpriest Sacred weapon Promoting creativity???AnnoyingOrange (alias of Remco Sommeling)https://paizo.com/threads/rzs2qkm0?Warpriest-Sacred-weapon-Promoting-creativity#192014-01-15T15:51:19Z2014-01-15T15:51:19Z<p>I find it rather silly to let it pass. So your greatsword chosen weapon of the god of war.. sucks in comparison. Not cool or balanced or creative, imo.</p>I find it rather silly to let it pass. So your greatsword chosen weapon of the god of war.. sucks in comparison. Not cool or balanced or creative, imo.AnnoyingOrange (alias of Remco Sommeling)2014-01-15T15:51:19ZRe: Forums: Homebrew and House Rules: If the monk is SO underpowered, what SHOULD be done to make it better?AnnoyingOrange (alias of Remco Sommeling)https://paizo.com/threads/rzs2qkba&page=3?If-the-monk-is-SO-underpowered-what-SHOULD-be#1212014-01-15T14:42:58Z2014-01-15T14:42:58Z<div class="messageboard-quotee">Marthkus wrote:</div><blockquote> <div class="messageboard-quotee">Rynjin wrote:</div><blockquote> <div class="messageboard-quotee">Marthkus wrote:</div><blockquote> <div class="messageboard-quotee">gnomersy wrote:</div><blockquote> SR is bad more often than it's good</blockquote>I love how monk SR is reviled as bad when barbar superstition is praised as the best thing ever that only noob spellcasters have trouble working around.</blockquote>Because Monk SR can't be dropped as a Free action, and you can't just say to the Monk "Hold up, let me buff you BEFORE you Rage". </blockquote><p>It also doesn't cost them a rage power and can be done more than once per combat.
<p>But yeah. I really don't understand why SR doesn't work like it did in 3.5 </blockquote><p>It actually does work like in 3.5Marthkus wrote:Rynjin wrote: Marthkus wrote: gnomersy wrote: SR is bad more often than it's good
I love how monk SR is reviled as bad when barbar superstition is praised as the best thing ever that only noob spellcasters have trouble working around.Because Monk SR can't be dropped as a Free action, and you can't just say to the Monk "Hold up, let me buff you BEFORE you Rage". It also doesn't cost them a rage power and can be done more than once per combat. But yeah. I really don't understand...AnnoyingOrange (alias of Remco Sommeling)2014-01-15T14:42:58ZRe: Forums: Homebrew and House Rules: If the monk is SO underpowered, what SHOULD be done to make it better?AnnoyingOrange (alias of Remco Sommeling)https://paizo.com/threads/rzs2qkba&page=3?If-the-monk-is-SO-underpowered-what-SHOULD-be#1162014-01-15T12:27:34Z2014-01-15T12:27:34Z<p>Slightly modified monk, I will likely playtest.</p>
<p>Monk</p>
<p>Full BAB, D8
<br />
Saves: good F, R, W
<br />
skills 4+ int</p>
<p>1st lvl Unarmed Strike does not improve, it stays at 1d6 damage. (modified)
<br />
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<br />
1st lvl Flurry of blows, delete this sentence: “For the purpose of these attacks, the monk's base attack bonus from his monk class levels is equal to his monk level. For all other purposes, such as qualifying for a feat or a prestige class, the monk uses his normal base attack bonus.” (modified)
<br />
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<br />
4th Ki pool, the monk can make an extra attack at his highest attack bonus if he spends 1 ki point,
<br />
(this does not require him to flurry anymore so it can be activated after a move or charge). The monk an draw from his ki pool to use these actions once per round as a free action. (modified)
<br />
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<br />
4th lvl Ki strike, as a swift action a monk can deal +1 damage, +1 per 5 levels in any class that gives access to a ki pool for 1 round. It also gives the monk the ability to ignore DR/Magic whenever the monk uses Ki Strike. He can use this ability as long as he has at least 1 ki point left in his ki pool.
<br />
At 7th level the monk’s attacks also count as cold iron and silver while using ki strike.
<br />
At 10th level the monk’s attacks count as lawful when using arcane strike.
<br />
At 16th lvl the monk’s attacks are treated as adamantine for the purpose of ignoring DR and hardness, while using ki strike. (modified)•
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<br />
6th lvl Monastic Training, like fighter weapon training it stacks with weapon training and is for all effects and abilities the same as weapon training but it only improves the monk weapon group.
<br />
It increases by +1 every 6 levels after 6th, up to +3 at level 18. (added)
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13th lvl Diamond soul, the monk can spend a ki point as a free action to gain spell resistance equal to 11 + his class level this lasts till the beginning of the monk’s next turn.
<br />
The monk can also activate it as an immediate action ending at the end of the monk’s next turn in that case. (modified)
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<br />
Additionally:</p>
<p>5th wholeness of body, as is</p>
<p>7th purity of body, wholeness of body functions as remove disease.</p>
<p>11th diamond body, wholeness of body also acts as neutralize poison.</p>
<p>At the cost of two ki points the monk an use it on another.
<br />
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<br />
• Ki strike is also a feat in my campaign, though it doesnt get any of the DR penetration improvements besides magic usually.</p>Slightly modified monk, I will likely playtest.
Monk
Full BAB, D8
Saves: good F, R, W
skills 4+ int
1st lvl Unarmed Strike does not improve, it stays at 1d6 damage. (modified)
------------------------------------------------------------------------
1st lvl Flurry of blows, delete this sentence: “For the purpose of these attacks, the monk's base attack bonus from his monk class levels is equal to his monk level. For all other purposes, such as qualifying for a feat or a prestige class, the...AnnoyingOrange (alias of Remco Sommeling)2014-01-15T12:27:34ZRe: Forums: Homebrew and House Rules: Monk Class ReplacementsAnnoyingOrange (alias of Remco Sommeling)https://paizo.com/threads/rzs2qkpr?Monk-Class-Replacements#42014-01-15T12:20:07Z2014-01-15T12:20:07Z<p>Slightly modified monk, I will likely playtest.</p>
<p>Monk</p>
<p>Full BAB, D8
<br />
Saves: good F, R, W
<br />
skills 4+ int</p>
<p>1st lvl Unarmed Strike does not improve, it stays at 1d6 damage. (modified)
<br />
————————————————————————————————————
<br />
1st lvl Flurry of blows, delete this sentence: “For the purpose of these attacks, the monk's base attack bonus from his monk class levels is equal to his monk level. For all other purposes, such as qualifying for a feat or a prestige class, the monk uses his normal base attack bonus.” (modified)
<br />
————————————————————————————————————
<br />
4th Ki pool, the monk can make an extra attack at his highest attack bonus if he spends 1 ki point,
<br />
(this does not require him to flurry anymore so it can be activated after a move or charge). The monk an draw from his ki pool to use these actions once per round as a free action. (modified)
<br />
————————————————————————————————————
<br />
4th lvl Ki strike, as a swift action a monk can deal +1 damage, +1 per 5 levels in any class that gives access to a ki pool for 1 round. It also gives the monk the ability to ignore DR/Magic whenever the monk uses Ki Strike. He can use this ability as long as he has at least 1 ki point left in his ki pool.
<br />
At 7th level the monk’s attacks also count as cold iron and silver while using ki strike.
<br />
At 10th level the monk’s attacks count as lawful when using arcane strike.
<br />
At 16th lvl the monk’s attacks are treated as adamantine for the purpose of ignoring DR and hardness, while using ki strike. (modified)•
<br />
————————————————————————————————————
<br />
6th lvl Monastic Training, like fighter weapon training it stacks with weapon training and is for all effects and abilities the same as weapon training but it only improves the monk weapon group.
<br />
It increases by +1 every 6 levels after 6th, up to +3 at level 18. (added)
<br />
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<br />
13th lvl Diamond soul, the monk can spend a ki point as a free action to gain spell resistance equal to 11 + his class level this lasts till the beginning of the monk’s next turn.
<br />
The monk can also activate it as an immediate action ending at the end of the monk’s next turn in that case. (modified)
<br />
————————————————————————————————————
<br />
Additionally:</p>
<p>5th wholeness of body, as is</p>
<p>7th purity of body, wholeness of body functions as remove disease.</p>
<p>11th diamond body, wholeness of body also acts as neutralize poison.
<br />
————————————————————————————————————
<br />
• Ki strike is also a feat in my campaign, though it doesnt get any of the DR penetration improvements besides magic usually.</p>
<p>EDIT: I posted this in the wrong thread, but I'll leave it here since it is at least related and might be helpful.</p>Slightly modified monk, I will likely playtest.
Monk
Full BAB, D8
Saves: good F, R, W
skills 4+ int
1st lvl Unarmed Strike does not improve, it stays at 1d6 damage. (modified)
------------------------------------------------------------------------
1st lvl Flurry of blows, delete this sentence: “For the purpose of these attacks, the monk's base attack bonus from his monk class levels is equal to his monk level. For all other purposes, such as qualifying for a feat or a prestige class, the...AnnoyingOrange (alias of Remco Sommeling)2014-01-15T12:20:07ZRe: Forums/Pathfinder First Edition: General Discussion: Sorcerer spell levelAnnoyingOrange (alias of Remco Sommeling)https://paizo.com/threads/rzs2of9o?Sorcerer-spell-level#452014-01-15T01:52:17Z2014-01-15T01:52:17Z<div class="messageboard-quotee">Tequila Sunrise wrote:</div><blockquote><p> I'm kind of amazed that the sorc's 3rd-level spell speed bump didn't get smoothed out in the transition from 3.5 to PF. It's one of the many minor nerfs that the original 3e team thought would be necessary to keep the sorc out of ZOMG UBERPOWERD territory. But I guess backward compatibility trumps all.</p>
<p>...Except when it doesn't. </blockquote><p>I was similary amazed that they made the wizard able to cast 6th-9th lvl spells a level earlier in the transition to 3.X, trashed the fighter's pretty decent save progression and gave everyone multiple attacks according to "BAB" ?!?
<p>I would have given all full casters progression similar to the sorcerer, but I guess they felt spellcasters and definately would have kept thac0, I mean seriously...</p>Tequila Sunrise wrote:I'm kind of amazed that the sorc's 3rd-level spell speed bump didn't get smoothed out in the transition from 3.5 to PF. It's one of the many minor nerfs that the original 3e team thought would be necessary to keep the sorc out of ZOMG UBERPOWERD territory. But I guess backward compatibility trumps all.
...Except when it doesn't.
I was similary amazed that they made the wizard able to cast 6th-9th lvl spells a level earlier in the transition to 3.X, trashed the...AnnoyingOrange (alias of Remco Sommeling)2014-01-15T01:52:17ZRe: Forums: Rules Questions: Blood Money + Wish = almost free wish? Am I reading this right?AnnoyingOrange (alias of Remco Sommeling)https://paizo.com/threads/rzs2p569&page=3?Blood-Money-Wish-almost-free-wish-Am-I#1302014-01-15T01:46:09Z2014-01-15T01:46:09Z<div class="messageboard-quotee">Lifat wrote:</div><blockquote> <div class="messageboard-quotee">AnnoyingOrange wrote:</div><blockquote> <div class="messageboard-quotee">Lifat wrote:</div><blockquote> <div class="messageboard-quotee">AnnoyingOrange wrote:</div><blockquote> <div class="messageboard-quotee">Lifat wrote:</div><blockquote> Personally speaking I would simply hardcap blood money on 5k gold, because otherwise it is simply to good. </blockquote>pfff.. then I will just research a 4th lvl version of the spell that doesn't have to deal with that random limitation on RAW. </blockquote>And if it were my game I would tell you that such research would be futile and wouldn't work. </blockquote>I would simply ban bloodmoney to start with, the idea of learning a 2nd lvl spell to bypass material components as a balancing factor is somewhat ridiculous from a game balance perspective. Few people are concerned with that though. </blockquote><p>And I would have no problem with a GM that banned this spell.
</p>
I don't see it as broken when used to fx. cast true seeing without the annoying and very limiting component cost. Or for stoneskin or other such spells. The cap could be discussed, but the reason I would put it there is to prevent the most blatant of abuses (for an example free money with wish). </blockquote><p>Stone skin and true seeing I house ruled:
<p>stoneskin can be cast without material component but only lasts 1 round per level if done so.</p>
<p>true seeing can be cast without material component but is personal and only lasts 1 round per level.</p>Lifat wrote:AnnoyingOrange wrote: Lifat wrote: AnnoyingOrange wrote: Lifat wrote: Personally speaking I would simply hardcap blood money on 5k gold, because otherwise it is simply to good.
pfff.. then I will just research a 4th lvl version of the spell that doesn't have to deal with that random limitation on RAW. And if it were my game I would tell you that such research would be futile and wouldn't work. I would simply ban bloodmoney to start with, the idea of learning a 2nd lvl spell to...AnnoyingOrange (alias of Remco Sommeling)2014-01-15T01:46:09ZRe: Forums/Pathfinder First Edition: General Discussion: Sorcerer spell levelAnnoyingOrange (alias of Remco Sommeling)https://paizo.com/threads/rzs2of9o?Sorcerer-spell-level#432014-01-15T01:35:40Z2014-01-15T01:35:40Z<div class="messageboard-quotee">MagusJanus wrote:</div><blockquote><p> Of course, all of that is irrelevant. Here's what's relevant:</p>
<p>Any developer looking to balance this is probably going to look at it and go, "Let's see... Sorcerers learn one spell per level, wizards learn one spell per level... Same reward! Looks balanced." If they were not, I bet that the two classes would have a different reward, especially considering how easy it is for wizards to achieve knowing every spell they possibly can.</p>
<p>Thus, why it is I originally said they get the same benefit.
<br />
</blockquote><p>I think the developers noticed that a sorcerer has some room for a power boost compared to the wizard rather.
<p>sorcerer's tend to be quite good dealing with metamagic, increasing the casting time is not usually a big deal. Metamagic can add a lot of flexibility for spontaneous casters in particular, wizards often just end up preparing an inferior spell.</p>MagusJanus wrote:Of course, all of that is irrelevant. Here's what's relevant:
Any developer looking to balance this is probably going to look at it and go, "Let's see... Sorcerers learn one spell per level, wizards learn one spell per level... Same reward! Looks balanced." If they were not, I bet that the two classes would have a different reward, especially considering how easy it is for wizards to achieve knowing every spell they possibly can.
Thus, why it is I originally said they get...AnnoyingOrange (alias of Remco Sommeling)2014-01-15T01:35:40ZRe: Forums: Rules Questions: Blood Money + Wish = almost free wish? Am I reading this right?AnnoyingOrange (alias of Remco Sommeling)https://paizo.com/threads/rzs2p569&page=3?Blood-Money-Wish-almost-free-wish-Am-I#1282014-01-15T01:26:29Z2014-01-15T01:26:29Z<div class="messageboard-quotee">Lifat wrote:</div><blockquote> <div class="messageboard-quotee">AnnoyingOrange wrote:</div><blockquote> <div class="messageboard-quotee">Lifat wrote:</div><blockquote> Personally speaking I would simply hardcap blood money on 5k gold, because otherwise it is simply to good. </blockquote>pfff.. then I will just research a 4th lvl version of the spell that doesn't have to deal with that random limitation on RAW. </blockquote>And if it were my game I would tell you that such research would be futile and wouldn't work. </blockquote><p>I would simply ban bloodmoney to start with, the idea of learning a 2nd lvl spell to bypass material components as a balancing factor is somewhat ridiculous from a game balance perspective. Few people are concerned with that though.Lifat wrote:AnnoyingOrange wrote: Lifat wrote: Personally speaking I would simply hardcap blood money on 5k gold, because otherwise it is simply to good.
pfff.. then I will just research a 4th lvl version of the spell that doesn't have to deal with that random limitation on RAW. And if it were my game I would tell you that such research would be futile and wouldn't work. I would simply ban bloodmoney to start with, the idea of learning a 2nd lvl spell to bypass material components as a...AnnoyingOrange (alias of Remco Sommeling)2014-01-15T01:26:29ZRe: Forums: Homebrew and House Rules: If the monk is SO underpowered, what SHOULD be done to make it better?AnnoyingOrange (alias of Remco Sommeling)https://paizo.com/threads/rzs2qkba&page=2?If-the-monk-is-SO-underpowered-what-SHOULD-be#932014-01-15T01:14:06Z2014-01-15T01:14:06Z<div class="messageboard-quotee">Avh wrote:</div><blockquote> <div class="messageboard-quotee">AnnoyingOrange wrote:</div><blockquote><p> "Weapon Training (Ex)</p>
<p>At 6th level, a sohei gains weapon training in one of the following weapon groups, as the fighter class feature: bows, crossbows, monk weapons, polearms, spears, or thrown weapons. He may select an additional group of weapons for every six levels after 6th, to a maximum of three at 18th level. A sohei may use flurry of blows and ki strike with any weapon in which he has weapon training. </p>
<p>This ability replaces purity of body, diamond body, quivering palm, timeless body, and tongue of the sun and moon."</p>
<p>This doesnt replace any abilities people will miss and takes a decent step to fix the monk. you an pick monk weapons / unarmed strike, I find the sohei to be better at barehand combat than a normal monk despite having a base 1d6 damage for unarmed attacks.</p>
<p></blockquote><p>Well... if I recall, the sohei is a monk with weapons and with an armor.
<p>It's far from what people think when they see (or hear) "a monk". </blockquote><p>Weapon training opens up the gloves of weapon training as well, adding a +5 bonus to hit, damage and bonus on maneuvers, they will be 0.5 damage behind on other monks on average but get a +5 to hit at level 18.
<p>True, as a fix then :</p>
<p>• give the monk weapon training as a sohei but only for monk weapons and unarmed strikes, but strip increased unarmed damage. (+1 at 6, 12, 18)</p>
<p>• Add some fighter feats to the bonus feats they can take, most notably weapon focus (1), specialization (6), greater weapon focus, critical focus (8), greater specialization (14).</p>
<p>• I'd also propose to strip arcane strike of it's spellcasting requirement, the fact you an use SLA with it only empowers weird metagame race choices to just deal some extra damage. You could call it "ki strike" instead, replacing the monk ability of the same name coincidentally and working with any weapon. It actually improves a bit for the monk allowing it to count as silver, cold iron, adamantine and lawful later on.</p>
<p>• wholeness of body also can remove diease as the spell now in addition to healing hp damage. (to make up for the loss of purity of body)</p>
<p>• allow monk bonus feats to be taken with normal feats if you had the option to select them as bonus feats earlier.</p>
<p>• strip purity of body, diamond body, quivering palm, timeless body, and tongue of the sun and moon. You can add quivering palm (14) as a monk bonus feat if you want.</p>
<p>EDIT: I am not concerned with the inability to select archetypes, I am sure those can be fitted in easily in some other way.</p>Avh wrote:AnnoyingOrange wrote:"Weapon Training (Ex)
At 6th level, a sohei gains weapon training in one of the following weapon groups, as the fighter class feature: bows, crossbows, monk weapons, polearms, spears, or thrown weapons. He may select an additional group of weapons for every six levels after 6th, to a maximum of three at 18th level. A sohei may use flurry of blows and ki strike with any weapon in which he has weapon training.
This ability replaces purity of body, diamond body,...AnnoyingOrange (alias of Remco Sommeling)2014-01-15T01:14:06ZRe: Forums: Rules Questions: Blood Money + Wish = almost free wish? Am I reading this right?AnnoyingOrange (alias of Remco Sommeling)https://paizo.com/threads/rzs2p569&page=3?Blood-Money-Wish-almost-free-wish-Am-I#1252014-01-15T00:23:20Z2014-01-15T00:23:20Z<div class="messageboard-quotee">Lifat wrote:</div><blockquote> Personally speaking I would simply hardcap blood money on 5k gold, because otherwise it is simply to good. </blockquote><p>pfff.. then I will just research a 4th lvl version of the spell that doesn't have to deal with that random limitation on RAW.Lifat wrote:Personally speaking I would simply hardcap blood money on 5k gold, because otherwise it is simply to good.
pfff.. then I will just research a 4th lvl version of the spell that doesn't have to deal with that random limitation on RAW.AnnoyingOrange (alias of Remco Sommeling)2014-01-15T00:23:20ZRe: Forums/Pathfinder First Edition: General Discussion: Sorcerer spell levelAnnoyingOrange (alias of Remco Sommeling)https://paizo.com/threads/rzs2of9o?Sorcerer-spell-level#322014-01-14T18:14:22Z2014-01-14T18:14:22Z<div class="messageboard-quotee">aceDiamond wrote:</div><blockquote> Seems like sorcerers get a lot of tough calls, now that I look over things. After adding bonus spells from high attributes, they don't have very many more slots than wizards. Plus, everything is much more expensive. A scroll and the materials to copy a spell into a spellbooks are a drop in the bucket compared to a Page of Spell Knowledge, so you've got it much harder to gain new spells. A Runestone of Power is twice as expensive as a Pearl of Power, so wizards close the slot gap easier as well. And I'm still going to harp about level delay in spells because <b>WHY</b>?! </blockquote><p>though the runestone of power an power a spell as part of the casting, a pearl of power is a standard action to recall a spell.
<p>Note that favored class bonus for humans allows you to expand your spell selection considerably, just take the toughness feat to compensate.</p>aceDiamond wrote:Seems like sorcerers get a lot of tough calls, now that I look over things. After adding bonus spells from high attributes, they don't have very many more slots than wizards. Plus, everything is much more expensive. A scroll and the materials to copy a spell into a spellbooks are a drop in the bucket compared to a Page of Spell Knowledge, so you've got it much harder to gain new spells. A Runestone of Power is twice as expensive as a Pearl of Power, so wizards close the slot...AnnoyingOrange (alias of Remco Sommeling)2014-01-14T18:14:22ZRe: Forums: Homebrew and House Rules: If the monk is SO underpowered, what SHOULD be done to make it better?AnnoyingOrange (alias of Remco Sommeling)https://paizo.com/threads/rzs2qkba&page=2?If-the-monk-is-SO-underpowered-what-SHOULD-be#702014-01-14T18:02:51Z2014-01-14T18:02:51Z<p>"Weapon Training (Ex)</p>
<p>At 6th level, a sohei gains weapon training in one of the following weapon groups, as the fighter class feature: bows, crossbows, monk weapons, polearms, spears, or thrown weapons. He may select an additional group of weapons for every six levels after 6th, to a maximum of three at 18th level. A sohei may use flurry of blows and ki strike with any weapon in which he has weapon training. </p>
<p>This ability replaces purity of body, diamond body, quivering palm, timeless body, and tongue of the sun and moon."</p>
<p>This doesnt replace any abilities people will miss and takes a decent step to fix the monk. you an pick monk weapons / unarmed strike, I find the sohei to be better at barehand combat than a normal monk despite having a base 1d6 damage for unarmed attacks.</p>"Weapon Training (Ex)
At 6th level, a sohei gains weapon training in one of the following weapon groups, as the fighter class feature: bows, crossbows, monk weapons, polearms, spears, or thrown weapons. He may select an additional group of weapons for every six levels after 6th, to a maximum of three at 18th level. A sohei may use flurry of blows and ki strike with any weapon in which he has weapon training.
This ability replaces purity of body, diamond body, quivering palm, timeless body,...AnnoyingOrange (alias of Remco Sommeling)2014-01-14T18:02:51ZRe: Forums: Rules Questions: Wood oracle wood bond and improvised weaponsAnnoyingOrange (alias of Remco Sommeling)https://paizo.com/threads/rzs2qkkb?Wood-oracle-wood-bond-and-improvised-weapons#22014-01-14T08:50:59Z2014-01-14T08:50:59Z<p>I see absolutely no reason why not, as long as it is made mostly out off wood.</p>I see absolutely no reason why not, as long as it is made mostly out off wood.AnnoyingOrange (alias of Remco Sommeling)2014-01-14T08:50:59ZRe: Forums/Pathfinder First Edition: General Discussion: Sorcerer spell levelAnnoyingOrange (alias of Remco Sommeling)https://paizo.com/threads/rzs2of9o?Sorcerer-spell-level#282014-01-13T13:04:54Z2014-01-13T13:04:54Z<div class="messageboard-quotee">aceDiamond wrote:</div><blockquote> <div class="messageboard-quotee">Wiggz wrote:</div><blockquote> <div class="messageboard-quotee">Grey Lensman wrote:</div><blockquote> IMO, a simple 'fix' that shouldn't throw balance out of whack is to just advance the bloodline spells known down a level. The other spontaneous caster gets them the moment they can cast them. The witch doesn't, but starts the level with 2 spells known anyways. </blockquote>This is definitely a good fix - simple, elegant and thematically appropriate. </blockquote>Were one of my players to pick a sorcerer, I'd houserule this. Unfortunately, I don't think it'll ever see play in PFS games, even if it would make sense. </blockquote><p>Sadly, but I am inclined to think that paizo agrees. Seeing as they did things differently for the oracle. If they were to do a rewrite of the CRB they would almost certainly change that imo.aceDiamond wrote:Wiggz wrote: Grey Lensman wrote: IMO, a simple 'fix' that shouldn't throw balance out of whack is to just advance the bloodline spells known down a level. The other spontaneous caster gets them the moment they can cast them. The witch doesn't, but starts the level with 2 spells known anyways.
This is definitely a good fix - simple, elegant and thematically appropriate. Were one of my players to pick a sorcerer, I'd houserule this. Unfortunately, I don't think it'll ever see...AnnoyingOrange (alias of Remco Sommeling)2014-01-13T13:04:54ZRe: Forums: Advice: Arcane blast buildAnnoyingOrange (alias of Remco Sommeling)https://paizo.com/threads/rzs2qkce?Arcane-blast-build#412014-01-13T12:49:37Z2014-01-13T12:49:37Z<p>If you are an eldrith knight you might even squeeze in a few critical feats xD</p>If you are an eldrith knight you might even squeeze in a few critical feats xDAnnoyingOrange (alias of Remco Sommeling)2014-01-13T12:49:37ZRe: Forums: Advice: Arcane blast buildAnnoyingOrange (alias of Remco Sommeling)https://paizo.com/threads/rzs2qkce?Arcane-blast-build#362014-01-13T05:49:33Z2014-01-13T05:49:33Z<p>You can still use arcane blast when you can not use verbal, somatic or material components. (polymorphed, grappled, silenced etc.)</p>
<p>You can still use it when concentration checks are impossible to make.</p>
<p>It can not be counter spelled.</p>
<p>It can often still function in places where magic is unpredictable.</p>
<p>It ignores SR, and can be used to directly damage golems for example.</p>
<p>It can not be disrupted by damage.</p>
<p>Ignores DR, Evasion and energy resistances.</p>You can still use arcane blast when you can not use verbal, somatic or material components. (polymorphed, grappled, silenced etc.)
You can still use it when concentration checks are impossible to make.
It can not be counter spelled.
It can often still function in places where magic is unpredictable.
It ignores SR, and can be used to directly damage golems for example.
It can not be disrupted by damage.
Ignores DR, Evasion and energy resistances.AnnoyingOrange (alias of Remco Sommeling)2014-01-13T05:49:33ZRe: Forums: Rules Questions: Barbed Defense questionsAnnoyingOrange (alias of Remco Sommeling)https://paizo.com/threads/rzs2qkb5?Barbed-Defense-questions#22014-01-12T14:59:07Z2014-01-12T14:59:07Z<p>1) Strike means a successful hit.</p>
<p>2) Being large would not, by RAW, have any effect though I have ruled that one that takes care not to get too close, can attack without danger but take a -2 AC and -4 to hit penalty. This provided that they can and do keep at least 10' distance as per normal reach weapon.</p>
<p>For larger creatures, when they are at least 15' distance and using a suitable weapon they can avoid the damage altogether like using a weapon with reach.</p>
<p>These houserules were for the benefit of ruling fireshield though it applies here equally.</p>1) Strike means a successful hit.
2) Being large would not, by RAW, have any effect though I have ruled that one that takes care not to get too close, can attack without danger but take a -2 AC and -4 to hit penalty. This provided that they can and do keep at least 10' distance as per normal reach weapon.
For larger creatures, when they are at least 15' distance and using a suitable weapon they can avoid the damage altogether like using a weapon with reach.
These houserules were for the...AnnoyingOrange (alias of Remco Sommeling)2014-01-12T14:59:07ZRe: Forums/Pathfinder First Edition: General Discussion: Raise Dead and Impact on SocietyAnnoyingOrange (alias of Remco Sommeling)https://paizo.com/threads/rzs2qk38?Raise-Dead-and-Impact-on-Society#472014-01-15T18:54:56Z2014-01-12T14:46:34Z<p>I think most people will assume that once a person dies he went on to his final reward/punishment, while it is possible to get have the Gods give a person another chance at great sacrifice/expense few people would go against the natural order unless there is a very good reason for it.</p>
<p>What happens if a person got raised and fails to live up to divine expectations given another chance?</p>I think most people will assume that once a person dies he went on to his final reward/punishment, while it is possible to get have the Gods give a person another chance at great sacrifice/expense few people would go against the natural order unless there is a very good reason for it.
What happens if a person got raised and fails to live up to divine expectations given another chance?AnnoyingOrange (alias of Remco Sommeling)2014-01-12T14:46:34ZRe: Forums/Lost Omens Campaign Setting: General Discussion: Slavery in the Pathfinder World and its implications... (series of weird questions regarding a controversial topic)AnnoyingOrange (alias of Remco Sommeling)https://paizo.com/threads/rzs2qfn5&page=4?Slavery-in-the-Pathfinder-World-and-its#1642016-08-01T05:03:43Z2014-01-12T11:59:22Z<div class="messageboard-quotee">Arnwolf wrote:</div><blockquote><p> In response to Set,</p>
<p>Yes I agree, Prisoners are slaves. That is why I am opposed to prisons and a justice system that has prisons. Since liberty is more valued that life. And freedom more valuable than slavery. I support the death penalty for all criminals that are so dangerous that others would think them needing imprisonment. Basically, I would send criminals to counseling and/or pay property damages, and if that couldn't solve the problem I would put them to death since slavery is worse than death and I believe cruel. </blockquote><p>I am sure the criminals put to death will be celebrating your humanitarian nature for saving them from cruel slavery.Arnwolf wrote:In response to Set,
Yes I agree, Prisoners are slaves. That is why I am opposed to prisons and a justice system that has prisons. Since liberty is more valued that life. And freedom more valuable than slavery. I support the death penalty for all criminals that are so dangerous that others would think them needing imprisonment. Basically, I would send criminals to counseling and/or pay property damages, and if that couldn't solve the problem I would put them to death since...AnnoyingOrange (alias of Remco Sommeling)2014-01-12T11:59:22ZRe: Forums: Advice: Align this character! (I have no idea what alignment to make this guy, so I'm turning to you.)AnnoyingOrange (alias of Remco Sommeling)https://paizo.com/threads/rzs2qk9m?Align-this-character#212014-01-12T11:36:11Z2014-01-12T11:36:11Z<p>I'd say Neutral Evil, Lawful evil, Neutral or Chaotic Neutral would fit best, in that order.</p>
<p>Obsessed with power and revenge, inflated self-importance and generally dismissive of individual suffering. (He would walk past a sick/starving family unless he could do something without it costing him anything.
<br />
He's focussed on the greater good, which is not good at all in pathfinder.</p>
<p>Also I would avoid Chaotic Neutral alignment like the plague and find Lawful Evil, Lawful Neutral and Chaotic Good likewise redundant additions to the alignment system.</p>I'd say Neutral Evil, Lawful evil, Neutral or Chaotic Neutral would fit best, in that order.
Obsessed with power and revenge, inflated self-importance and generally dismissive of individual suffering. (He would walk past a sick/starving family unless he could do something without it costing him anything.
He's focussed on the greater good, which is not good at all in pathfinder.
Also I would avoid Chaotic Neutral alignment like the plague and find Lawful Evil, Lawful Neutral and Chaotic Good...AnnoyingOrange (alias of Remco Sommeling)2014-01-12T11:36:11ZRe: Forums/Pathfinder First Edition: General Discussion: Sorcerer spell levelAnnoyingOrange (alias of Remco Sommeling)https://paizo.com/threads/rzs2of9o?Sorcerer-spell-level#232014-01-12T09:24:15Z2014-01-12T09:24:15Z<p>I copy paste something I wrote and posted quite some time ago to give the sorcerer some of it's lost shine back:</p>
<p>1st__Bloodline Power, Bloodline Spell (1st), Eschew Materials, Cantrips
<br />
2nd__Bloodline Feat
<br />
3rd__Bloodline Power, Bloodline Spell (2nd)
<br />
4th__Eldritch Focus +1
<br />
5th__Bloodline Spell (3rd)
<br />
6th__Bloodline Feat
<br />
7th__Bloodline Spell (4th)
<br />
8th__Eldritch Focus +2
<br />
9th__Bloodline Power, Bloodline Spell (5th)
<br />
10th_Bloodline Feat
<br />
11th_Bloodline Spell (6th)
<br />
12th_Eldritch Focus +3
<br />
13th_Bloodline Spell (7th)
<br />
14th_Bloodline Feat
<br />
15th_Bloodline Power, Bloodline Spell (8th)
<br />
16th_Eldritch Focus +4
<br />
17th_Bloodline Spell (9th)
<br />
18th_Bloodline Feat
<br />
19th_Eldritch Scion
<br />
20th_Bloodline Power, Eldritch Focus +5</p>
<p>Changes to the base sorcerer from the CRB :</p>
<p>- Bloodline spells are gained much earlier, all except the 1st level spell are gained a level before you gain the actual spell level, this prevents you from not picking that thematically appropriate spell the first chance you get. (see next point)</p>
<p>- You get a single bonus spell slot you can use to cast any bloodline spell you know, if you use it to cast a spell of lower level than your highest level sorcerer spell known you can apply meta magic feats to raise it's level up to your highest level spell known, though you still have to use a full round action to cast it if you do.</p>
<p>- The sorcerer gains a bloodline feat at 2nd level and every 4 levels after 2, 6, 10, 14 and 18 (instead of 7, 13 and 19). Add all metamagic feats and skill focus in the sorcerer's bloodline skill to the possible feats you can select.</p>
<p>- At 4th level, the sorcerer gains Eldritch Focus which gives a +1 concentration checks when casting sorcerer spells and on skill checks with the sorcerer's bloodline class skill. This bonus increases by +1 at 8th level and every 4 levels after.</p>
<p>- At 19th level, you gain Eldritch Scion as a class ability. This allows the casting of any bloodline spell as if cast with still and silent spell meta magic feats without increasing casting time or spell level.</p>
<p>—————————————————————————————————————- —
<br />
EDIT: These are meant to be small adjustments to make the sorcerer a bit more interesting compared to the wizard, for a bit more of a powerboost. You can also:</p>
<p>• Change the spells to 0 at the lvl the bloodline spell is gained allowing for bonus spells through high ability scores, so you can use it for your bloodline spell or metamagic spells of a lower level.</p>
<p>• Get a bonus spellslot usable for your bloodline spell at the level you get to add it to your spells known (a bit like domain spells), this should replace the single bonus spellslot.</p>I copy paste something I wrote and posted quite some time ago to give the sorcerer some of it's lost shine back:
1st__Bloodline Power, Bloodline Spell (1st), Eschew Materials, Cantrips
2nd__Bloodline Feat
3rd__Bloodline Power, Bloodline Spell (2nd)
4th__Eldritch Focus +1
5th__Bloodline Spell (3rd)
6th__Bloodline Feat
7th__Bloodline Spell (4th)
8th__Eldritch Focus +2
9th__Bloodline Power, Bloodline Spell (5th)
10th_Bloodline Feat
11th_Bloodline Spell (6th)
12th_Eldritch Focus +3...AnnoyingOrange (alias of Remco Sommeling)2014-01-12T09:24:15ZRe: Forums/Pathfinder First Edition: General Discussion: Sorcerer spell levelAnnoyingOrange (alias of Remco Sommeling)https://paizo.com/threads/rzs2of9o?Sorcerer-spell-level#222014-01-12T09:00:20Z2014-01-12T09:00:20Z<p>• Give the sorcerer his bloodline spell a level early (like the oracle)</p>
<p>• Give the sorcerer D8 and average BAB</p>
<p>I feel it fits more with a character that doesn't really need to study anything to cast magic.</p>* Give the sorcerer his bloodline spell a level early (like the oracle)
* Give the sorcerer D8 and average BAB
I feel it fits more with a character that doesn't really need to study anything to cast magic.AnnoyingOrange (alias of Remco Sommeling)2014-01-12T09:00:20ZRe: Forums: Advice: Table Rules for Dice Rolling ChargenAnnoyingOrange (alias of Remco Sommeling)https://paizo.com/threads/rzs2qk67?Table-Rules-for-Dice-Rolling-Chargen#132014-01-12T08:05:00Z2014-01-12T08:05:00Z<p>I used 4d6 drop lowest, but offer the option for a 22 point buy instead. Incase the player prefers that (after rolling), but disallow sores over 16 or lower than 8 in that case before racial adjustments.</p>
<p>It offers variety in characters which is a good thing mostly, though some characters might end up a bit more powerful than others.</p>
<p>• I also give my players 3+con hp, 2sp+int, and an extra feat a 1st lvl commoner could take. This reflects them not always having been a wizard, fighter etc., toughens them up a bit and adds a little versatility.
<br />
It is not directly related to this thread but many people hate starting out as barely better than a commoner, thus I added it.</p>I used 4d6 drop lowest, but offer the option for a 22 point buy instead. Incase the player prefers that (after rolling), but disallow sores over 16 or lower than 8 in that case before racial adjustments.
It offers variety in characters which is a good thing mostly, though some characters might end up a bit more powerful than others.
* I also give my players 3+con hp, 2sp+int, and an extra feat a 1st lvl commoner could take. This reflects them not always having been a wizard, fighter etc.,...AnnoyingOrange (alias of Remco Sommeling)2014-01-12T08:05:00ZRe: Forums: Rules Questions: Bagging a DragonAnnoyingOrange (alias of Remco Sommeling)https://paizo.com/threads/rzs2qk6n?Bagging-a-Dragon#92014-01-11T11:24:00Z2014-01-11T11:24:00Z<p>The creature should be able to squeeze into a 5'x10' space, though he portable hole is round..</p>
<p>a 5' by 5' square block would not be able to fit into a 6' diameter hole, it would have to be a bit over 7' in diameter to fit it in. If I am using the squeezing rules to calculate the mathemetical limit you can fit in there a typical large crature would be too big too fit.</p>
<p>I would say a large creature is too big to fit, unless a compelling argument can be made, the portable hole doesnt mention anything about large creatures in the bag which makes me feel like it is not intended to fit.</p>
<p>In other words: Ask the GM.</p>The creature should be able to squeeze into a 5'x10' space, though he portable hole is round..
a 5' by 5' square block would not be able to fit into a 6' diameter hole, it would have to be a bit over 7' in diameter to fit it in. If I am using the squeezing rules to calculate the mathemetical limit you can fit in there a typical large crature would be too big too fit.
I would say a large creature is too big to fit, unless a compelling argument can be made, the portable hole doesnt mention...AnnoyingOrange (alias of Remco Sommeling)2014-01-11T11:24:00ZRe: Forums: Advice: My Life Oracle desperately wants to channel negative energyAnnoyingOrange (alias of Remco Sommeling)https://paizo.com/threads/rzs2qk3p?My-Life-Oracle-desperately-wants-to-channel#152014-01-10T19:37:32Z2014-01-10T19:37:32Z<div class="messageboard-quotee">The Morphling wrote:</div><blockquote> <div class="messageboard-quotee">Hogeyhead wrote:</div><blockquote><p> I'm sorry, but no matter what you do your channel energy cannot be altered by versatile channel. If you read carefully channel energy does not stack so for instance if you took a level of neutral cleric, and then got versatile channel and had levels of oracle of life, you would be able to channel both kinds of energy with your cleric channel, but because the choice to channel negative or positive energy was made for you, as a life oracle you cannot alter your positive channel energy.</p>
<p>If I'm wrong by RAW I'd like to be told as this is something I too would really like to do.</blockquote><p>Well, today's your lucky day. By RAW, the feat simply requires that you <b>be</b> a cleric who's not forced to choose. The feat never specifies that it's the cleric's channeling that's affected - it just says that "your channel energy class feature" can be used in the alternate way. Therefore, a level 1 cleric, level 9 Oracle of Life can channel negative energy as a 7th level cleric, or as a 1st level cleric. You're correct that they don't stack - which is why I didn't want to take the Cleric level if I could avoid it.
<p>It looks like this is what I might do (or take a level in Necromancer instead, to get some fun arcane toys).</p>
<div class="messageboard-quotee">Hogeyhead wrote:</div><blockquote>BTW if you want to be a really powerful channeler, be an Aassimar oracle of life and spend your favored class bonus on upgrading channel energy</blockquote><p>Have you guessed yet why I want to be an Oracle, not a Cleric?
<p>;) </blockquote><p>Technically a necromancer wouldn't allow you to qualify since you dont have the channel energy class feature (power over undead or revelation is not the same thing). Yes it is a stupid RAW argument but people on these forums like that sort of thing.The Morphling wrote:Hogeyhead wrote:I'm sorry, but no matter what you do your channel energy cannot be altered by versatile channel. If you read carefully channel energy does not stack so for instance if you took a level of neutral cleric, and then got versatile channel and had levels of oracle of life, you would be able to channel both kinds of energy with your cleric channel, but because the choice to channel negative or positive energy was made for you, as a life oracle you cannot alter...AnnoyingOrange (alias of Remco Sommeling)2014-01-10T19:37:32ZRe: Forums: Homebrew and House Rules: How does one deal with "smite X" in alignement-free systems?AnnoyingOrange (alias of Remco Sommeling)https://paizo.com/threads/rzs2qjul&page=2?How-does-one-deal-with-smite-X-in#672014-01-10T18:56:33Z2014-01-10T18:56:33Z<p>Personally I'd not feel bad to use the favored enemy and challenge ability of the ranger and cavalier for the paladin class.</p>
<p>Challenge advances as smite evil in number of uses, as a cavalier of the same level.</p>
<p>Favored enemy undead, [evil] subtype and (evil) aura creatures, and dragons. +2 at 1st lvl advancing +1 every 5 lvls after that.</p>
<p>People never play cavaliers or rangers in my games though, and even if they did it wouldn't bother me. The mechanics fit the paladin well enough.</p>Personally I'd not feel bad to use the favored enemy and challenge ability of the ranger and cavalier for the paladin class.
Challenge advances as smite evil in number of uses, as a cavalier of the same level.
Favored enemy undead, [evil] subtype and (evil) aura creatures, and dragons. +2 at 1st lvl advancing +1 every 5 lvls after that.
People never play cavaliers or rangers in my games though, and even if they did it wouldn't bother me. The mechanics fit the paladin well enough.AnnoyingOrange (alias of Remco Sommeling)2014-01-10T18:56:33ZRe: Forums/Pathfinder First Edition: General Discussion: Create Pit - best spell in game?AnnoyingOrange (alias of Remco Sommeling)https://paizo.com/threads/rzs2p6ip&page=2?Create-Pit-best-spell-in-game#602014-01-10T01:56:29Z2014-01-10T01:56:29Z<p>- You must create the pit on a horizontal surface of sufficient size.</p>
<p>- it is 10-by-10, it can not often target multiple creatures and they still get a reflex save, a spell with a will or fortitude save usually manages to disable a single target on a failed save in some way.</p>
<p>- The edges are sloped, it is hard to approach and 'toss stuff at him' without making reflex saves themselves, unless they are flying in which case it is at least a partially moot point.</p>
<p>Climbing :</p>
<p>- A Climb check that fails by 4 or less means that you make no progress, and one that fails by 5 or more means that you fall from whatever height you have already attained.</p>
<p>- You try to climb more quickly than normal. By accepting a –5 penalty, you can move half your speed (instead of one-quarter your speed).</p>
<p>– +5 climbing a corner where you can brace against perpendicular walls, pretty much everyone can do this</p>
<p>- +10 climbing where you can brace opposite walls, large creatures can do this as well as some other creatures that have exceptional reach at the GMs option.</p>
<p>- A creature with a climb speed has a +8 racial bonus on all Climb checks, it can always choose to take 10, even if rushed or threatened while climbing. If a creature with a climb speed chooses an accelerated climb (see above), it moves at double its climb speed (or at its land speed, whichever is slower) and makes a single Climb check at a –5 penalty. Such a creature retains its Dexterity bonus to Armor Class (if any) while climbing, and opponents get no special bonus to their attacks against it. It cannot, however, use the run action while climbing.</p>
<p>• So typically difficult terrain can disallow the use of this spell since it isn't a horizontal surface.</p>
<p>• it can not be used if there is no applicable area 10 by 10 foot, so 9 foot wide hallways are out, unobstructed 10 by 10 foot spaces tend to be much less common than you think in a typical dungeon,counting the slopes you need a 20'x20' area.</p>
<p>• Your (typical) frost giant has +13 on climb, it is large enough to brace opposite walls for a +10 bonus on climb and a move speed of 40 feet, taking this +23 modifier it can chance an accelerated climb taking a -5 penalty, it moves 20 feet as a move action on a roll of 7 or higher, in one round he could climb out of the pit if he manages to roll a 2 on his second move action (he does not need to accelerate for the remaining 10 feet, though I guess he has 10 feet move left if he does.)</p>
<p>• spiked pit is even easier to climb out at DC 20, though it does incur 1d6 damage it will almost guarantee an accelerated climb out for a creature like the frostgiant.</p>- You must create the pit on a horizontal surface of sufficient size.
- it is 10-by-10, it can not often target multiple creatures and they still get a reflex save, a spell with a will or fortitude save usually manages to disable a single target on a failed save in some way.
- The edges are sloped, it is hard to approach and 'toss stuff at him' without making reflex saves themselves, unless they are flying in which case it is at least a partially moot point.
Climbing :
- A Climb check...AnnoyingOrange (alias of Remco Sommeling)2014-01-10T01:56:29ZRe: Forums/Pathfinder First Edition: General Discussion: Summon monster I -- eagles win?AnnoyingOrange (alias of Remco Sommeling)https://paizo.com/threads/rzs2qjhb?Summon-monster-I-eagles-win#242014-01-10T00:59:00Z2014-01-10T00:59:00Z<p>On summon monster I table they are simply the best choice allround not taking into account some corner cases.</p>
<p>The summon monster II table has some options that are likely superior to eagles, even 1d3 of them.</p>
<p>some general stuff:</p>
<p>- eagles are squishy, they will often die with one hit.</p>
<p>- Their smite is not like the paladins and works for one attack, they do not have a high AB.</p>
<p>- Augment summoning increases damage but otherwise has little effect on them, it doesnt increase AB either cutting into their DPR considerably.</p>
<p>- a little DR makes them useless quickly</p>
<p>- Small fliers are vulnerable to some effects and spells, like weather and gust of wind.</p>
<p>- Low HD creaturs are vulnerable to some stuff, like sleep, color spray and the like.</p>
<p>- multiple creatures might have a hard time to focus on one target.</p>
<p><b>ok, now summon monster II has some gems:</b></p>
<p>- Giant Ant, it is mre sturdy, it's bite attack should deal 1d6+3 dmg (1d6+6 dmg with augment), not that impressive though augment summoning will do much for it. It is however immune to mind-afecting effects which might be very useful in some cases (most notably fear effects)</p>
<p>- Small elementals are all kinds of awesome each has a fun ability to use, they are all immune to crits and sneaks and several conditions and effects. They are not smart but they have a language, meanign you can give them more exacting commands.</p>
<p>earth elementals can pack a decent punch with a good AB/damage and can bullrush for free, but it can also move through earth and stone.</p>
<p>air elementals, can fly very fast with perfect maneuverability and a creative player will find uses for it's whirlwind ability often.</p>
<p>fire elemental, put things to fire, a makeshift torch, burner of webs and melter of ice, energy damage has all kinds of uses. It also is good against creatures wit natural attacks, hitting or being hit it inflicts damage either way and might catch fire even. oh and it is also immune to fire.</p>
<p>water elemental, it put out fires(lights) and burning companions, it is otherwise useful in waterbased settings, even if tht is in large part because others are not.</p>
<p>Other elementals, might or might not be allowed by your GM but there are quite a few elementals that are core that by RAW can be summoned and have their own strenghts.</p>
<p>- Giant frog, 15 reach touch attack grapples ! </p>
<p>- Giant spider, ranged web attacks are awesome ! it is immune to mind effects, it also has tremor sense 60' and a decent poison and smite attack.</p>
<p>- hyena/wolf, trip attacks !</p>
<p>- Lemure, it is sturdy with decent HP, DR 5, immunities (poison, fire, mind effects) and resistances (acid, cold), also It can see in darkness of any kind.</p>On summon monster I table they are simply the best choice allround not taking into account some corner cases.
The summon monster II table has some options that are likely superior to eagles, even 1d3 of them.
some general stuff:
- eagles are squishy, they will often die with one hit.
- Their smite is not like the paladins and works for one attack, they do not have a high AB.
- Augment summoning increases damage but otherwise has little effect on them, it doesnt increase AB either cutting...AnnoyingOrange (alias of Remco Sommeling)2014-01-10T00:59:00ZRe: Forums: Advice: Succubus Profane GiftAnnoyingOrange (alias of Remco Sommeling)https://paizo.com/threads/rzs2qjzr?Succubus-Profane-Gift#172014-07-29T21:29:05Z2014-01-09T23:51:18Z<p>"Petrified</p>
<p>A petrified character has been turned to stone and is considered <b>unconscious</b>. If a petrified character cracks or breaks, but the broken pieces are joined with the body as he returns to flesh, he is unharmed. If the character's petrified body is incomplete when it returns to flesh, the body is likewise incomplete and there is some amount of permanent hit point loss and/or debilitation."</p>
<p>No, petrification in itself would not end the profane gift imo, though I'd say being dead does.</p>"Petrified
A petrified character has been turned to stone and is considered unconscious. If a petrified character cracks or breaks, but the broken pieces are joined with the body as he returns to flesh, he is unharmed. If the character's petrified body is incomplete when it returns to flesh, the body is likewise incomplete and there is some amount of permanent hit point loss and/or debilitation."
No, petrification in itself would not end the profane gift imo, though I'd say being dead does.AnnoyingOrange (alias of Remco Sommeling)2014-01-09T23:51:18ZRe: Forums: Advice: Succubus Profane GiftAnnoyingOrange (alias of Remco Sommeling)https://paizo.com/threads/rzs2qjzr?Succubus-Profane-Gift#162014-01-09T23:47:59Z2014-01-09T23:47:59Z<p>There is simply no good reason the wizard would know it works like this unless you decide as a GM there is a precedent of spellcasters abusing succubi like this. if you rule this an be done with a knowledge check the player sure will not be the only one abusing it.</p>
<p>This essentially is an evil act, regardless whether the succubus is evil summoning an evil outsider AND to take advantage of it, MANY times.
<br />
Now being cruel to a succubus wouldnt necessarily pin evil, inflicting cruelty for the benefit of yourself is.</p>
<p>Regardless accepting the embrace is also a chaotic act, but in the end it would pin more towards evil than chaotic.</p>
<p>It might not be a big deal in your games, though I wouldn't allow them to use the bestiary to flip through to see if there are any loopholes or rules to abuse.</p>There is simply no good reason the wizard would know it works like this unless you decide as a GM there is a precedent of spellcasters abusing succubi like this. if you rule this an be done with a knowledge check the player sure will not be the only one abusing it.
This essentially is an evil act, regardless whether the succubus is evil summoning an evil outsider AND to take advantage of it, MANY times.
Now being cruel to a succubus wouldnt necessarily pin evil, inflicting cruelty for the...AnnoyingOrange (alias of Remco Sommeling)2014-01-09T23:47:59ZRe: Forums: Conversions: The Lich King?AnnoyingOrange (alias of Remco Sommeling)https://paizo.com/threads/rzs2qjqo?The-Lich-King#112014-01-09T18:10:23Z2014-01-09T18:10:23Z<p>A Unique half-fiend orc lich, NE, necromancer 10 / Shaman 10 / MT 10 / mythic 10.</p>A Unique half-fiend orc lich, NE, necromancer 10 / Shaman 10 / MT 10 / mythic 10.AnnoyingOrange (alias of Remco Sommeling)2014-01-09T18:10:23ZRe: Forums: Advice: Lawful Good VS Lawful GoodAnnoyingOrange (alias of Remco Sommeling)https://paizo.com/threads/rzs2qjlj&page=3?Lawful-Good-VS-Lawful-Good#1012014-01-09T05:59:52Z2014-01-09T05:59:52Z<p>A fight can happen easily if they have different information and they both believe themselves to be correct. This could result in two forces of good with the same general believe to come into conflict.</p>
<p>The planetars guarding the vault might believe they are guarding it for the good of mankind and the paladin might believe it needs to get inside to save the world, in reality either or both might be duped by evil forces or simple miscommunication.</p>A fight can happen easily if they have different information and they both believe themselves to be correct. This could result in two forces of good with the same general believe to come into conflict.
The planetars guarding the vault might believe they are guarding it for the good of mankind and the paladin might believe it needs to get inside to save the world, in reality either or both might be duped by evil forces or simple miscommunication.AnnoyingOrange (alias of Remco Sommeling)2014-01-09T05:59:52ZRe: Forums: Homebrew and House Rules: How does one deal with "smite X" in alignement-free systems?AnnoyingOrange (alias of Remco Sommeling)https://paizo.com/threads/rzs2qjul?How-does-one-deal-with-smite-X-in#472014-01-09T03:42:24Z2014-01-09T03:42:24Z<p>Dont allow smiting of animals, non-intelligent foes or foes with the [good] subtype or aura ability or creatures that are otherwise soulless or outside of the dominion of the gods.</p>
<p>Some creatures might still be the target of smite evil (like skeletons or creatures that somehow gain the [evil] subtype / aura).</p>Dont allow smiting of animals, non-intelligent foes or foes with the [good] subtype or aura ability or creatures that are otherwise soulless or outside of the dominion of the gods.
Some creatures might still be the target of smite evil (like skeletons or creatures that somehow gain the [evil] subtype / aura).AnnoyingOrange (alias of Remco Sommeling)2014-01-09T03:42:24ZRe: Forums: Advice: Discussion thread for Pupsockets Guide to Early entry with Spell-Like AbilitiesAnnoyingOrange (alias of Remco Sommeling)https://paizo.com/threads/rzs2qcjk?Discussion-thread-for-Pupsockets-Guide-to#52014-01-09T03:21:26Z2014-01-09T03:21:26Z<p>Alluring</p>
<p>You have the art of turning a passing glance into love.</p>
<p>Benefit: You receive a +2 trait bonus on Diplomacy checks with those who find you attractive. You can use daze once per day as a spell-like ability, with a caster Level equal to your character level.</p>Alluring
You have the art of turning a passing glance into love.
Benefit: You receive a +2 trait bonus on Diplomacy checks with those who find you attractive. You can use daze once per day as a spell-like ability, with a caster Level equal to your character level.AnnoyingOrange (alias of Remco Sommeling)2014-01-09T03:21:26ZRe: Forums: Homebrew and House Rules: How does one deal with "smite X" in alignement-free systems?AnnoyingOrange (alias of Remco Sommeling)https://paizo.com/threads/rzs2qjul?How-does-one-deal-with-smite-X-in#102014-01-08T20:40:51Z2014-01-08T20:40:51Z<p>Change it to classic paladin enemies:</p>
<p>Dragons, outsiders and other creatures with the [evil] subtype, undead, creatures / character with the (evil) aura. </p>
<p>just have smite have a lesser effect against other foes, perhaps half the usual benefits.</p>Change it to classic paladin enemies:
Dragons, outsiders and other creatures with the [evil] subtype, undead, creatures / character with the (evil) aura.
just have smite have a lesser effect against other foes, perhaps half the usual benefits.AnnoyingOrange (alias of Remco Sommeling)2014-01-08T20:40:51ZRe: Forums: Advice: Battaling GodsAnnoyingOrange (alias of Remco Sommeling)https://paizo.com/threads/rzs2qjuv?Battaling-Gods#42014-01-08T20:30:01Z2014-01-08T20:30:01Z<p>I's suggest a gestalt with the godling classes, mythic levels might work too.</p>I's suggest a gestalt with the godling classes, mythic levels might work too.AnnoyingOrange (alias of Remco Sommeling)2014-01-08T20:30:01ZRe: Forums: Conversions: The Lich King?AnnoyingOrange (alias of Remco Sommeling)https://paizo.com/threads/rzs2qjqo?The-Lich-King#52014-01-08T19:37:40Z2014-01-08T19:37:40Z<p>Probably should take a look at the whipering tyrant from mythic realms.. afew adjustments go a long way.</p>Probably should take a look at the whipering tyrant from mythic realms.. afew adjustments go a long way.AnnoyingOrange (alias of Remco Sommeling)2014-01-08T19:37:40ZRe: Forums/Pathfinder First Edition: General Discussion: First Worlder strictly worse or maybe not?AnnoyingOrange (alias of Remco Sommeling)https://paizo.com/threads/rzs2qjf4?First-Worlder-strictly-worse-or-maybe-not#412014-01-07T07:08:30Z2014-01-07T07:04:28Z<div class="messageboard-quotee">Marthkus wrote:</div><blockquote><p> Pretty sure the SNA also only last 1 round per level if you are allowed to also have your eidolon out.</p>
<p>It's only a standard action because SLA are a standard action unless noted otherwise. </blockquote><p>Depends on how you interpret this line:
<p>"A spell-like ability has a casting time of 1 standard action <b>unless noted otherwise in the ability or spell description</b>"</p>
<p>In my opinion it simply conforms to the spell, if it doesn't duplicate a spell it will be a standard action unless noted otherwise.</p>Marthkus wrote:Pretty sure the SNA also only last 1 round per level if you are allowed to also have your eidolon out.
It's only a standard action because SLA are a standard action unless noted otherwise.
Depends on how you interpret this line: "A spell-like ability has a casting time of 1 standard action unless noted otherwise in the ability or spell description"
In my opinion it simply conforms to the spell, if it doesn't duplicate a spell it will be a standard action unless noted otherwise.AnnoyingOrange (alias of Remco Sommeling)2014-01-07T07:04:28ZRe: Forums/Pathfinder First Edition: General Discussion: First Worlder strictly worse or maybe not?AnnoyingOrange (alias of Remco Sommeling)https://paizo.com/threads/rzs2qjf4?First-Worlder-strictly-worse-or-maybe-not#382014-01-07T06:58:48Z2014-01-07T06:58:48Z<div class="messageboard-quotee">K177Y C47 wrote:</div><blockquote> <div class="messageboard-quotee">AnnoyingOrange wrote:</div><blockquote><p> so the summon last for 1 round per lvl instead of 1 minute, take 1 round to cast instead of a standard action ad you will not learn to use gate as a sla either.</p>
<p>Now I am not sure that is strictly an improvement.. </blockquote>The First Worlder does learn Gate and SNA IX. The SNA only really replaces the SM part. </blockquote><p>true, missed that part.
<p>So the question is:</p>
<p>A succubus at lvl 11 for 1 minute per lvl or a nymph at lvl 13 for 6 seconds per lvl ?</p>K177Y C47 wrote:AnnoyingOrange wrote:so the summon last for 1 round per lvl instead of 1 minute, take 1 round to cast instead of a standard action ad you will not learn to use gate as a sla either.
Now I am not sure that is strictly an improvement..
The First Worlder does learn Gate and SNA IX. The SNA only really replaces the SM part. true, missed that part. So the question is:
A succubus at lvl 11 for 1 minute per lvl or a nymph at lvl 13 for 6 seconds per lvl ?AnnoyingOrange (alias of Remco Sommeling)2014-01-07T06:58:48ZRe: Forums: Advice: How would you roleplay Sata...er...Syrania?AnnoyingOrange (alias of Remco Sommeling)https://paizo.com/threads/rzs2qjn9?How-would-you-roleplay-SataerSyrania#32014-01-07T06:41:31Z2014-01-07T06:41:31Z<p>You can' t possibly give her a charisma of 41, I don't see any reason to as a GM so I wouldn't.</p>You can' t possibly give her a charisma of 41, I don't see any reason to as a GM so I wouldn't.AnnoyingOrange (alias of Remco Sommeling)2014-01-07T06:41:31ZRe: Forums/Pathfinder First Edition: General Discussion: First Worlder strictly worse or maybe not?AnnoyingOrange (alias of Remco Sommeling)https://paizo.com/threads/rzs2qjf4?First-Worlder-strictly-worse-or-maybe-not#352014-01-07T06:21:46Z2014-01-07T06:21:46Z<p>so the summon last for 1 round per lvl instead of 1 minute, take 1 round to cast instead of a standard action ad you will not learn to use gate as a sla either.</p>
<p>Now I am not sure that is strictly an improvement..</p>so the summon last for 1 round per lvl instead of 1 minute, take 1 round to cast instead of a standard action ad you will not learn to use gate as a sla either.
Now I am not sure that is strictly an improvement..AnnoyingOrange (alias of Remco Sommeling)2014-01-07T06:21:46ZRe: Forums: Advice: Paladin Falling (Just need advice)AnnoyingOrange (alias of Remco Sommeling)https://paizo.com/threads/rzs2qj92&page=5?Paladin-Falling#2362014-01-05T21:40:22Z2014-01-05T21:40:22Z<div class="messageboard-quotee">Talcrion wrote:</div><blockquote> <div class="messageboard-quotee">Scavion wrote:</div><blockquote> <div class="messageboard-quotee">Talcrion wrote:</div><blockquote><p> He broke the code by killing an innocent, no it wasn't his fault, Because it wasn't his fault, he doesn't have to pay the cost of the atonement spell, but he still needs the atonement spell.</p>
<p>They would not get a discount on it if it wasn't their fault, if they didn't need one if it wasn't their fault. </blockquote><p>He actually didn't break the code. The code reads, "...punish those who harm or threaten innocents."
<p>Do you send the gun or the man who shot it to jail? This is pretty obvious. Without the source of the Confusion what would have changed? The Child obviously wouldn't have died. The Paladin didn't really kill the child. Whomever cast the confusion did.</p>
<p>So the Paladin focusing on the task at hand and hunting down the creature who was the source of the confusion is well within the bounds of his Code. </blockquote><p>So your argument is that killing innocents is allowed in the paladin code? Because the Paladin DID kill the child, he was not in control of his actions, and that's WHY he gets a free atonement spell.
<p>EDIT: Atonement specifically references people who do things while under magical compulsion. </blockquote><p>As a GM I dont need the atonement spell, if that the character does indeed show some kind of emotion, regret or whatever other fitting emotionnand deals with it in some way that is enough for me to not 'fail' as a good character.
<p>People should understand that playing a good character can and should be hard sometimes, often it means doing things that go against your basic nature, feel compassion when none is deserving, regret when it is not truly your fault, sacrifice for others without expecting anything in return etc. </p>
<p>Evil characters do basically anything they want and are just selfish people with few if any true friends. Not every evil person wants to kill puppies but if they did want to kill puppies it is unlikely he'd care what anyone thinks of it beyond getting away with it.</p>
<p>Neutral characters are somewhere in between,they care about others but probably more about themselves. They would sacrifice and are compassionate with those they are close to them but are largely indifferent towards others and will usually not inconvenience themselves greatly to help them. </p>
<p>You dont have to be NOT-EVIL to be a paladin though, you have to be GOOD. I think most paladins would not fall because they did something evil, rather that they did not go out off their way to do the good/right thing.</p>Talcrion wrote:Scavion wrote: Talcrion wrote:He broke the code by killing an innocent, no it wasn't his fault, Because it wasn't his fault, he doesn't have to pay the cost of the atonement spell, but he still needs the atonement spell.
They would not get a discount on it if it wasn't their fault, if they didn't need one if it wasn't their fault.
He actually didn't break the code. The code reads, "...punish those who harm or threaten innocents." Do you send the gun or the man who shot it to...AnnoyingOrange (alias of Remco Sommeling)2014-01-05T21:40:22ZRe: Forums: Advice: Paladin Falling (Just need advice)AnnoyingOrange (alias of Remco Sommeling)https://paizo.com/threads/rzs2qj92&page=5?Paladin-Falling#2012014-01-05T05:26:18Z2014-01-05T05:26:18Z<p>If a character never does anything good, should it be a good-aligned character ?</p>
<p>That seems a reasonable question to ask, a paladin always playing it neutral shouldn't be a paladin imo.</p>If a character never does anything good, should it be a good-aligned character ?
That seems a reasonable question to ask, a paladin always playing it neutral shouldn't be a paladin imo.AnnoyingOrange (alias of Remco Sommeling)2014-01-05T05:26:18ZRe: Forums: Advice: Paladin Falling (Just need advice)AnnoyingOrange (alias of Remco Sommeling)https://paizo.com/threads/rzs2qj92&page=4?Paladin-Falling#1582014-01-05T04:35:06Z2014-01-04T22:38:16Z<p>Personally I feel like you have to work to maintain a good alignment, and sure it wasn't the paladin's fault, but the lack of compassion could be enough to lose good alignment not the act itself.</p>
<p>Imagine a person driving a car and a kid trips and falls on the street, the kid dies.. it wasn't the driver's fault but anyone would feel bad, well anyone except for the paladin driving the car....</p>
<p>I am not sure stripping his powers will make the game more enjoyable though, you could just talk to him about it, possibly change to an inquisitor instead.</p>Personally I feel like you have to work to maintain a good alignment, and sure it wasn't the paladin's fault, but the lack of compassion could be enough to lose good alignment not the act itself.
Imagine a person driving a car and a kid trips and falls on the street, the kid dies.. it wasn't the driver's fault but anyone would feel bad, well anyone except for the paladin driving the car....
I am not sure stripping his powers will make the game more enjoyable though, you could just talk to...AnnoyingOrange (alias of Remco Sommeling)2014-01-04T22:38:16ZRe: Forums: Homebrew and House Rules: Mystic Theurge 20 level class.AnnoyingOrange (alias of Remco Sommeling)https://paizo.com/threads/rzs2qisc?Mystic-Theurge-20-level-class#192014-01-04T12:15:05Z2014-01-04T12:15:05Z<p>• Theurgy feat is a nice addition.</p>
<p>• The MT is quite useless the first 2 levels without school powers, few spells, no channeling or domain powers. For that reason I'd rather see Hand of the theurge at 1st level.</p>
<p>• Cantrips and orisons, I would keep cantrips and orisons usable higher since they do not benefit from the bonus spells they just lose there. Advance them as a wizard being able to pick either orisons or cantrips.</p>
<p>• spell synthesis by the MT was only possible at lvl 16 and by then it could only cast lvl 7 spells. I think the ability is a bit strong as it is. Also I would like the MT to use it's lower lvl spell slots more efficiently rather than go nova.</p>
<p>Other:</p>
<p>• I'd not change to combined spells 3/day, it is not meant to have access to more high level spells than a wizard or cleric. honestly I was hesitant to increase it to 2/day for that reason, but I tink that is fine.</p>
<p>• I'd give Hand of the Theurge at 1st, Theurge bonus feat at 2nd, Scribe scroll 3rd. (Theurge at 2nd lvl is fine, other classes can only use it at 3rd at earliest and with few spell slots I do not think anyone wants to use it at 1st lvl)</p>
<p>• I am unsure of the prayerbook/spellbook idea, but it is a possible way to nerve it a bit in some ways without shutting down potential.</p>
<p>• Bonus feats might not be needed, I would like the mystic theurge to have access to Arcane Discoveries as a wizard though.</p>
<p>• You are probably right about UMD, the original MT PrC doesnt have it either.</p>
<p>• I agree spontaneous cure is not needed, I was looking to add a little party support there.</p>* Theurgy feat is a nice addition.
* The MT is quite useless the first 2 levels without school powers, few spells, no channeling or domain powers. For that reason I'd rather see Hand of the theurge at 1st level.
* Cantrips and orisons, I would keep cantrips and orisons usable higher since they do not benefit from the bonus spells they just lose there. Advance them as a wizard being able to pick either orisons or cantrips.
* spell synthesis by the MT was only possible at lvl 16 and by then...AnnoyingOrange (alias of Remco Sommeling)2014-01-04T12:15:05ZRe: Forums: Homebrew and House Rules: Evening Out Saving Throw DiscrepanciesAnnoyingOrange (alias of Remco Sommeling)https://paizo.com/threads/rzs2qhum&page=2?Evening-Out-Saving-Throw-Discrepancies#982014-01-03T18:41:16Z2014-01-03T18:41:16Z<div class="messageboard-quotee">Bill Dunn wrote:</div><blockquote> <div class="messageboard-quotee">AnnoyingOrange wrote:</div><blockquote><p> Just make all saves 1/2 character lvl, and add a bonus for saves that the classes are supposed to be good at as an extra class ability somewhere, which might be certain energy types or attacks or plain fortitude, reflex or will.</p>
<p>Revising the 3rd edition standard of saves might not be such a bad thing.
<br />
I remember fighters being at the top for all round saves with other classes being a bit better in their specialty in AD&D 2nd edition. </blockquote><p>I'd borrow from Star Wars Saga Edition - each class gave out a class bonus to certain saves. Just define the +2 for the good save as a class bonus then you don't have to worry about multi-class good save overstacking either - killing two birds with one stone.
<p>As far as fighters being tops in saves, that kicks in only after about level 8 or so. And I'm not entirely sure it was really designed to be that way explicitly that fighters were intended to have the best saves - ultimately, once all of the saves were maxed out in 1e, they were in the mix, but not the undisputed best. They just got to their apex via a faster route because their saves improved every 2 levels. </blockquote><p>They weren't the best in every aspect of saving throws but taking into account the whole savingthrow table they had the best saves, though they maxed out a bit earlier than other classes.
<p>Best breath weapon save, best pertifrication/polymorph saves.
<br />
Second best on poison, deathmagic just behind the priest.
<br />
kinda average on spell saves, behind wizard and rogue but better than priest.</p>
<p>It wasn't till 3rd edition that they sucked at saves, though they weren't impressive at saves in 2nd edition till about 9th lvl or so.</p>
<p>Ironically rogues had the most awful breath weapon save though. The save tables really were a mess.</p>
<p>Anyway, my point being the conversion to 3rd edition kinda short handed the fighter in the saves department with no precedent for that.</p>Bill Dunn wrote:AnnoyingOrange wrote:Just make all saves 1/2 character lvl, and add a bonus for saves that the classes are supposed to be good at as an extra class ability somewhere, which might be certain energy types or attacks or plain fortitude, reflex or will.
Revising the 3rd edition standard of saves might not be such a bad thing.
I remember fighters being at the top for all round saves with other classes being a bit better in their specialty in AD&D 2nd edition.
I'd borrow from Star...AnnoyingOrange (alias of Remco Sommeling)2014-01-03T18:41:16ZRe: Forums: Advice: The most beautiful girl in the worldAnnoyingOrange (alias of Remco Sommeling)https://paizo.com/threads/rzs2qj75?The-most-beautiful-girl-in-the-world#42014-01-03T18:17:01Z2014-01-03T18:17:01Z<p>Fun, a trait that opens up arcane strike for everyone..</p>Fun, a trait that opens up arcane strike for everyone..AnnoyingOrange (alias of Remco Sommeling)2014-01-03T18:17:01ZRe: Forums: Advice: If one was stating up a god.....AnnoyingOrange (alias of Remco Sommeling)https://paizo.com/threads/rzs2qj42?If-one-was-stating-up-a-god#382014-01-03T15:32:09Z2014-01-03T14:56:45Z<div class="messageboard-quotee">Evilserran wrote:</div><blockquote> Technically i dont think Mystra died during the time of troubles, her death is pretty much what caused it. Tossed magic all out of whack, and what are gods any way, then magical beings? Her death shattered the weave, which is to say, all the order that makes up magic. But, yes, Forgotten realms should definatly have stuff on it. </blockquote><p>Time of troubles is the time that gods were banished to the Faerun in mortal forms. Mystra died at the hands of a guardian deity guarding the stairway to 'heaven', one of the few deities that wasn't banished.
<p>The magic going out off wack was caused by mystra not being there to tend the weave. All in all a fun time.</p>Evilserran wrote:Technically i dont think Mystra died during the time of troubles, her death is pretty much what caused it. Tossed magic all out of whack, and what are gods any way, then magical beings? Her death shattered the weave, which is to say, all the order that makes up magic. But, yes, Forgotten realms should definatly have stuff on it.
Time of troubles is the time that gods were banished to the Faerun in mortal forms. Mystra died at the hands of a guardian deity guarding the...AnnoyingOrange (alias of Remco Sommeling)2014-01-03T14:56:45Z