Greenhorn

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The point of Fighters is to beat things into submission and coming out with as few scratches as possible. A BBEG can still overcome an extremely high AC, but a Fighter, like a Wizard, can now hit the minions with little fear.


I love rage points! They give a Barbarian much more flexibility! If your only problem is the Rage X/day thing for PrCs, thenkeep in mind that that is a bad prereq anyways, as Extra Rage acan always bump up that number anyways. If you still have an issue, just determine a conversion. I believe someone has already done that on these boards.


I think the point is that there are two "separate types" (note the quotes) of Perform: musical and dramatic. To get every Bard ability, an individual bard must have ranks in both a musical Perform (sing, string, wind, percussion, keyboard) or dramatic Perform (act, comedy, dance, oratory). All Bardic Performance abilities are split up so that they can either use only dramatic, only musical, or both. So Soothing performance is, for some reason, a dramatic one; what I'd recommend changing is it to musical, and maybe Song of Freedom to a new name and relying on dramatic Performances.


Half-Orcs with Druid, rather than Cleric, as a Favored Class option.


Gnome Ninja wrote:
No one likes? Come on! XP

Just have some patience...

I do like the idea of having them only need to be taken once, and then improve like most spells. My only concern is with your new spells (like "faerie shape"), which seem to not quite fit balance-wise. Otherwise, I hope they change the polymorph stuff to something like this. (Not like they read the New Rules section...)


Gnome Ninja wrote:

I don't think it's really possible to have Monk as a fovored class for one of these general races. The idea of a martial-arts person doesn't really lend itself towards any race but a truly niche one, like the buomann.

I really think that Druid should be the second for Half-Orcs, and people seem to agree that this should be true.
I really think dwarves should be getting paladin, though it really limits their options spell-casting wise. However, dwarves were never really supposed to be ones for magic. I might agree that Cleric is fine, though.

Honestly, unless a monk becomes a "brawler," it's an oriental-themed class, and none of the races really fit the orient here. I'm starting to think Dwarves should get a Dex penalty; they may not be clumsy, but they aren't, on average, as nimble, agile or flexible as other races.


Moab wrote:

Those are nice ideas as well, Gnome Ninja. I especially like how you've included choices for the player to make. My main gripe with the Alpha 1&2 approaches is that they force the character to have specific spells (or SLAs), some of which I wouldn't want to take. Your approach would be greatly appreciated.

I hope the designers look at this thread and take some of the improvements to heart, even if only in theory.

I'm not sure the designers really read the "new rules" threads. I mean, if a designer could prove me wrong, that would be great!


I'm coming onto the forums a wee bit late, so could someone list and link to all the new suggestions to fix or change the bloodlines for Sorcerers? Thanks!


I like the magic-y rogue abilities. There's no reason you have to choose them; in fact, most rogues won't. However, I feel like there's no real want for spellthief-like classes anymore, which is kind of nice, and a rogue can qualify for Arcane Trickster on his own (if you rule SLA = spell).

In addition, a rogue in our game had so much fun with it we added Greater Magic and Powerful Magic, for 2nd and 3rd level spells, as Advanced Talents (the SLAs from these can be used only 1/day). I'd even go so far to suggest these be added to the Pathfinder RPG, though probably wih better names.


Gnome Ninja wrote:
There's no reason why Druids and Barbarians have to be wild; you can have illiterate, violent people in the city, and people who tend to parks and such. Still, Paladin gives a martial bent for dwarves, although you have a good point with the fact that Paizo wants a magic class for each, or so it appears.

I guess I can agree with you on the Dwarf side. Still, I see no reason why having the Half-Orc be Ftr/Bbn is bad. Besides, a urban "park" Druid is a silly idea, and violent people in the city are still fighters.


Heaven's Agent wrote:
Gnome Ninja wrote:
It is a 1-time per day ability, but it lasts the whole day. Sure, you can't adapt the sword to every encounter, but you can change it each day to fit what you think you'll fight. e.g., on Limbo, Axiomatic would be advantageous, but against a necromantic cult, try to stay away from brilliant energy.
Actually, as it stands right now it's a 1/day ability, that only lasts 10 minutes. This duration is even less if the paladin is disarmed or otherwise forced to lose possession of the weapon.

Well, it lasts 1 minute per Pal level, so that's 5 mins when you first get it.

I definitely think it stacks; it never says it doesn't. In fact, illogical as a flaming icy burst weapon is, it's completely legal. If it didn't stack, it would be a horribly crappy ability, especially compared to the mount.


Shisumo wrote:

Not only is it not a stretch of the rules, it's directly addressed under the Ability Bonuses section of the Glossary chapter:

Pathfinder RPG, pg 116 wrote:
Ability bonuses with a duration greater than one day actually increase the relevant ability score after 24 hours. Modify all skills and statistics related to that ability. This might cause you to gain skill points, hit points, and other bonuses.
Emphasis mine. Just like you get bonus skill points retroactively, you get everything else retroactively too, including additional rage points. (It even looks like increases to Intelligence grant you additional languages known, which is interesting.) It does not matter in the slightest what level you gained the rage points, you calculate them as if you had had your current Constitution score the entire time.

If you go striaght by the rules, this is true. However, for example, with increasd languages, it is a DM's right to rule that does not happen if it makes no sense.

I agree, though, they are gained retroactively, like skill points.


David Jackson 60 wrote:
No, I mean more on the lines of does the icy war hammer become an Icy warhammer of disruption or become a warhammer of disruption. I know the numerical bonuses don't currently stack according to the Alpha...I'm assuming the abilities don't either, but I figured I'd ask for clarification.

I'd just as well say "let them stack." Other than what the Pathfinder Alpha 2 Rules say, it doesn't unbalance things to add stuff like that. And where does it say in the rules this can't happen (or at least raises doubt)?


I like the 2 FCs as well. However, I agree that the Halfling Wiz is a wee bit odd. On the other hand, I really like the Cleric for Dwarves and Half-Orcs. For Dwarves, it's often presented this way; I mean, remember Eberk from the PHB? For Half-Orcs, it gives them a not-savage alternative, though Fighter might be better (but they seem to want at least one magic class for each).