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RPG Superstar 6 Season Star Voter, 7 Season Star Voter. Organized Play Member. 4 posts (590 including aliases). 1 review. No lists. No wishlists. 9 Organized Play characters. 1 alias.


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I would have really enjoyed having a sample Starfinder adventure to run for Free RPG Day this month.


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If you're attached to the idea of some mechanic for physical attractiveness, how about something simple that uses an existing game mechanic?

Attractive (Social Trait)
You are conventionally attractive, and as a result have an easier time in lots of social situations. You gain a +1 trait bonus to Bluff and Diplomacy rolls made against those who might be attracted to you. This bonus increases to +2 if you're attempting to seduce them.


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I wonder how their applicant numbers breaks down in terms of qualified men vs qualified women. I'm not a big fan of the idea that a woman should be hired preferentially over an equally-qualified male in order to fill a perceived need for diversity.

That's a pretty touchy topic.


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I really like to hear that you're moving away from tying the plot of the PFS season to the current AP. I know Paizo likes to tie things together, but it does mean for me that if I'm not interested in the current AP, I'm going to have trouble getting interested in the current PFS season as well. I think that's a good change, even though we've really only had three seasons that were strongly tied to an AP. However, two of those I wasn't interested in, so the general experience of tying PFS to an AP has been a negative one for me.


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Of the PC classes, I would say cavalier would probably be the most typical for a nobility-oriented fantasy general. They have tactical and leadership powers, and typically decent face skills like Diplomacy and Sense Motive, which are useful for leader types. Generals tend to be drawn from the upper classes, which in fantasy warfare means they'll usually be knights, rather than foot soldiers (which would tend toward the warrior or fighter classes, depending on how professional/skilled they are). Knights are probably going to be best represented by the cavalier class.

Bard, as stated above, is an excellent choice for power, and they can cover a lot of the same inspiration and teamwork ground. I've played a fighter/bard with Perform (Oratory) that was a tactical leader-type, and he was really good at it. Bards are nice because their powers aren't limited in how many people are affected - if you can find a way to inspire a whole battlefield, they'll all get your bonuses, which can be impressive.

Evangelist cleric is a different, but probably pretty effective, way to go as well. Not as many skills, so probably not as personable about it, but capable of powerful magic and healing to protect and lead troops. This would work well for a Joan of Arc type.


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Pathfinder is at the deep, deep end of the mechanical side of gaming, right along with stuff like HERO and GURPS these days. It sounds like that's not the game you want any more. However, that side of things is working well for Paizo right now - they're the biggest RPG company at the moment, so I doubt they're going to change course until they have to.

I've found myself in agreement with a lot of what you say. That's why I consider my main game to be Savage Worlds now, even though I'm mostly playing and running Pathfinder because the simplicity of running PFS games appeals to me, rather than having to organize an ongoing campaign. SW is in the middle, to me - not as rules-light as something like FUDGE or Dungeon World, but certainly less crunchy and options-focused than Pathfinder or 3.5. I think that 5e will end up at about the same level of complexity as Savage Worlds, but I'm leery of WotC at this point and will examine it from a distance.

Selling rules options makes money, more so than selling setting material. The people who play Pathfinder are mostly the people who want options and mechanical depth.


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Tali Zephyr wrote:
I dont think the cures would be divine spells.

Agreed. Like a bard, this would be an arcane caster casting an arcane spell, that just happens to normally be a divine spell.


44 people marked this as FAQ candidate. Answered in the FAQ. 1 person marked this as a favorite.

Does a multiclassed Monk / Sacred Fist Warpriest get their Wisdom bonus to AC twice? They both use the same text and everything, but both are untyped bonuses. I don't see any reason why that wouldn't work, though logically I don't think it makes much sense. Should that text have been added after they included the ability to multiclass with the parent class? I have a monk/warpriest in PFS, and will apply the Sacred Fist archetype to him, I think, just want to clarify.


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I had a player play a dwarven cleric once where his list of Summon Monsters were celestial dwarven warriors from Valhalla. I think it started with a dwarf warrior 1 and went up through something like a mid-level paladin at Summon Monster V. I tried to keep them in line with the CRs of the existing Summon Monster spells.


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First and foremost, you should know that undead can't get a morale bonus, so you'll have to be mindful of that. I think there's a bard feat that allows you to do that, so you'll need it.


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My understanding is A and A. I don't typically see any see any reason to reduce treasure because PCs were merciful or (as SCPRedMage said) less than perfect loot-murderhobos; that doesn't fit well with the idea of Pathfinders being at least nominally heroic. Answering anything else would mean you'd have to do on-the-fly calculations at the end of every encounter, and take into account what treasure was lost, where it was, and all that. That sounds like way too much work to expect. If they beat the encounter, they get the stated reward.


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Gotcha. I had considered linkifying the text, but that tends to look a little off-putting when reading a PDF, in my experience.

Thanks for the further clarification, Liz. Much appreciated.


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Gunslinger, I suppose, if I was going to get rid of any of the base classes. I'm not actively hostile to guns in D&D, just not a huge fan of it, and I think the touch attack mechanics are somewhat flawed. I'd prefer to see guns ignore some portion of armor, but not necessarily all of it if the armor bonus is particularly high.

Liberty's Edge

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Voadam wrote:

He's not the god of drunkenness?

He beat the Starstone challenge and his apotheosis occurred while blackout drunk!

True, but he's not the god of alcoholism as a lifestyle. You're not supposed to abuse the gifts he's provided, you're supposed to use them to unleash your inner desires, find your courage, and bring people together. Getting blackout drunk every night so you can't remember what a shamble your life is is strongly against Cayden Cailean's teachings.

(A message from your friendly neighborhood deacon of the Father of Hops.)


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All the "once a day" rogue talents need to just die in a fire, in my opinion. They're almost all extraordinarily weak effects compared to what other classes get. My favorite fix is to give them a resource mechanic to allow all the talents to be used multiple times a day, and rebalance around that. I like a grit-like mechanic based on either Int or Cha (rogue's choice), as I did in my rogue revision.

A number of just better rogue talents would help a lot, too. Some to give an attack bonus (which the rogue sorely needs to be a combatant), some to give an AC bonus so they don't die immediately upon reprisals, and some to improve the use of skills. Something to give more sneak attack opportunities would be great too, and making rogues good at cunning debuff effects would be awesome too. I think they should lose in a straight-up, one-on-one fight to a comparable martial character, but if they're smart and sneaky about it they should be able to put that martial at a significant disadvantage, and win that way. That's how I think a rogue should fight. I don't think a full BAB should be the way to go for them.


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White cards:

Fighting bandits... again

Gamer funk

Strangely prescient faction missions

Paperwork

A much-needed audit

Creepy eidolon incest

3e-based holdover rules

Corpse recovery duty

Blakros Museum Bingo


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Here's the version I came up with in another thread about the same topic:

Bear, Big

Starting Statistics

Size Medium; Speed 40 ft.; AC +3 natural armor; Attack bite (1d6), 2 claws (1d4); Ability Scores Str 15, Dex 13, Con 17, Int 2, Wis 12, Cha 6; Special Qualities low-light vision, scent.

7th-Level Advancement

Size Large; AC +3 natural armor; Attack bite (1d8), 2 claws (1d6); Ability Scores Str +8, Dex –2, Con +4; Special Attacks grab (bite).

That'd be something like a grizzly or polar bear (though a polar bear should probably have a swim speed or a racial bonus to swim checks). It makes for a tanky, high-damage animal companion, but not as offensive as something like a large cat, since it doesn't have pounce or rake.

Rend is an interesting choice, and may fit better with how bears naturally behave than grab. It would increase damage output significantly, though.


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This is a case of the mechanics not being written to support future expansion, I think. Personally I would say "prepared arcane spellcaster" or something similar instead of just "wizard", but that uses up more words, which are a valuable resource in printed product.

RAW, no, but I think most GMs would consider it reasonable.


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Zark wrote:

I think you might have missed this part (my bold)

Studied Combat wrote:
This effect lasts for a number of rounds equal to his Intelligence modifier (minimum 1) or until he deals damage with a studied strike, whichever comes first. The bonus on damage rolls is precision damage, and is not multiplied on a critical hit.

If I read this right it is only for one attack per day, which is weak, especially since it doesn’t multiply on a critical hit.

You can expends one use of inspiration, but that only grant you bonus on one more attack and since you only can use a swift action per round that mean even if you burn inspiration during a round you can only get a bonus to max two attacks per round.

It is still a cool ability, but not as powerful as one might think.

I hope there is an "Extended Studied Combat" talent that let the bonus last for one round if you expend one use of inspiration. You know, a bit like lingering performance for bards. That would be cool.

Not quite. There are two different abilities in play here with similar names, studied combat and studied strike.

You use studied combat as a move action to pick up the attack and damage bonus equal to half your investigator level. You keep that bonus until you use the second ability, studied strike.

Studied strike is like a finishing move that apparently can apply negative conditions, and gives you a few d6 of extra damage.


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KestrelZ wrote:
The more I read, the more I think people that want "Epic fighters" might be more happy with a superhero RPG? There are plenty of them out there, and allow "fighters" to split mountains with their bare hands and leap miles in a single bound.

I think, fundamentally, that the problem is that if you have a magic-based power source, by about 10th level you ARE playing a superhero game, but if you don't have a pile of magic at your command, you AREN'T. It's like if DC decided at some point "Wait, hang on, Superman gets to be a god because he's an alien and has super powers, but Batman doesn't get to do anything nearly as cool because he's just a crazy rich dude, and really, he should be limited by what real people can do."

I think that people who don't think of Pathfinder and 3.x D&D above about 10th level as superhero game aren't playing the same game I am. It's why I prefer something like E8 (or, lately, Savage Worlds). If I wanted to play superheroes I would be playing a different game, but nobody wants to be Batman in a game where he's limited to what's "realistic" while Superman isn't.


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I'm playing my brewmaster character as a Drunken Brute Barbarian/Grenadier Alchemist. His bombs are Molotov cocktails, and his mutagen is an especially potent brew he makes that only he can really drink. In the thick of things, he coats his sword in flaming booze and wades into combat, drinking heavily and chopping things apart.

If you just want to get your Craft (Alchemy) skill really high but don't want to play an alchemist, wizard is the next best way to do it. Take Brew Potion and Crafter's Fortune and Skill Focus (Brewmaster). Make potions of buff spells and use your booze as the base of the potion.

Witches don't really have a whole lot of buff spells you can do that with, compared to the wizard list.

Craft DCs aren't typically so high that you need to really focus on a skill to be exceptional at it, though. You can do it well with a cleric, as they have a lot of good spells to turn into potions too.


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I'd be very hesitant to have a bad guy cast disjunction and destroy all of a group's magic items - at high levels, a lot of your power comes from magic, and that seems too mean to just destroy them all.

Other than that, not much is out of bounds to me. I wouldn't let a wish do more than I normally would, and by the time a villain can cast that they're mostly at GM-fiat levels of power anyway.

Other than that, I can't think of anything that I'd avoid. Maybe effects that prohibit resurrection, like a disintegrate that's likely to kill its target.


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I do like Cheliax as 15th century Spain, with the church of Asmodeus in place of the Catholic church. I think the analogue to the power of the state religion works pretty well, and the presence of inquisitors fits too.

I usually liken Taldor to Italy in the time of the merchant-princes, with echoes of their lost empire (Rome to the ancient Taldan Empire). I've also heard comparisions to Byzantium, which makes sense too.

Absalom I'd compare to Constantinople, as the major center of trade between various cultures. Rome wouldn't be a bad comparison either.

I'd peg Andoran as the Great Britain/United States expy more than most of the rest.


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Bars in my games in the past...

104. The Fox and Apple (a tavern run by an old couple)
105. Jacob's Well (a walled waystation and inn in a mountain pass, built around a large well)
106. Callahan's (a bar in a Dresden Files game owned by a sidhe noble, and run by a dryad who was bound to the bar because they made it out of her tree, as a punishment)

(Edit: fixed numbering)


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Patrolling and thwarting. If there are enough DEMONS wandering around that they're on the random encounter list, I can see angels wandering around looking to smite them. They could be particularly powerful guards, essentially stopping the whole caravan and scanning everyone with magic to make sure they aren't demons in disguise, or magically tainted. They could seize anything suspicious "for the greater good". Or they could pose as random travelers or pilgrims, and give boons to those who help them and prove worthy.

They might also be summoned by some cleric, and working for him. Or even just evangelizing.


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I've always interpreted it as "cast from your magus spell slots". So B.

A would suggest that, for example, a Magus2/Wiz18 could cast wizard spells with spell combat, as long as they were on the magus list. I don't think that's the intention.


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I think the Evangelist cleric archetype could be used to good effect to build an approximation of Gandalf. His job is to inspire humanity, and giving him inspiration-like powers in D&D usually means bard powers, which the Evangelist gets. Give him the Fire domain as his one domain and you've got something that could work reasonably well.

The ancient past of Middle Earth would have been a high-powered fantasy setting like Golarion. By the time of the War of the Ring, it's much closer to something like E6 or E8 in its power level - the magic in the world has literally faded.


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I'd like to see an official sorcerer version of the magus, with the option of trading out some of your arcana to pick up bloodline powers.


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Here's a relatively simple write-up of the yautja as a Pathfinder race using the ARG rules. They come in as an advanced race (19 RP) in this write-up.

Yautja
Aberration type (3 RP)
Medium size (0 RP)
Normal speed (0 RP)
Ability Modifiers: +2 Strength, +2 Wisdom, -2 Charisma (standard, 0 RP)
Xenophobic language (don't start with Common, just Yautja) (0 RP)

Racial Traits
Adapted to Warmth - Yautja are native to a warm climate, and don't adapt well to cold. They suffer the effects of cold weather at 60 degrees or colder, the effects of severe cold at 20 degrees, and extreme cold at temperatures of 0 degrees or colder. Similarly, they don't begin to suffer from heat until 130 degrees, and don't suffer from severe heat until the temperature reaches 150 degrees. (0 RP)
Climb - Yautja excel at climbing, and have a climb speed of 20 feet. (2 RP)
Cloak - Yautja all possess the ability to use blend (ARG) as a spell-like ability at will. (2 RP)
Fearless - Yautja have an extensive racial tradition of hunting the most dangerous prey in the galaxy, and now fear little. They gain a +2 racial bonus on saves against fear) (1 RP)
Ferocity - Yautja are notoriously difficult to kill, and gain the ferocity universal monster ability. (4 RP)
Natural Hunters - Yautja possess excellent senses and a gift for making their way in natural terrain. They gain a +2 bonus on all Perception and Survival rolls. (4 RP)
Terrain Stride (Jungle) - Yautja are adept at moving through jungle terrain, and can move through natural difficult terrain in a jungle environment at their normal speed. (1 RP)
Weapon Familiarity - Yautja are trained from birth in a number of weapons. All yautja are proficient with the starknife, shortspear, spear, and longspear. They treat the net, snag net, and totem spear as martial weapons. (2 RP)

Favored Class Bonuses
Barbarian: Add +1 to the barbarian's total number of rage rounds per day.
Ranger: Add +1/3 to attack and damage rolls against one of the yautja's favored enemy types.


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Bludgeoner + Enforcer is a great combination for a Batman character - I punch you, you're scared!


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I want to play a half-orc barbarian/alchemist devoted to Cayden Cailean, where all his potions and extracts are booze.


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A witch with the Slumber hex, Ability Focus, a maxed-out Int, and a scythe would be my first guess, especially if it's one-on-one fights in a fixed arena. "Sorry Mr. Fighter, looks like you failed that DC 17 Will save at 1st level. Naptime for you. *schlork*"


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Here are a few spells from an artificer conversion I did a few years ago - they'd be appropriate for this type of character, I think.

Animate Weapon
Transmutation
Level: artificer 5, magus 5
Components: V, S, F (a melee weapon)
Casting Time: 1 standard action
Range: Touch
Duration: 1 minute/level
You touch a melee weapon in your possession, which animates and moves to attack as you direct. For the duration of the spell, it acts as a creature on its own, with hit points as normal for a weapon of its type, an AC of 20 + your Intelligence or Charisma modifier, its normal reach, and a fly speed of 30' (perfect). It can make a single attack each turn, and its attack bonus is equal to your caster level plus your Intelligence bonus or Charisma bonus, whichever is higher. It deals normal damage for its weapon type plus your Intelligence or Charisma modifier, and all magical properties are active as though you were wielding the weapon. If you have any feats or special abilities that apply to that weapon type, they apply when you are wielding it through this spell. Directing the animated weapon requires a swift action on your part each turn - if you don't direct it, the weapon takes no actions.

Guarding Blade
Abjuration
Level: artificer 3, magus 3, sorc/wiz 3, summoner 3
Components: V, S, F (a miniature engraved dagger worth 50gp)
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level
You enchant the spell's focus, causing it to grow to the size of a longsword and animate to defend you. For the duration of the spell, the blade floats next to you, parrying attacks directed at you and striking at your enemies. Anyone striking you with a melee attack provokes an attack of opportunity from the blade. It threatens the area adjacent to you, and can make a number of attacks of opportunity per round equal to your Intelligence or Charisma modifier (whichever is higher). It strikes with an attack bonus equal to your caster level + your casting stat modifier. It deals 1d8 + your casting stat modifier damage per hit, and threatens a critical hit as a longsword (threat range 19-20, damage x2). It strikes as a magical weapon for the purposes of penetrating damage resistance.
Each round on your turn, the blade performs the Aid Another action to assist you. Normally it assists your AC, but you can direct it to assist you on attacks instead as a free action.


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One of the most memorable encounters in my gaming career was an aquatic encounter completely out of left field - wraith sharks.

We were in an environment that had been described as a dried-up ocean that had been destroyed by a magical cataclysm, and were wandering around old shipwrecks - I believe the thing we were looking for had been lost when the disaster destroyed the ocean. We had several undead encounters, so we knew the area had lots of undead.

But what we didn't expect was a group of wraith sharks to come 'swimming' out of a wreck, acting just like they were still at the bottom of the ocean, only now they were undead monstrosities that didn't need water to hunt us down and kill us.


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142. A Lorekeeper Inevitable

Inevitable, Lorekeeper
This ornate metal-bound book begins to shift, as a half-dozen articulated legs lift it up and several jeweled eyestalks sprout from it, peering intently around the room.

Lorekeeper, CR 2
XP 600
LN Tiny outsider (extraplanar, inevitable, lawful)
Init +4; Senses all-around vision, darkvision 60 ft., detect chaos, glyph sight, low-light vision; Perception +5

DEFENSE
AC 17, touch 16, flat-footed 13 (+4 Dex, +1 natural, +2 size)
hp 13 (2d10+2); regeneration 2 (chaotic)
Fort +4, Ref +4, Will +3
Defensive Abilities constructed; resist fire 10, SR 13

OFFENSE
Speed 30 ft., climb 20 ft.
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks electrical arc
Spell-Like Abilities (CL 2nd; concentration +5, Int-based)

Constant—read magic
At Will— mending, unseen servant
2/day—forced quiet (UM) (DC 15), identify
1/day—quench (DC 16)

STATISTICS
Str 6, Dex 19, Con 12, Int 16, Wis 11, Cha 10
Base Atk +2; CMB +4; CMD 14
Feats Skill Focus (Knowledge [Arcana]), Weapon Finesse (B)
Skills Craft (books) +8, Knowledge (Arcana) +11, Knowledge (Any One Other) +8, Knowledge (Planes) +8, Linguistics +8, Perception +5, Spellcraft +8, Stealth +17, Use Magic Device +5
Languages truespeech
SQ absorb scroll, all-around vision, book warden, glyph sight, scroll adept

Absorb Scroll (Su): As a full-round action, a lorekeeper inevitable may absorb a scroll it is holding into its body, allowing it to be added to the pages within the lorekeeper. It may use this scroll at a later time without having to retrieve it, and may present the scroll to anyone using the it as a book.

Book Warden (Su): All books, scrolls, and other written information within 60' of the lorekeeper gain resist fire 10, and may use the inevitable's saving throws if the object has to make a saving throw.

Electrical Arc (Su): Lorekeeper inevitables can unleash a debilitating jolt of electrical energy dealing 1d6 points of electrical damage to a single target within 30' as a ranged touch attack. A target struck by this must make a Fortitude save (DC 14) or be staggered for one round.

Glyph Sight (Su): Lorekeeper inevitables may make a Spellcraft check (DC 10 + spell level) when it would trigger a glyph, rune, symbol, or similar effect. If it succeeds, it does not trigger the effect, and will not trigger that effect for 24 hours.

Scroll Adept (Ex): Lorekeeper inevitables gain a +10 racial bonus on Use Magic Device checks made to activate a scroll or other writing-based magical item.

ECOLOGY

Environment libraries and ruins
Organization solitary
Treasure standard plus 2d4 levels of 1st and 2nd level scrolls

Lorekeepers are inevitables tasked with collecting and cataloging the written knowledge of the humanoid races. They can be found in and around most sources of written information, often acting as librarians for their companions. They are less involved in the war against chaos than most inevitables, preferring instead to ensure that the massive libraries of the axiomites contain as much of the sum total of knowledge found across the planes as possible. They often mount expeditions to relocate lost libraries, gathering as many books as possible and adding them to their libraries.

An inactive lorekeeper looks like a large book, about a foot and a half square and eight inches thick. They are covered in intricate gearing made of a number of brightly-polished metals, with small jewels worked into the machinery. An intricate locking mechanism holds the book closed, but it cannot be picked - the book-shaped inevitable only opens its pages to those it deems worthy based on their ability to contribute to the knowledge contained within. If opened, the lorekeeper contains a near-limitless number of pages of metallic foil. These pages can display the contents of any book that the inevitable has read, and can be used as an extremely efficient and well-cataloged index of that information.

When active, a lorekeeper sprouts a half-dozen articulated metal legs, each with a four-fingered hand capable of very delicate motions. It also sprouts a half-dozen eyestalks, each tipped with a jewel, from the cover of the book, allowing it to peer in multiple directions and read up to six books at a time. When it speaks, it does so in a quiet, measured tone with a faint buzz to it. Lorekeeper inevitables can speak and read any language. Each day, a lorekeeper is inactive for a period of an hour, while it sends a daily log of the information it has absorbed to its axiomite masters. Other than this period, it does not need to rest.

If forced into combat, a lorekeeper will prefer to use its stored scrolls to neutralize hostile parties as quickly as possible and attempt to stagger critical opponents with its electrical arc. Once it has used its scrolls, it will typically attempt to retreat and hide - the inevitable knows that it is not well-suited to combat.

This type of inevitable most frequently visits the material plane to act as a familiar. To summon a lorekeeper familiar, a spellcaster must be at least 7th level, possess a lawful alignment, and have the Improved Familiar feat. While acting as a familiar, the lorekeeper will function as a duplicate of its master's spellbook without incurring any additional cost - the lorekeeper simply reads and copies the existing spellbook into itself.


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46. A Taste for Adventure by Gort Ribcracker: A journal and cookbook written by a half-orc adventurer and chef extraordinaire. Gort spent nearly a decade wandering the wild frontier fighting all manner of dangerous monsters and wild beasts, and then eating them. The sections of the book that detail his many adventures are rambling and only semi-coherent, but the sections on cooking are lovingly and beautifully written. This volume contains recipes for all manner of monsters, from behir ribs glazed with a reduction of red wine and garlic to yrthak soup with wild shrieker. Anyone perusing the book for an hour gains a +2 bonus on Profession (cooking) checks and a +1 bonus on attack rolls to confirm critical hits against creatures of the Magical Beast type for one day - some of the jointing and butchering sections get a bit gruesome, and recommend the use of a greataxe for best results.


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26. Parables of the Unconquered Dawn A slim book, with a cover embossed with a gold-ish image of a rising sun. It consists of advice and life lessons based on the teachings of Sarenrae. Each chapter is headlined with a quotation from her holy scripture, and explains in detail how this aphorism applies to the everyday life of the lay follower. If a follower of Sarenrae studies this book for ten minutes at dawn, once during the day they may gain a +1 bonus on a single Will save.

27. Plants of the Guldarak Jungle, An Alchemical Treatise A thick book, full of beautifully detailed botanical illustrations that surround and accent the text. The author switches frequently between Common and Elven, apparently due to the more precise botanical terminology found in the Elven language. It contains a detailed accounting of a number of plants of the titular region, and discusses in some detail the alchemical applications of each type of plant. It grants a +2 bonus on Knowledge (nature) checks related to botany, and a recipe for tanglefoot bags derived from the sap of the stogol-gum tree allows anyone with Craft (alchemy) to make tanglefoot bags with a +2 bonus to all DCs at a 25% cost increase. If an alchemist with the tanglefoot bomb discovery reads this text they gain a permanent +1 bonus to the DC of their tanglefoot bombs.

28. The Tragedy of Sir Lyonson A play in three acts. The tale of a paladin coming to the end of his career and his fall from grace, as fears of his advancing age and lack of an heir cause him to commit more and more desperate acts to protect his people against an encroaching orcish tribe. This copy is annotated with stage directions that seem to recast one of the minor characters as a scheming succubus that is secretly behind the whole thing, an interpretation missing completely from the original text.


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I'd say that was the compromise to not needing an instrument to use the skill - there also isn't an instrument to boost it.


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The big thing I'd consider is moving Pounce to a 3 point evolution that's not available until 7th level or so. That's when the big cat gets Pounce, and that's about as early as I think Pounce should be available for anybody.

I think it's pretty telling that the first thought of most optimizers is to get Pounce as soon as possible for an eidolon and maximize the number of attacks - that's usually a bad sign.


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Sounds like a fine plan to me. As long as you can cover the mind magic stuff, the difference between arcane magic and psionics isn't that significant. The only problem I see is that they lose some of their strangeness if they're using the same kind of arcane magic everybody else does - I'd try and avoid anyone else having access to dream magic.


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Artanthos wrote:

What action are you taking after the full round action Spell Combat?

RAI, I agree with you. RAW, dimension door never accounted for the possibility of casting a spell being only part of a single action.

Precisely true. I know I'd rule that you could attack with spell combat and dimension door away, but not dimension door then attack unless you had Dimensional Agility.

Dimension Door ends your turn - that's the intention. You can't even take free actions after using it.


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I would probably rule that they automatically notice them, based on the following three points.

1. Being asleep gives a +10 to the DC of all Perception checks. No other penalties are mentioned.

2. Lifesense says it uses the rules from Blindsight "just as if you possessed the blindsight ability". So it's blindsight that only notices living creatures. Blindsight says "The creature usually does not need to make Perception checks to notice creatures within range of its blindsight ability." Being asleep just makes it harder; creatures with blindsight don't care how hard the DC is, as they automatically pass.

3. Blindsight says it is always on unless it says you have to activate it - specifically, "Unless noted otherwise, blindsight is continuous, and the creature need do nothing to use it. Some forms of blindsight, however, must be triggered as a free action. If so, this is noted in the creature's description." Lifesense has no such provision, although it does only apply to living creatures.

Therefore I'd say that they can automatically notice when something gets close.

I'd probably also rule that it's a discerning sense, in that you can recognize individuals with it, based on "maneuvers and fights as well as a sighted creature". It's supposed to be as good as being able to see. Maybe you recognize their heartbeat or aura or something.


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Awakened horse paladin.


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That depends a lot on the story you're going for.

If I was going to use a fallen celestial as the Big Bad, he would be convinced what he was doing was for the Greater Good. That's the most compelling story, to me. As such, I'd say he looked more or less the same - it'd be too clear he'd strayed from the righteous path if he woke up one day and his wings were black and tattered, unless he's already been kicked out of some sort of celestial organization for his actions, and persisted because he Knew Better.

To steal from Terry Pratchett, the difference between a fallen celestial and a regular one should be the difference between terrorists and freedom fighters.


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Here's what I put together - I changed it up after the River Kingdoms twist was announced. This is the version that hits under 450 words.

Waystrider (Magus)

A waystrider magus believes that battles are won through mobility, and focuses his studies on teleportation magic. He appears suddenly next to a vulnerable opponent with a vicious strike and leaps away before his foes can organize a counterattack.

The largest concentration of waystriders is in the elven nation of Hymbria, where they have an academy devoted to studying the elfgates and teleportation magic. When the Hymbrian army marches to retake Sevenarches, those waystriders will be in the vanguard of the force to reclaim the legacy and secrets of their ancestors.

Far Step (Sp): At 4th level, the waystrider learns to teleport short distances. As a standard action, he may spend 1 point from his arcane pool to teleport to a square he can see within close range (25 ft. + 5 ft./2 levels), as if using dimension door. He cannot take other creatures with him (except for familiars), and he cannot far step while wearing heavy armor or carrying a heavy load. He cannot take other actions until his next turn after using this ability. Far step is a 2nd level spell-like ability. This replaces spell recall.

Bonus Feat (Ex): At 5th level, and every six levels thereafter, the waystrider may select a bonus feat. These bonus feats must be selected from the following list: any combat feat, any metamagic feat, Dimensional Agility and any feat with Dimensional Agility as a prerequisite. The far step power counts as dimension door for the purposes of feats and abilities. This modifies the magus's bonus feat ability.

Following Step (Su): At 11th level, the waystrider has learned to merge his magic with other teleportation effects nearby, allowing him to follow that effect to its destination. As an immediate action when he successfully uses Spellcraft to identify a teleportation spell or effect originating within 30', the waystrider may spend 2 points from his arcane pool to accompany it. The effect's caster may make a Will save (DC 10 + 1/2 the waystrider's level + his Intelligence modifier) to resist. If the save fails, the waystrider is teleported to the same destination, appearing in an open square adjacent to the target location. This replaces improved spell recall.

Escaping Step (Su): At 13th level, the waystrider may teleport away from a potentially lethal attack as an immediate action. When he would be reduced to 0 or fewer hit points by a melee attack, he may spend 3 arcane pool points to teleport to an adjacent square. If this takes him out of the reach of the attack, he takes no damage, but is staggered for one round. This ability replaces heavy armor.


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TwoDee wrote:
SteelDraco wrote:
I'll go ahead and describe my votes...
Are you me?

No, but I am RIGHT BEHIND YOU!


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People almost always attempt to justify their own actions so that they're on the side of "good". It's mostly only in fantasy games and fiction where you see people straight up decide "Screw it, I want to be on Team Evil!" Everybody sane justifies their own actions to themselves so the can sleep at night.

Javert is the Lawful Neutralest Lawful Neutral who ever walked around with a stick up his rear. He's the quintessential example of a character who valued law, order, and authority over merciful justice, without introducing self-serving motives or malice into the equation.


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I agree with the above posters - this is flat-out unnecessary, and a nerf to what is already one of the weakest classes in the game.

Rogues have sneak attack so that they can participate meaningfully in combat, which is an important part of most PF games. Everyone should be able to participate in combat, because combat is mostly fun and exciting, and nobody wants to wait it out or feel frustrated every turn when they can't do anything useful. Rogues should be the masters of smart fighting, in my opinion - combat maneuvers, use of terrain, finding enemy weaknesses and exploiting them, that kind of thing. Everyone in PF that isn't a spellcaster is going to feel like a variation on the fighter, because fighting is going to happen a lot, and if you're not casting spells you're almost certainly hitting the bad guys with something. Would you prefer that rogues twiddle their thumbs in combat while everyone else takes care of it so they can get on to the next exciting "I look for traps. I found one? Hooray, my class's existence is justified! I disarm it. My work here is done." roll?

Rogues have already had all their best stuff stolen from them - I really dislike the vivisectionist for this reason, as sneak attack was really the only reason people played rogues in my experience. Bards, rangers, and inquisitors can do skill monkey better than the rogue can, since they all have spells that work better than skills, and rogue talents mostly suck. Ninjas are, in my opinion, Paizo admitting that - they're better rogues than rogues in every way, though I dislike the reliance on magic. You say that the rogue shines in social situations - I don't see how that's really the case unless no one in your group has ever played a bard, inquisitor, social ninja, sorcerer with a social bent, or even a paladin with social skills. At most, they can get a more broad selection of skills, but they don't get the bonuses in them that other classes get or the spells that make the use of skills unnecessary and irrelevant.

Finding magical traps is about the only thing they have that isn't readily stolen, and several classes can pick that up, though it's usually not a good deal for them, and honestly, traps are mostly BORING, both for the players and GM.


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Something to consider - witches on the Disc are clearly Charisma or Wisdom-based casters, rather than Intelligence-based. Or they have the option of choosing their casting stat. I wouldn't call any of the ones I can think of Intelligence-based except for maaaybe Tiffany. I wouldn't stat Eskarina up as a straight witch - probably some kind of wizard/dimensional occultist witch/mystic theurge type thing with a mixture of witch and wizard magic (which are the two sides of the magic coin on the Disc, rather than arcane and divine - I don't recall priests getting any magic).

Another thought - Disc witches seem to bond with a TERRITORY rather than getting a familiar or a patron, so you'd want an archetype or something that reflected that change. The powers they get are defined by the type of terrain they live in. The city witch could walk through crowds, ignore fog, and commune with pigeons. Granny gets resistance-oriented powers from the granite strength of her territory, as does Tiffany from the flinty Chalk.

Granny would want some new hexes with fear-oriented stuff - I thought there was a fear witch archetype or something, but I can't find anything now. She should get things like the ability to Intimidate in an area and get into people's heads.


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I'm always happy when I hear that people are using something I wrote in their games. Makes it worthwhile.

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