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Liberty's Edge

Hiya All

Figuring out why a master work Item works for one but not another:

From the move “Nerds” the javelin throw competition, for the Nerds they have the limp hand(arm) be the thrower, he has a special limp javelin that fits his style of throwing, but anyone else who throws it would be at great minuses.

So for us it would be a bow warped slightly to how you shoot, a sword off balance but to you its great. This is how you can make a MW item for one person. It looks Great but when you try to use it, it is off.

I have a Sorcerer in a campaign at this time; yes he uses the composite Strength Longbow. In order to enchant, you need the craft arms/armor this requires you to be 5th level. So in order to craft the bow I need to be 5th level to enchant. Then to add a special feature say such as Holy, the DMG says you need to be 7th level.
I can always pay the full price and have another enchant. In this you still always have to go back to the fact that the bonded Item is unique to the user and special to him.

To answer a person earlier who suggested get the Composite Longbow and then sell it, well 400GP would be initial cost , now take that selling is at 50% cost that’s 200 gp. Where is your making money? In RPGA and most games this is the standard.

It seems pretty straight forward in the wording that if the Wizard has the spell in his book, and it is not a prohibited school, the Bonded Item can cast as if the Wizard cast the spell.

---Chas
AkA SagaWeaver

Liberty's Edge

Jal Dorak wrote:
Saga: If you are looking for comments specifically from Jason, you can check his post history by clicking this link.

That is where I did look and find. As he post and listen's to alot of posts and replys. You have a lot to go through.

If Piazo could put the ones that are particular to changes so they can be play tested, as a simple link on the Pathfinder RPG sight it would make looking and searching alot easier.

Also if they post in a link seperately it would make it easier to print the options that are needed at that time, and not the whole list.

Liberty's Edge

Hiya All

Jason could you put all your change suggestions for play testing in 1 easy spot to find.If you could put a link on the Pathfinder RPA main page to all of these to try it would help out alot.

I have found you gave new suggestions for Animal Companions and Paldin. These where hard to find. This could help the DM's as well as the players. Some of us keep track of certain threads for our own benifits but DM's are having a hard time to follow all the different threads.

---Chas
AkA SagaWeaver

Liberty's Edge

Roman wrote:


Social PC/NPC Interaction (this is often the crux of the proverbial roleplaying)
Movement and Surmounting Obstacles to Movement
Recovery and Preparation for Other Activities [Especially for Combat] (Planning/Information Gathering, Crafting/Buying, Buffing and Healing/Recovering)

You mention at higher levels when you think they become boring due to the above mentioned here.

Social as you say is roleplaying

Movement and surmounting Obsticals - things blocking movement is up a Fighters/Barbarians way

Recovery and preperation - yes some other classes are designed for this, but they should have buff potions or items.

All of these are just as capable for a Fighter/Barbarian as any other class, there are areas each class have out of combat expertise, but the Fighter could use a few more Skill points to have access to assist in other areas.

---SagaWeaver

Liberty's Edge

Marty1000 wrote:
I would propose then that the hit dice of fighters and paladins in PF be increased to d12 and barbarians receive d12+2 hp per level. Ranger stays at d10 and all other PF classes remain with their hit dice as listed in the Beta.

Paladin and Fighter are front line, yet so is the TWF Ranger and he has alot less armor than the Paladin or Fighter.

Keeping with the way its organized with BAB works, keeps all in line.

One of the ways HP's was explained in old is that you know how to turn just at the right moment to be able to make a deep wound a wound. Along this line of thinking is not a Wizard/Sorcer able to learn how to move so as not take as much damage. These are all Adventurers, not your lay person who goes does his job all day and then home for family and dinner. They practice as well to stay out of harms way. They do more in there specific fields so this shows there intensity on training. D6 for light , D8 for some martial , D10 for Martial and D12 for Martial and Instinct.

---SagaWeaver

Liberty's Edge

As mentioned before in other parts there ae different types of Rangers. Since this will not include the Skirmisher Class, but the ideas in other parts was to let the Ranger be this, then as part of that the Ranger Definetly would need to be able to find/disarm traps as well.

Also mentioned above is that the Rogue is the only one with the speciality in Trapfinding/Disarming of DC +20. Another class being able to help or do if there are no Rogues, and the Ranger is the class atleast closest to have some of the pre-quals.

Thats my 2 cents

---SagaWeaver

Liberty's Edge

Hiya All

I have been reading this, and there are some I agree with and some not. As is usual when you get people together to chat. I do not understand WHY this column was named "Please Buff the PET" as some one said if you want a pet you buy and take care of it. The Animal Companion is not a PET it is Companion and part of the Ranger or Druid.

Someone mentioned using feats such as natural bond and Practiced spellcaster, I do not think these are on the open list to be used. These just bring companion almost upto par with a druid. Though the spell power of a Ranger will never match that of the druid or capicity to buff the Animal Companion.

I have played Ranger's since the first handout/books have been out. The Animal Companion is suppose to help and be a part of the Ranger.Someone mentioned they are not suppose to be main line fighters that is true. But as we all know once a Druid buffs his companion they are, but the Rangers companion can only be around for a short before being killed or scared off as is.

I play in RPGA and have a Ranger with a Cheetah. I have had to keep my companion almost completely out of battles for with 4 HD as a level 10 Ranger has, this is one swipe from most monsters and he's dead. Try to use him as a flank or any other special maneuver and he dies after the second/third round with an inteligent monster.

Now out of all this I agree the Animal Companion should be equivelant leveling as if Druid and Ranger are same level. The spells that the Ranger gets does some buffing but not near what a Druid does.
In Higher level games you are also talking about Spells that go off and if not said level, dead or totally incapicitated.(these spells have been changed some, I have not had chance to read them yet)

Some of the other suggestions have merit but when trying backwards compatability, they lose some ground, where with same level as druid some simple work and ready to go.

Liberty's Edge

Nero24200 wrote:


Robert
Won't really be the case. That just means that high level spellcasters will actually use their lower level spells to increase their stats. Such spells don't stack with ability increasing items so all the items really did for spellcasters was free up a few extra slots.

You are forgetting that those low level stat bumpers only lasts minutes, requiring you to take multiple feats in order to have them last long enough to cast them but costing you high level spell slots then. Also if not going to make stat bumpers last all day , you spend 4 rounds bumping yourself in a fight for the fight.

Liberty's Edge

Arcane Bloodline
3rd Level to give the sorcerer the use of a metamagic feat they know to be able to cast without increasing the time,but still at level cost.
(Do not get me wrong a nice idea but useless for 1 to 2 levels) You can do this ounce at 3rd level + 1 use for every 4 levels, at 19 level you get a whole 5 times aday

3rd Level Sorcerer still casting 1st level spells only, no way to cast a metamagic feat at this time.

So you either burn your 3rd level feat for a metamagic and can not use for 1 more level or you wait till 5th level and take a metamagic feat then

Where as most of the other bloodlines at 3rd level get Resistance to something that is usable at that level,, resist fire 5, resist element 5 , damage reduction 5/- non lethal.

To stay with this getting a metamagic feat use at 3rd level, why not make the Arcane Bloodline, be a spell level a head on progression. So at 3rd level he can cast second level spells, HE is suppost to be connected to the Art of Magic quicker due to have accomplished Wizards relatives.

just an idea...

---Chas
AkA SagaWeaver

Liberty's Edge

I have played quite a few rangers through out the years. What the Ranger is in alpha is not too bad. If you look at the progression of an animal companion of a Ranger, they sorely lack or become a liability in battle.

Roles
Range Ranger, Companion would be there to stop enemies from getting to the Ranger.

2 Weapon Ranger, Companion to be there to help flank and move with the Ranger.

The following is without spells to augment and base companion

Ranger and companion as is

4th lvl Ranger = 1 or 2 hd companion
6th lvl Ranger = 3 or 4 hd companion
8th lvl Ranger = 3 or 4 hd companion
10th lvl Ranger = 3 or 4 hd companion
12th lvl Ranger = 5 or 6 hd companion
16th lvl Ranger = 5 or 6 hd companion
20th lvl Ranger = 7 or 8 hd companion

For the animal companion BAB from +1 to +8
AC from 13 to 21

AT 20th Lvl 8 hd vs 20+ hd monsters, combat effectiveness can hit monsters on 18 or above mostly

The below as suggested at Ranger Lvl -3 for companion

4th lvl Ranger = 1 or 2 hd companion
6th lvl Ranger = 3 or 4 hd companion
8th lvl Ranger = 3 or 4 hd companion
10th lvl Ranger = 3 or 4 hd companion
12th lvl Ranger = 7 or 8 hd companion
16th lvl Ranger = 9 or 10 hd companion
20th lvl Ranger = 11 or 12 hd companion

For the Animal companion BAB now goes from +1 to +12
AC from 13 to 26

AT 20th Lvl 12 hd vs 20+ hd monsters, combat effectiveness can hit monsters on 14 or above

As you can see this still has the Companion behind the Druid and still able to assist in the life of the ranger without hindering. Making it also sensible that a higher level companion would stay with the Ranger when facing Outer planar beings.

Liberty's Edge

It looks great over all!!!

But needs the perception broke down, as said before. I would like it in the skills section.

As mentioned make several 3rd page but make it optional, Spells,Rage abilities and stats for that and so on.

Keep the main 2 pages what all use mostly, lose the spell section to more gear and special equipment or seprate into Pouches, back pack, special bags and so on.

Just an Idea ,,,

---Chas
AkA SagaWeaver