Wings of Protection

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Page 32: Divine bond class feature

Please clarify the paladins ability to call a spirit into her weapon. Can the uses be be split up? do the weapon properties follow the rules for a +2 bonus being equivalent to flaming burst?

page 80: table 6-1: the benefit listed for Double Slice does not agree with the feat's description.

Belt of Physical Strength. Please rework the wording as it can be interpreted to only function for 24 hours


So um yeah...I think me group has got a bit of an issue here...

PC, Vayne Arellious: I cameoed in Pathfinders' iconic rouge as her and her Party were off on their own adventures... Romantic relations ensued

PC, Pheonix ForeSytrh: Currently sleeps with the Arms dealer instead of at the White Dear inn.

PC, Giovani Pasture: Courting the governess of Sandpoint

PC, Se-lease: Was Foxgloves "lust" target.

I would say that maybe I took the "welcome to Sandpoit, the PC's new home!" bit a little to far... One PC even bought a house.

Somewhere along the line the game stopped being called "pathfinder" and turned into "All my Native Outsiders".


sarge

and can we please make them charisma caster instead of wisdom, it will add to the viability of the paladin at higher levels and allow them better build options.


Yes but a huge spear in Arcana Evolved (3.0) would be sized for a giant to wield. 2 handed weapon and all that.

When the PC find or buy weapons they are still sized for a given wielder size, there is even a spell in the rule set whose hole function is to make the (small)short sword into the appropriate hilt and balance for a non small charterer to use as the equivalent weapon.

The hafling is not going to pick up the human's longsword and start two-handing it (without a penalty) unless the weapon gets sized to match him.


I have only played one game with massive damage and it lasted just for that session, me and my group just decided it had to go.

I would love to see a form of: holy crap that was a lot of damage, knocked the wind right out of me... Perhaps saying you suffer from being dazed,stunned, knocked out or fatigued depending on much damage you take from a single attack

The problem I see with this is that a level dependent chart would have to be made so that a character would know how much damage she would have to suffer in a single go to be forced to roll.

here goes my basic little attempt...

charecters____damage vs_ damage vs damage vs____damage vs
max HP___________dazed____fatigued__stunned_____knocked out
<30 _____________18 ________25_______28________30+
<40_____________ 24________30_______36________40+
<50 _____________30________ 38_______45________50+
by 10________Max*.6________max*.75________max*.9_____ max

Such a a chart allows for scaling as the party advances, the question becomes how to scale the DC of the save so that a it remains a factor in game play. My initial thought is to have a flat DC in an additional column so that an average fighter build would save 60% percent of the time. alternatively you could say it is damage delt but i see this is a problem at levels above 10 where the save DC would be out of scope.

PS i like this idea in that it makes fortitude a limelight save again, and not a measurement of a charecters alcohol tolerance.


Perhaps this could be solved with a "parcel" based reward system. Based on the progression speed the DM chooses determinins the amount of loots the players gain over the course of the campaign. Just remember as the DM the monster should probably be using that +1 sword to fight the PCs


IN my home game i use Monte cook's Arcana evolved weapon System. It is a more evolved (no pun i swear) form of what was in 3.0 and in mijit and giant friendly


I really like the thoughts of Samurai and Grey,

On the idea of “specialization” representing a focus as opposed to prohibition.

You get to be a specialist and as such gain your specialist abilities however, your may not prepare any of your “prohibited” schools in you highest level spell slot.

This represents that you are advanced in your learning of your chosen school, but at the cost that you just plain do not know the higher level magic due to a combined lack of study and understanding of those schools.

Second,

I do not care for the flavor of a specialist universal school caster. It simply is too ironic for my taste. Consider that the universal school is where spells are placed that do not fit into the other schools. As well as spells that are iconic to what it is to be a learned sage of spell casting. Wizards should always have the Universal school; this is the school I would say could not be dropped.

Here I salute Samurai again as those ideas show something more in keeping with a “generalist”

Third,

I have always enjoyed the divination school and would love Pathfinder to give this school a little love in the form of additional spells. Spells that cause not in game affects but circumvent the player needing to roll. Ignore a miss chance, auto-confirm critical, rework imitative order, and other spells along the flavor of “playing with fate”