ryric wrote:
Yes... That also worries me a lot. It looks like the playtest will simply not be long enough to allow really big changes and that we will be stuck with what was decided beforehand as the playtest was actually design to fix minor problems. I really want to come back to PF from 5e and i think Paizo can do that as a company after what i've seen latelly i'm losing faith on that as a possibility. It looks like it will still be 5e for me for the years to come.
Garfaulk Sharpstone wrote:
Also, i assume that when they say it adds to the DC they mean when somebody makes a test against your DC on a skill, as happened with a Reflex DC save in the playtest podcast. So imagine a scenario where a lvl 10 rogue which has 16 Dex and is expert at Stealth tries to hide his tracks from a Ranger which is lvl 5, has Wisdom 16 and is Master at Survival. Ranger would roll 5 (Level) + 2 (Proficiency) + 3 (Wis) for a total of +10 on Survival against the Stealth DC of the rogue which wouldbe 10 (base) + 10 (level) + 1 (Proficiency) + 3 (Dex) for a total of 24. The ranger would need a 14 on his the d20 to spot the tracks left by the rogue.
I strongly dislike this system. It adds more things for the DM to memorize and makes character more similar instead of more customizable and interesting. Following the example you used a lvl 20 rogue with legendary proficiency would have +23 modifier to Thievery while a lvl 20 paladin untrained on the skill would have +18. The rogue might be able to pick locks, while the paladin won't but when it comes to picking pockets the difference is minimal, since picking pockets does not require training. I also dislike how adding level to pretty much everything means the values will be through the roof at higher levels. There is a reason why the proficiency system in 5e did not progress each level, it creates a situation where level is the only thing that really matters and everything else is just a minor bonus. Really hope this changes in the near future because i really like Paizo sincerely want Pathfinder 2e to work for me, but what i'm seeing indicates things are going in another direction. One which i'm sure will not appease neither the fans of Pathfinder, nor the ones that are now playing other games.
It really is amazing how several cultures are mixed with new ideas in the nations of Golarion. Just about Taldor, i can see the references to the Byzantine and to Spain are many. Just in the military you have: Ulfen Guard = Obvious parallel to the Byzantine Varangian Guard
LoreKeeper wrote:
Somehow i forgot about the crits. It's one of those things that are obviously right in front of your face and you don't see until someone points out. How could this be addressed? And rolling automatically can be an option to the GM but to the players i think it takes something out of the game. Many players just love rolling dice and have many superstitions involving them, to those players making roll using programs feels like taking controls of their action from them. Same thing as having the GM roll perception, stealth and other skills where the characters should not know they failed instead of the players.
I have being thinking for a time about how high level combat can get very slow compared to lower levels and was thinking about ways to attenuate this. I'm not a very experienced GM, specially with Pathfinder but i've considered the following house rule: The player rolls only one dice for all his possible attacks with a given weapon and considers the result as his result for all attack rolls for all his attacks with that weapon this turn. Now for an Example i'll use the 15th lvl sheet for Valeros that came with the Pathfinder dataset for Herolab. He fights with two weapons, a +4 Icy Burst Longsword in his main hand and a +3 Shortsword in his off-hand. His attacks would be respectively: +4 Longsword: +26/+21/+16
He makes an attack with both weapons and rolls for his Longsword, and has a 18, now we get the lower attack and sum, for a total of 34. Does it hit? If so all the other attacks will hit (they have bigger bonuses), so just roll the damage for all three. If a 34 doesn't hit just sum +5 as it's almost always the difference between attacks. A 39 hits? If so, two attacks hit. If not them see if 44 hits. If not them he misses all attacks. Now you roll the Shortsword and repeat the process. It does needs getting used to, but i think it would make things much faster after people get used to it. What you guys think? Can you guys find somewhere where it breaks?
Gworeth wrote:
Thx! Those are very nice. My players liked them. sadly Calisto's player said i was wrong and his hair is not braided, it's more like dreadlocks. But aside from that those are awesome. Edit: Player said his hair looks like this: http://yfrog.com/1aferreiroij Just for the sake of clearness, i'm not asking for you do draw it again. But Gworeth, if you can draw Garu it would be cool, i liked your style.
vagrant-poet wrote:
I think it's the best game i ever dmed. Allowing that point build system is really something e repent but that i don't want to change now the the campaign already began. I'm now giving full HP (Maximum HD) to all monsters to try to balance it a little. My players have that problem where they think that they played with killer gms so much that they find the standard rolls or point build to little but in retrospective i think the system they already used (roll 4d6 as normal but make 3 differente sets of stats and choose the best one) is much more balanced and elegant, but now it's too late for a change.
Finally the Barbarian. Concluding all the active characters in the group (but we are going to have two new players next session). Spoiler: Character Name: Calisto
Player: Dilson Human CG Barbarian 6 Background: A Uthgardt Barbarian of the Sky Pony Tribe, he wants to prove himself worth to be the heir to his tribe chiefdom by taming a Pegasus. He also seeks for the troll mercenary that killed his father. STR 20 (+5), DEX 14 (+2), CON 18 (+4), INT 14 (+2), WIS 10 (+0), CHA 10 (+0) HP: 85/85
Saves: Fort +9, Ref +4, Will +2 BAB +6/1, BMC +11, DMC 23 Attacks: +1 Greatsword (+11, 2d6+5/19-20x2), Composite Long Bow [+0 Str] (+8, 1d8/x3) Feats: Power Attack, Cleave, Great Cleave, Ancestral Relic (Exalted Deeds. His greatsword is the weapon), Supreme Cleave¹, Leap Attack (Complete Adventurer) Features and Abilities: Rage powers are Intimidating Glare, Scent and Renewed Vigor Skills: Acrobatics 1 (+26²), Climb 1 (+9), Craft (Weaponsmithing) 2 (+7), Diplomacy 5 (+5), Handle Animal 2 (+5), Intimidate 7 (+10) Knowledge (Natureza) 1 (+6), Linguistics 1 (+3), Perception 4 (+7), Ride 3 (+8), Stealth 6 (+8), Survival 3 (+6) Noteworthy Equipment: +1 Greatsword, Elven chainmail, Spiked Shield, waraxe, composite longbow, Ring of Jumping, Bracers of Armor +2. ¹After a HUGE argument over he wanting to be a Frenzied Berseker while i banned the class we settled in letting him get this class feature as a feat, i didn't talk about requirements so i think he tought he could get it right away. I'm going to stats the requirements for this essencially homebrew feat so he will only be able to get about at the same lvl he would if he could get the PRC.
GM Commentary: The most optimized character in the group, he is a monster in battle and kills easily. Nice think i forbidden frenzied bersekers because with that PRC it would be really overpowered.
Spoiler: Character Name: Midalin
Player: Raphael (Yes, two guys with the same name :P) Sun Elf CG Wizard (Evoker) 5¹ Background: Elven researcher from Evermeet sent to retrieve the Tome of The Branded King, joined the group after they were banned from Luskan. STR 11 (+0), DEX 18 (+4), CON 16 (+3), INT 21 (+5), WIS 14 (+2), CHA 10 (+0) HP: 39/39
Saves: Fort +4, Ref +5, Will +6 BAB +2, BMC +2, DMC 16 Feats: Eschew Materials, Empower Spell, Spell Mastery, Spell Penetration Features and Abilities: Arcane bond (Bonded Talisman), Intensive Magic +2, Force Missile 8/day 1d4+2 Skills: Appraise 1 (+9), Climb 1 (+1), Flight² 1 (+8), Knowledge (Arcane) 5 (+13), Knowledge (Geography) 3 (+11), Knowledge (History) 5 (+13), Knowledge (Local) 4 (+12), Knowledge (Planes) 5 (+13), Linguistics 1 (+9), Perception 1 (+3), Ride 1 (+5), Spellcraft 5 (+13), Stealth 1 (+5), Swim 1 (+1) Noteworthy Equipment: Wand of Magic Missile (50 charges), Invisibility Scroll, Cure Light Wonds Potion Known Spells: 1st lvl: Burning Hands, Floating Disk, Magic Missile, Shocking Graps, Mage Armor, Reduce Person, Sleep, Color Spray, Chill Touch
Prepared Spells: Orisons: Detect Magic, Light, Ray of Frost, Mage Hand, Read Magic
¹He just got into lvl 6 but the stats were not updated yet
GM Commentary: Not a very optimized character but way more efficient than the druid. If only he could stop using the wrong spell at the wrong time...
First, i forgot to tell you guys i'm using the Forgotten Realms setting, specifically the North. And there goes the first character sheet, the party' druids and only character capable of healing. Spoiler: Character Name: Garu Grimtotem
Player: Rafael Human NG Druid of Mielliki 6 Background: Druidic emissary from the Druids of Tall Trees to the Sky Pony Tribe, where he became friends with Calisto. He is the adopted son of druidic circle leader, a Bauriaur name Hukan. Unknown to him his parents were from the corrupt Blue Bear tribe and died when Hellgate Keep, where most of the tribe was at the time, was destroyed. The totem of the tribe now poses as a good and helpful spirit, trying to manipulate him back to the dark path of his tribe. STR 16 (+3), DEX 16 (+3), CON 16 (+3), INT 14 (+2), WIS 18 (+4), CHA 10 (+0) HP: 55/55
Saves: Fort +8, Ref +5, Will +9 BAB +4, BMC +7, DMC 19 Attacks: +2 Darkwood Ghost-Touch Scimitar (+9, 1d6+5/18-20x2), Composite Short Bow [+4 Str] (+7, 1d6+7/x3) Feats: Nature Magic (From Complete Adventurer, not sure that's the name in english), Dodge, Extra Wild Shape, Amplified Healing (CD too), Two-Weapon Fighting Features and Abilities: Nature bond (Wolf companion), Nature Sense, Wild Empathy, Woodland stride, Trackless step, Resist nature's lure, Wild shape (4/day) Skills: Acrobatics 5 (+8), Climb 5 (+11), Flight¹ 3 (+9), Handle Animal 1 (+4), Heal 5 (+12), Knowledge (Geography) 2 (+7), Knowledge (Nature) 2 (+7), Knowledge (Planes) 2 (+7), Knowledge (Religion) 2 (+7), Perception 5 (+12), Ride 1 (+7), Spellcraft 3 (+8), Survival 2 (+9), Swim 4 (+10) Noteworthy Equipment: +2 Darkwood Ghost-Touch Scimitar, Chainshirt, Large Wood Shield, +4 Str Composite Shortbow, Boots of Elvenkind, Scrolls (Wind Control, Hallow and Water Walking), Potion of Jumping, Atemporal Oil, 8565 GP Prepared Spells: Orisons: Create Water, Detect Magic, Stabilize, Detect Poison, Read Magic
¹Not sure if he could really get ranks in this skill GM Commentary: I find this character to be underpowered both as the party's healer and as overall character. The player is not good at min-maxing and i think it becomes obvious when you look at some of his feat choices. I suggested him to get them Spontaneous Healer feat from Complete Divine but he quickly gave up when he noticed that he didn't have the necessary skill ranks to qualify.
Hello. Like the title itself says i'm dming Pathfinder for the first time and decided to share my experiences. But first let me introduce myself. I'm a 22 years old and i think i began playing RPGs when i was 12. Unlike most people i began playing as a DM, but those were times of improvisation, downloaded adventures of questionable quality and lack of understanding of the rules (BTW, i didn't have any RPG book at the time, just sheet making programs and dice). Time has passed by and i didn't played (or DMed) as much as i wanted, it happened sporadically but my days of having a constant campaign were long gone. This changed last year as i got to play again with some of my first players and some people i know for a long, long time. I DMed Savage Worlds and M&M without a lot of preparation, most improvising my way throught it, but never touched my group's favorite game, D&D. Again it changed with time, putting my indie rpg convictions behind i god pathfinder and decided to DM. The problem? I have players way more experienced than me and really if wasn't all that good at pretending i know what i'm doing i would not be dming at all. My players have being playing 3.0 for a loooooooong time, mostly because they didn't want to spend money updating to 3.5 and because of some lame personal opinions. They don't have acess to many books but most of them know how to min-max with what they have. In this i have an advantage as i speak english (we are all brazilians and some of my players don't know english very well) and have a big collection of both WoTC, Paizo and 3pp books. Them we got to playing. And i got to bring down some unbalancing holy cows of the group that i found unbalancing. The must important ones are two: 1 - Ability scores are generated by 3e standard rolling, except it's repeated 3 times as if the players was making 3 character and them he picks the best.
I addressed those house rules the following way
Ability Generation System:
35 points point build with the following table. Ability Score
Point Cost
2 - As normal, all results counts but i let them reroll 1s. This avoids invincible characters as they already receive bonus HP because of Pathfinder's favorite class rules. Finally, about 3.5 content i decided that it's allowed but i reserve the right to ban anything i feel is game breaking (as i did to the Frenzied Berseker prc) Next i'll post the character sheets and i'll tell about or first sessions and how i decided to change things to correct my own mistakes.
gigglestick wrote:
The advantage for the way i cut is mostly cosmetically, it looks way better this way.
I'm using a lot your Goblin minis. But the way i cut them (I don't leave white spaces around them, i cut over the black stroke with a hobby knife) makes some more thin parts (like whips) fall down, maybe you should play attention to that. But i must remember. You bring the minis, i use them. Yes, i'm a sucker for paper minis.
celurian wrote:
I don't have very set image about the corrupted totem as i have for the characters and items. I try to imagine it as a spiritual bear with some ritualistic marks in it's fur, as i have a character that has a Native American appearance and is from that lost Uthgardt tribe i like to think it would have native american twist in this tribe. Also i like to imagine that the bear has a form he uses to trick Garu (the form he once had before his corruption) and a corrupted form that is his true form now. Remember that he is now one of the many faces of Malar, god of rage, evil lycanthropes and bloodlust. You can find more about him there: http://forgottenrealms.wikia.com/wiki/Malar I'm still not sure if it should have blue fur or flur of another color and blue ritualistic markings. EDIT: I'm beginning to learn Inkscape, so i might take some item commissions too. Not sure if i'm already good enough for it but i'll try.
Nice topic! There goes some requests for you guys. Some requests for my group, by now those are just 3 characters and 1 item, but i might come with other things in the future. So there we go. I'm DMing in the Forgotten Realms setting as it was in the 3e but i'm using Pathfinder RPG. The campaign takes place in the North Sword Coast Region. Calisto
Background: Calisto is a Uthgardt Barbarian of the Sky Pony Tribe. After the last heir of his tribe's chief died, leaving the elderly and sick chief without heirs, many man from his tribe began to travel the north trying to prove them selves worth the throne by virtue of their actions. Calisto is one of those man. He searchs for a Sky Pony (Pegasus), a symbol of rulership that he things would make him heir. He also searchs for the mercenary troll that killed his father.
Garu
Background: Garu is a mysterious and silent druid, Calisto is one of his few friends as they met each other when Garu was sent as a druidic emissary to his tribe. He is an orphan, raised by the Master of his Druid Grove, a powerful Bauriaur druid named Hukan. Unknown to him he is one of the last of the lost corrupted tribe of the Blue Bears and is pursued by the corrupted Blue Bear totem that posses as a friendly spirit.
Midalin
Background: Midalin is a elven researcher from Evermeet, he was sent to the north to search for a powerful magical tome that was lost during the wars bettwen the ancient elvish kindgoms.
[b]Blue Bear Totem[b] That's the corrupted spirit that pursues Garu. He was once the good totem of the Blue Bear Tribe but was absorbed by Malar, the god of rage, bloodthirsty and licantropy. Now with his tribe scattered and defeated he tries to corrupt Garu to reforge his tribe. Reference Material:
http://www.playingzone.com/images/jeux/pc/prey_pc_pack.jpg
Sorry guys, i just noticed this thread is about itens only. So please draw only the Talisman. I would be nice if a moderator could delete my first post. This is the item: Midalin's Talisman That's the elvish invoker arcane focus (From the Arcane bond class feature), it's a eight-pointed star given to him in Evermeet. The play didn't speak much more about it, but i like to think the eight points represent the eight schools of magic and somehow his favorite scholl, invocation is highlighted.
Nice topic! There goes some requests for you guys. Some requests for my group, by now those are just 3 characters, 1 npcs and 1 item, but i might come with other things in the future. So there we go. I'm DMing in the Forgotten Realms setting as it was in the 3e but i'm using Pathfinder RPG. The campaign takes place in the North Sword Coast Region. Calisto
Background: Calisto is a Uthgardt Barbarian of the Sky Pony Tribe. After the last heir of his tribe's chief died, leaving the elderly and sick chief without heirs, many man from his tribe began to travel the north trying to prove them selves worth the throne by virtue of their actions. Calisto is one of those man. He searchs for a Sky Pony (Pegasus), a symbol of rulership that he things would make him heir. He also searchs for the mercenary troll that killed his father.
Garu
Background: Garu is a mysterious and silent druid, Calisto is one of his few friends as they met each other when Garu was sent as a druidic emissary to his tribe. He is an orphan, raised by the Master of his Druid Grove, a powerful Bauriaur druid named Hukan. Unknown to him he is one of the last of the lost corrupted tribe of the Blue Bears and is pursued by the corrupted Blue Bear totem that posses as a friendly spirit.
Midalin
Background: Midalin is a elven researcher from Evermeet, he was sent to the north to search for a powerful magical tome that was lost during the wars bettwen the ancient elvish kindgoms.
Blue Bear Totem That's the corrupted spirit that pursues Garu. He was once the good totem of the Blue Bear Tribe but was absorbed by Malar, the god of rage, bloodthirsty and licantropy. Now with his tribe scattered and defeated he tries to corrupt Garu to reforge his tribe. Midalin's Talisman That's his arcane focus (From the Arcane bond class feature), it's a eight-pointed star given to him in Evermeet. The play didn't speak much more about it, but i like to think the eight points represent the eight schools of magic and somehow his favorite scholl, invocation is highlighted. Reference Material: http://images4.wikia.nocookie.net/forgottenrealms/images/4/44/Uthgar_symbol .jpg
Totems of the Uthgardt tribes. the second (from left to right) is the Sky Pony one http://www.playingzone.com/images/jeux/pc/prey_pc_pack.jpg
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