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![]() This order went from a preorder to a backorder and finally to a pending order, that has been pending for some time (with the date pushed back yet again). Can anyone tell me when this is likely to ship? I originally ordered it for a birthday gift. That birthday has long sinced passed and the person I was giving it to has been patiently awaiting for me to get it. ![]()
![]() Last night we ran a one shot since we were going to be down a player and did not want to wrap up Curse of the Crimson Throne without him. One of my players took over GM duties and I got to play a human rogue 1/alchemist 5. The other two PCs were a dwarven monk 5 and a dwarven barbarian 5. Having the Brew Potions feat is nice. The potions of lesser restoration help against the creatures we faced (a yellow musk creeper and a dark stalker). I was able to do passing duty as a cleric without needing to take the infusion discovery. Interestingly, we noticed that by RAW, an alchemist can brew any potion (some at a higher DC) since crafting potions do not require you to actually know the spell used in the potion. I really like the addition of the Precise Bomb discovery. I was able to drob a bomb on a baslisk (for 15 damage) that was in melee with the barbarian without harming the dwarf. Rogue has a good class synergy with the Alchemist. I was easily able to create a physician that easily double as an assassin if he needed to. As it was, I got a 1d6 sneak attack to back up the few occasion I was caught in melee. Adding my Intelligence bonus to holy water damage aganist a shadow demon was nice too. A couple of questions did crop up though. Does an Alchemist's bonus to splash weapons (from Intelligence) apply to splash damage as well as the direct hit damage? We ruled no, but a clairification might be nice. Does the Precise Bomb discovery apply to the splash damage from other splash weapons? By RAW, the answer is no, but it would be reasonable to allow it. Does the swift alchemy ability include crafting poisons? RAW applies only to alchemical items, but I plan to allow it as a houserule at the very least. ![]()
![]() Given magic and monsters, how would warfare adapt and change? Would mages be used in massed groups as artillery, or assigned to individual units for counterspelling and protection? Would standard castle designs be effective against griffon cavalry or spells like stone shape and passwall? Would sappers be replaced with a druid or wizard casting move earth? What are everyone opinions and ideas on the subject? ![]()
![]() The price of the Horn of Valhalla needs reworking. A once per week item that cost 50,000 gp? Based on a quick calculation, a one use per day, no item slot wondrous item that casts summoning monster VI cost just over half the price of a Horn of Valhalla. That is 1d3 hound archons (from summon monster V) each day vs. 1d4+1 5th level construct bararians each week for about half the price. ![]()
![]() Most monsters with the swallow whole ability end up with high CMB totals (due to size and Strength). I am fine the CMB for grappling, but it might be better to shift the swallow whole ability to a Reflex save instead of a grapple check. A fail save would still leave the target grappled. To illustate my idea, I have converted to SRD creatures, the behir and the tryannosaurus to Pathfinder using the rules in Alpha 2 and my suggestion for a Reflex-based swallow whole ability. Take a look at the write up for both creatures and post your comments. One thing, I treated improved grab as the Improved Grapple feat for giving a +2 to grapple checks. BEHIR
DEFENSE
OFFENSE
TACTICS
STATISTICS
ECOLOGY
SPECIAL ABILITIES
A behir that successfully swallows an opponent can use its Cleave feat to bite and grab another opponent. A swallowed creature takes 2d8+8 points of bludgeoning damage and 8 points of acid damage per round from the behir’s gizzard. Swallowed creatures can attempt to free themselves by inflicting 25 points of damage to the gizzard (AC 15) with a light weapon or unarmed attack. Success results in a gag reflex that immediately expels the swallowed creature. A behir’s gizzard can hold 2 Medium, 8 Small, 32 Tiny, or 128 Diminutive or smaller opponents. TYRANNOSAURUS
DEFENSE
OFFENSE
TACTICS
STATISTICS
ECOLOGY
SPECIAL ABILITIES
A swallowed creature takes 2d8+8 points of bludgeoning damage and 8 points of acid damage per round from the tyrannosaurus’s gizzard. Swallowed creatures can attempt to free themselves by inflicting 25 points of damage to the gizzard (AC 12). Success results in a gag reflex that immediately expels the swallowed creature. A Huge tyrannosaurus’s gizzard can hold 2 Medium, 8 Small, 32 Tiny, or 128 Diminutive or smaller opponents. -A NOTE OF THE TYRANNOSAURUS-
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![]() I had a chance to run a small playtest this past Saturday. The party consisted of three 10th level characters, a half-orc cleric, a human fighter, and an elven rogue (build as a ranger). This post will relate specifically to the combat and magic. I will post the impressions on feats and classes in their respective forums. The playtest consisted of 6 encounters built using the pathfinder Encounter system. Four of the encounters were of average difficulty. The last one was the equivalent of a hard/epic by the creature’s CRs. The encounters were: APL –3: Chain devil and two shambling mounds
Average Party Level: 9th (3 10th level characters) ENCOUNTER 1
This was the first encounter that included grappling. The Shambling Mounds had a CMB of 14 [6 (BAB) + 5 (Strength) + 1 (Large size) + 2 (for treating the improved grab ability as the Improved Grapple feat)]. Compared to the Fighter’s CMB of 16 [10 (BAB) + 2 (Strength) + 4 (Defensive Combat Training feat), this meant that the shamblers still had a chance to grapple, but not as great a chance as they would against a creature of their CR. I had ruled they could constrict on a "grabbed" result, but that never came into play. Overall, the grapple rules worked here. ENCOUNTER 2
The slaad did manage to successfully stun the rogue and fighter with its croak at one point, but died from the cleric’s great axe the following round. ENCOUNTER 3
This should have been a TPK. It wasn’t. A couple of things worked in their favor. The characters were still in rough terrain, so the Illitihids were not quick to get to the rogue. The Fighter was not so lucky. It was at this point the new grapple rules broke. Stunned characters are not helpless, so the flayer made for tentacle attacks. Two hit. It them tried to grapple. Under the 3.5 rules, a stunned character cannot make an opposed grapple check. The pathfinder system does not use an opposed check, so the Fighter’s CMB was still 16. I did impose a –2 penalty (the AC penalty from being stunned) to the CMB, so it became a 14. A mind flayer has a base CMB of 9 [6 (BAB) + 1 (Strength) + 2 (for treating the improved grab ability as the Improved Grapple feat)]. It gets an extra +2 for every tentacle that hits, so in this case the modified CMB was 13. The Mind flayer could not succeed unless it rolled a 16 or better (DC 29), and that only got a “held” result. Even with the +5 each round from the fighter being unable to escape, the best the flayer could do would be a slow climb up the grapple chart. Round 1: A roll of 16+ gets a “held” result. Round 2: A roll of 16+ improves to a “grabbed” result. A roll of 11-15 keeps the “held” result. A lower roll and you loose the hold. Round 3: A roll of 16+ improves to a “grappled” result and the flayer has reached the brain. A roll of 11–15 and you keep the “grabbed” result, a roll of 6–12 and to drop to “held.” Round 4: If the flayer has rolled 16+ for three straight rounds (without being killed by someone else), a roll of 11+ this round gets the brain. In all honesty, the mind flayer should have had a nice meal. However, since the Pathfinder grappling system dose not currently address stunned opponents, going strictly by the RAW, the stunned fighter managed to fight off the mind flayer long enough for the cleric to kill both of the mind flayers by himself. Now during this time, the mind flayer did make additional tentacle attacks to try and upgrade his grapple check and I continued to deal damage from the tentacles that had already hit (without new attack rols), but a series of bad attacks rolls prevented any success before the cleric killed him (Mind Flayer’s have low HP). However, 4 rounds is a long time in combat. That was more than enough time for the cleric to kill both mind flayers. So, while the new grapple system tends to work, some issues need to be clarified, such as how Stun affects CMB. I probably should have also allowed the mind flayer to use its Dexterity instead of Strength for its CMB, but this would have increased the chances by one. ENCOUNTER 4
ENCOUNTER 5
The Specters engaged the PCs first but a turn attempt sent them fleeing (and out of the fight). The cleric next engaged the dust wight as the rogue used gravestones to set up a ranged sneak attack. The fighter moved toward the lich. The lich advanced and hit the party with a rebuke (which completely healed the dust wight and hurt the cleric and fighter, though both saved for half damage). The fighter engaged the lich on the next round. The lich counter attacked with its touch attack backed up by a bleeding touch from the death domain. This prompted another turn attempt, this healed the fighter (ending the bleed damage) and caused the dust wight to flee (though it was killed by the rogue’s sneak attacks a few rounds later). The Lich was unharmed due to turn resistance (+4 to the save and 8 points of positive energy resistance). The Lich responded by casting flame strike the rogue and cleric, but it was too little, too late. Without defenders, the battle went downhill for the lich. An 11th level lich, under the Pathfinder rules, is only a CR 11 [(Class level –2) +2 for the template]. The specters and dust wight are all CR 7. This should have been between a hard and an epic encounter, but it was only marginally more challenging than the bone devil. With the two specters being removed from the battle by the cleric’s turning, the remaining encounter (a dust wight and lich) became a more balanced fight. Overall the encounter level system seemed to work well. The fear effects of turn can seriously affect and encounter though. The lich encounter also did not devolve into the cleric and lich trading turn and rebuke for damage/healing. I was a fraid it would and was very pleased it did not. ![]()
![]() I had a chance to run a small playtest this past Saturday. The party consisted of three 10th level characters, a half-orc cleric, a human fighter, and an elven rogue (build as a ranger). This post will relate specifically to the skills and feats. I will post the impressions on combat and classes in their respective forums. Skills
Feats
Combat Expertise: As it is currently written, this feat is nearly useless. The less intelligent you are, the less useful the feat becomes. Why would a character with an Intelligence of 13 waste a feat to take Combat Expertise? If they fight defensively, they get a +1 dodge bonus. Dodge already gives you that and it is a stepping-stone for Mobility and Spring Attack. Combat expertise also now requires you use a melee weapon. Can a wizard still use the feat when casting a touch spell? If so, this becomes a excellent feat for them in some cases, otherwise we could not see much value to it. Overhand Chop: This feat becomes useless after a character gains their second attack. No one is going to trade the possibility of damage from a second attack for the 1 to 3 points of additional damage that Overhand Chop adds. The general suggestion on this feat is to allow it to be used while charging. That will still give it some limited usefulness at later levels. Another possibility is to have the attack daze an opponent for 1 round. Power Attack: Power Attack has the same problem as Combat Expertise. It is all or nothing and favors high strength opponents. At least it serves as a stepping-stone to Cleave. The current version of Power Attack also causes some minor problems with backwards compatibility when some monsters in adventures and sourcebooks already have lesser levels of Power Attack figured in (the mountain troll from the MM3 comes to mind). Turning Smite: This feat raised the question on if a cleric could make a touch attack against an ally to hit him with the healing effects from turn undead. This would seem to be allowed by the wording of the feat. ![]()
![]() I had a chance to run a small playtest this past Saturday. The party consisted of three 10th level characters, a half-orc cleric, a human fighter, and an elven rogue (build as a ranger). This post will relate specifically to the races and classes. I will post the impressions on combat and feats in their respective forums. CLERIC
FIGHTER
ROGUE
The character was built as a woodland scout. The character’s 1st level skills were (with a 14 Intelligence): Acrobatics, Appraise, Climb, Disable Device, Escape Artist, Linguistics, Perception, Stealth, Survival, and Theft. The remaining five skills were: Deception, Disguise, Knowledge (dungeoneering), Swim, and Use Magic Device. All rogue skills, so they are at max ranks using the Pathfinder skill system. The rogue talents selected included fast stealth, quick disable, ledge walker, improved evasion, and surprise attack. Combine these abilities with a good selection of bow related feats, the new d8 hit die, sneak attack, and uncanny dodge and you have effectively a ranger. In fact, compared to a 10th level 3.5 ranger, the pathfinder rogue in “ranger” configuration is a better character (even with the 3.5 ranger having a slightly better BAB and Fort save). ![]()
![]() I was discussing the idea of combined skills with some of my players last Monday and the issue of Invisibility came up. Under the 3.5 rules, invisibility provides a +20 DC modifier to Spot checks (as well as a host of other rules to notice an invisible creature) I know that under the Pathfinder rules, invisibility gives a +40 bonus to Stealth check if you are immobile and a +20 bonus if you move. Does this apply against listen based checks to hear an invisible opponent? Does an individual make two checks, one to spot and one to hear? Or is it one Perception check with the Stealth check modified by the roll against one form of perception (i.e., PC Perception roll of 20 against a target's Stealth roll of 20, 40 against sight due to invisibility)? I guess the main question is how would the invisibility rules work with a single Perception skill? Also, would it be better to replace invisibility with a thematically similar ability that modifies Stealth evenly against all senses, allowing for one skill check to attempt to locate the "invisible" target? ![]()
![]() I stumbled across something in the Unearthed Arcana that has me confused and I would like to get your take on it. Page 213 introduces an optional level independant XP award system. The question is, is it OGC? My guts tells me it is not, but the open game content disclaimer does not list it as non-OGC. From what I can make out, only the githyanki/githzerai, slaad, and yuan-ti bloodlines are listed as non-OGC. Now it made fall under the d20 trademark, but again I am not sure. So, if anyone can weigh in on this, I would appreciate the information. With the ongoing debate over 3.5 and 4e, I found the alternate XP system interesting and wondered where it might fall in the rules. |