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I wouldn't say I hate it, but it does annoy me. I think it grates on me because it sounds rustic, though, not because of its widespread use.


Imagine two identical rogues standing side by side. The rogues have the Opportunist rogue talent, Combat Reflexes, the Paired Opportunists teamwork feat, and Fortuitous weapon enchants on their longspears.

Now a lion charges the rogues head-on such that it ends up adjacent to both of the rogues. Assuming all attacks hit, how many attacks of opportunity are possible?

Here's what I have:

Each of the rogues gets two attacks from the lion's movement due to their Fortuitous weapons. Rogue A can use his Opportunist talent to get an additional attack because rogue B hit the lion. Similarly, rogue B gets his own additional attack through his Opportunist talent. Do any of these attacks allow further bonus attacks through the Paired Opportunists feat?

Paired Opportunists wrote:


This does not allow you to take more than one attack of opportunity against a creature for a given action.

What constitutes a "given action"? Does it have to be an action undertaken by the target? Consider that the Opportunist rogue talent fires off of your ally's action, not the opponent's. What about Fortuitous - does that also activate Paired Opportunists?

Suppose A1 and A2 refer to rogue A's first two attacks, with B1, B2, etc. being analogous for rogue B.

The most liberal interpretation I have is:

Lion moves, provoking A1, A2, B1, and B2 due to Fortuitous. A2 and B2 cause B3 and A3 respectively due to Paired Opportunists. Rogue B's hit permits A4 through A's Opportunist talent, which in turn allows B4 due to Paired Opportunists. Then Rogue A's hit permits B5 through B's Opportunist talent, which causes A5 due to Paired Opportunists.

So, 10 attacks at the most... but it could be as few as 6 if Paired Opportunists is interpreted to not allow any additional attacks in this scenario.

What sayeth thee, Rules forum? How many attacks, and why?


By RAW it seems that taking it off will bring you back to square one as far as having to then wait 24 hours.

Losing your permanent stat bonuses is a real pain. As a Wizard with a Headband you're changing DC's, spells per day, and skills. Then when you get it back you get it to some things but not others until your 24 hours have passed.


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Mythic Evil Lincoln wrote:
Value of time = value of scroll of mirror polish - value of polishing materials

The value of a person's time varies from person to person, and in this case it depends on the situation you're in.

Ms. Pleiades wrote:
A wizard I played with once used prestidigitation to produce a shower of chalk that let us see an invisible familiar. We ended up crippling the quest's boss at the end from having eliminated the one ally the GM thought he was absolutely certain they'd have at the end even if we did everything else right (which we did).

I would expect it to work just like powder.

Powder wrote:
Powdered chalk, flour, and similar materials are popular with adventurers for their utility in pinpointing invisible creatures. Throwing a bag of powder into a square is an attack against AC 5, and momentarily reveals whether an invisible creature is there. A much more effective method is to spread powder on a surface (which takes 1 full round) and look for footprints.

http://paizo.com/pathfinderRPG/prd/ultimateEquipment/gear/advent uringGear.html#powder


Morgan Champion wrote:

According to the terms of the duel, the opposing caster is a 20th level sorceror with the Imperial bloodline, so Energy Drain wouldn't work.

Furthermore, that bloodline is only available to humans, so if you want your sorceror to have that bloodline, you have to play a human.

Hence the Thanatopic metamagic.


pennywit wrote:
Rynjin wrote:
The real question here is, why weren't they using bows in the first place?
At the start, a few of the bandits were using bows, and a few were using melee. Once the barbarian went king-sized, all of the bandits moved out to range and used bows.

This is actually a bad strategy since the player can then charge them and attack them from an adjacent square. They'll still provoke if they five-step to shoot and if they try to switch weapons... they provoke.


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Benign.

Tyranus Dragonsbane.

One of your party members, jr.


In most situations it also doesn't make sense for real foes to target your items since the effects are long-term and in the short-term they're getting killed because they didn't do HP damage. You might try reasoning along those lines if your GM insists that he's trying to play your opponents 'optimally'.


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Cuuniyevo wrote:
Poison is not supposed to be used in pitched battle. That's never what it's been for. Poison is supposed to be administered in secret, by stealth or by guile. Sneaking into an enemy camp and poisoning their stew or wine, for instance. Or firing that one poison-dipped arrow from the shadows. If you're trying to use poison AFTER rolling initiative, you've messed up.

But the poisons aren't deadly enough for that to be effective.


I'm partial to the Mind Blank + Greater Invisibility combo, depending on your buff guidelines. There are plenty of ways to get around it (not True Sight or See Invisibility, though), but it's one more thing your opponent has to know how to counter.

Staff of the Master (Necromancy) is a handy item.

Edit:

Definitely take Craft Wondrous Items if you can use it to double your WBL.

Feebelemind is a handy spell.

You could also be a Thanatopic Enervation/Energy Drain-mancer.


Yeah, I found the mirror one day when I decided that my Witch was going to opt out of the AC arms race.


Some options:
Cloak of Resistance
Headband of Alluring Charisma
Mirror of Guarding Reflections
Jaunt Boots
Boots of Levitation
Jingasa of the Fortunate Soldier
Mnemonic Vestment
Gloves of Arrow Snaring
Plague Rat Belt
Handy Haversack
Wands of Invisbility, Fly, Glitterdust, etc.


The Human Diversion wrote:
a 2nd level wand is 4500, not 1500

Wand price is Spell Level x Caster Level x 750.

As for the OP's contention, yeah it's true that if you're taking the Healing Hex anyways you're better served by a Wand of Hex Vulnerability than CLW. That is, assuming the target has lost above a certain threshold of hp and you're not topping off.


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boring7 wrote:
I just watched our 14 con witch have to burn 3 hero points and 2 combat-healing "rescues" from the party healer (me) to avoid dying (not just going into the negatives, 'cuz she did that) from "incidental" damage. She wasn't even being attacked, she just rolled crap for saves and happened to be within AoE while the villain was trying to stop the rest of the party.

It's stories like this that pushed me to spec Slumber Hex/Save-or-Die. It's not my fault!


Artemis Moonstar wrote:

Friend of mine had a weighted dice, which was rounded edges with a metal bolt glued into the 1 face.

I rolled 6 1s with that sucker in a row during a test.

So either I have the luck of a guy who's directly under a carpet bombing, or it don't make a lick a difference.

My understanding is that it makes a difference, just not the one you were hoping for.


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Good luck convincing the spellcaster (in character) that he deserves less of the party's loot.


Dafydd wrote:
Awaken is also a great tool. Especially if the GM rules a mated pair of awakened Deinonychus produce awakened children. Allows you to have handlers in the exhibits without them being obvious to the guests.

Nature always finds a way. In this case, the way is somebody who thought Awakening the raptors would be a good idea.


Nefreet wrote:

*cough*

Earlier, I wrote:
If you're suggesting that "full" means anything more than 100%, where do you draw the line?
Torchlyte wrote:
Full means that it is not reduced, not that it is set to a specific amount.


Rynjin wrote:

But you're not normally doing +6.

You're doing full damage at +4.

+6 is what happens when you apply a modifier beyond that, which multiplies your full damage by 1.5.

If I have a container which holds 4 apples, and put 4 apples in it, it is fully.

If I then multiply the contents of the container by 1.5, I now have 6 apples.

But my container is still full with only 4.

If the box is full at 4 and then gets multiplied, then being told that I get a full box does not preclude me from multiplying.


Durngrun Stonebreaker wrote:
+4 damage for an 18 Str is not reduced.

It is if you normally do +6 damage.


Nefreet wrote:
If I say that a glass is full, you wouldn't assume it was overflowing ;-)

Any overflowing cup is also full.

More to the point, your physical analogy has no representation for the increase in damage from using a two-handed weapon.

Edit: Since we're using analogies, it's like... one car goes 20 miles on a gallon of gas and the other goes 30. Same full gallon, different consequences.


Ring_of_Gyges wrote:
A magical curse that only targets one person and isn't contagious doesn't strike me as any better or worse than stabbing people.

You don't think torturing somebody to death is worse than killing them cleanly? That is, assuming this is a curse that does something nasty and gradual like make them starve to death.


Nefreet wrote:

Full is indeed equal to 1.0 (aka 100%).

If your Strength is 18, and your modifier is +4, then dealing your "full Strength bonus to damage" is dealing +4 damage.

Full means that it is not reduced, not that it is set to a specific amount. Nobody in the real world uses the word "full" to imply a restriction or diminish something.


Weirdo wrote:
Hand-wave implies the decision was made irrationally or without much thought, and there is nothing to suggest that's true in this case.

In my mind at least, hand-waving only implies that you're ignoring something because it's inconvenient.


Claxon wrote:
Even if a monk were wielding a temple sword two handed she would deal 1.0 strength damage.

Do you have a source for that?

Flurry of Blows wrote:
A monk applies his full Strength bonus to his damage rolls for all successful attacks made with flurry of blows, whether the attacks are made with an off-hand or with a weapon wielded in both hands.

full =/= 1.0


Uwotm8 wrote:

Possess object functions like magic jar. Magic jar has the following:

magic jar wrote:
You can't choose to activate the body's extraordinary or supernatural abilities.
This heavily implies that supernatural abilities are part of a particular body and not the soul as the target's soul is no longer in the body yet it still calls them out as not being options. It's not a direct yes or no. However, it would seem the answer is no, you cannot use supernatural abilities in another body as yours are housed within your body elsewhere while you inhabit another creature or object in the case of possess object.

Only some supernatural abilities are dependent on the body, others are granted by class (such as in the case of Witch hexes). Consider the following text on Polymorph spells:

Magic Section wrote:
While under the effects of a polymorph spell, you lose all extraordinary and supernatural abilities that depend on your original form (such as keen senses, scent, and darkvision), as well as any natural attacks and movement types possessed by your original form. You also lose any class features that depend upon form, but those that allow you to add features (such as sorcerers that can grow claws) still function. While most of these should be obvious, the GM is the final arbiter of what abilities depend on form and are lost when a new form is assumed. Your new form might restore a number of these abilities if they are possessed by the new form.


Shane LeRose wrote:
???? Reflex negates means that when you make the reflex save it'll negate the spell. It doesn't mean you get a save when it's cast. The description in the spell clearly states when the save takes place, and yes the spell is negated once the save is made. No where does it state what you're saying. I actually can't even guess why you'd think this.

Saves in that part of the block are normally assumed to occur when the spell affects a target. Compare it to Hold Person, which has a a similar entry but implies in the description that there is an initial save.


Anzyr wrote:
Because there's lots of ways for a caster to cast spells in such a scenario. And it only takes one spell to instantly disappear and come back mad as all hell.

Maybe I'm ignorant, but it seems to me that there aren't all that many, especially at lower levels. Few people prepare Burst Bonds on a typical day and Dimension Door isn't going to guarantee a successful escape.


DMJB83 wrote:
She has played thé part of major source of info. As thé bbeg just looks at thé party as a minor annonce right more them thé real threat to his power they will one day become. She is lawful evil to à tee so she shouldbt be hacking innocent people, but an disagreement on what to do with à child pickpocket could be fun. The beat part is there hasnt been à physical side to their little love story, à couple (dates or interactions) but she always leaves him hanging. She does understand hé is à paladin of Srenea, and like to point out that their vids have even worked together before.Thanks for thé opinions and advice keep them coming .

You can hand-wave it if you like, but Antipaladins are chaotic evil.


Anzyr wrote:
And honestly, anyone who actually uses "tie up" to try and restrain a mage is an idiot in the first place and deserves their impending dose of murderhobo.

Why do you say that?


edit:ninja'd

I won't claim to be an expert, but examining the problem it seems like your best bet is to run a simulation to approximate the answer. I threw together a spreadsheet with 50 trials and all of them managed to get to 12 before 1000 rolls.
Mean: 126.32
Min: 4
Max: 506

For 11...
Mean: 99.86
Min: 5
Max: 661

edit 2: justaworm, obviously you did way more trials so your results are more probable, but I'm surprised that your averages for 11 were so close to the ones for 12.


His stance on sale price is RAW iirc, the appraise bit is an optional rule.

The only things I really disagree with from that list are loot/CR, material components, and blank rooms. I guess the role playing part, too, but I do think that you should emphasize roleplaying between characters rather than talking about your interaction with the barmaid.

As for your question, I certainly disagree with my GM at times. He often takes a non-RAW approach when I think RAW is fine, then takes the RAW approach in situations where I think the rules aren't well-designed. I think it's just a matter of accepting that you won't always get your way (but speaking up if a particular issue is a big deal to you).


Dabbler wrote:

@Torchlyte:

The Agile weapon property solves dex-focussed problems.

I'd rather have +1 damage and attack on my 3/4 (most of the time) BAB class. I mean, assuming that it's a comparison between Strength and Dex builds. If you're already a Dex build, then Agile is good.


Whoops, the 20-point stat block I have above should have 14 Wis.

Hayato Ken wrote:


Strongly consider going DEX with weapon finesse to reduce MAD.
Stats should be DEX>CON>WIS>CHA.

Dex builds do very low damage on a non-sneak attack. They also tend to get combined with Two-Weapon Fighting which puts you behind when doing anything other than a full attack (and sometimes even then). As a Ninja, one of your main features is being able to vanish and then sneak attack, but that only applies to your first attack. The fixation on dex-based TWF rogues (or ninjas) is one of the reasons they are seen as a poor class.

Hayato Ken wrote:
This can work with 3-4 levels monk and rest ninja.

Yeah, you'd want to get to 4 so you can get the Monk's ki pool and +3 BAB. Sacrificing BAB on a sneak attack character is a bad idea.


Human Monk 1 Ninja 1

Str 18
Dex 14
Con 12
Int 10
Wis 10
Cha 7

Buy a Mage Armor wand and you'll be fine, especially if you choose your feats and archetypes carefully.


Pretty good.

A few of the lines could use some work and they went a little overboard with the zooming and panning in parts.


Arthur C. Clarke didn't write Pathfinder and his opinion has no logical basis (because magic doesn't exist).

Also, I definitely wasn't clear enough with my prior comment. I meant that you are already suspending disbelief because magic exists in this fictional world. Not to mention a bunch of other animals that would be physically impossible (yet continue to function in an AMF, if we go that route).


Barathos wrote:

According to Paizo, the size, shape and chemical composition of a creature's brain has no affect on its mental capabilities.

<sarcasm>Seems legit.</sarcasm>

And let's not get started on the whole magic thing.

Edit: Looking at it from another angle, would you argue that a squirrel-polymorphed character should have his mental stats adjusted?

Edit 2: That kind of reminds me of Animorphs.


Bacon666 wrote:

@ OP

Hopefully this was agreed by player and gm b4 session.

If not, kill the char cause the gm hates pallys...

I expect this thread was to raise a discussion... Not actual play?

Yeah, this isn't a situation that has actually arisen, just a thought that occurred to me. It's interesting how complicated everything seems all of a sudden, even though objectively we kill evil NPCs all the time who might have families. Not that I'm saying the game has to reflect that kind of conundrum, it's just food for thought.


Murdock Mudeater wrote:


Detect evil has lots of limitations.

Not if you're a paladin and you can reduce it to a move action.


Mount is good.

Augury.
False Life.
Fog Cloud.
See Invisiblity.


Suppose you are playing a Paladin and your character's mother pings as evil. What do you do?


Your biggest challenge is making sure that nobody casts detect evil.


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Eltacolibre wrote:
Not like it matters what the exact cr number is...you are never going to fight Tar Baphon alone. He is surrounded by liches, vampires, bodaks , raveners etc...fighting in negative energy filled dungeon, good luck.

That's not in his stat block.


Holy Smite, maybe?

Honestly Blaster Cleric is a tough sell.

Edit: Fireball.

Edit 2: Spell Specialization should be a priority feat for you. Hope you have 13 int.


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Very interesting read. I like how it originates in a forum post, gets posted to a wiki, then a blog, and ends in a forum post.


Kchaka wrote:

I'm sorry, but I'm not convinced. Let's forget Mage Armor for now and focus only on the Shield Spell, plz:

Shield: Shield creates an invisible shield of force that hovers in front of you.

Touch Attacks: Some attacks completely disregard armor, including shields and natural armor—the aggressor need only touch a foe for such an attack to take full effect.

I have yet to see an argument that explains how does a Monster's touch attack, that according to the rules needs to literally touch the foe through physical contact, affects the foe that's behind a hovering tangible shield of force which is not in contact with the subject, since it hovers, without getting through the shield's defense, +4 to AC?

Btw, this has nothing to do with ghosts and incorporeal attacks.

The hovering force is just flavor for the +4 Armor bonus, except where the rules specifically state otherwise. It's not sensible in a simulation sense, but then neither is the idea that it doesn't stack with a physical shield.


Holybushman wrote:
It should be apparent how relative matters become when discussing alignment, especially at the societal level. I'm sure those who actively pursued the witch trials felt they were doing God's work and following the mandates of the Church; hence, it could be argued they were behaving in a Lawful Good manner (from a gaming perspective). However, living under those conditions must have been tyrannical and brutal; hence, more of a Lawful Evil environment (from a gaming perspective).

Insofar as they were deluded and not actively lying/exploiting the situation, they could still be LG.


There are certainly examples in religious texts, but I suppose what the OP is asking for is historical.

How about the Mormons (the actual ones, not their offshoots)?

I feel like there'd be some Buddhist monk groups that would fall in here as well, but I lack specific knowledge.


@blackblooktroll, Hmm: It seems like the tone isn't as oppositional as you're suggesting.

Prevention is good:
Buff your saves (Cloak, Con Belt, Heroism).
+1 Reflecting Mithral Buckler.
Ring of Counterspells.
Amulet of Netted Stars.
Wand of Greater Invisibility.
Improved Initiative.
Veiled Eye (headband slot).


Dark Archive

THE CENTER CANNOT HOLD. Things end. The rot away. The balance falls apart. At the center of the world of Orphos is a city built atop the skull of a long forgotten, dead god. Once a capital of ancient empires, it now sits as the central metropolis for a republic of magi.

It is a time of great change and upheaval. The vampire clans of Crux continue their schemes beneath its streets. The University of Crux digs further and further beneath the city for lost knowledge. Intrigue, crime and secrecy rule the streets. Everyone is looking for somebody to do their dirty work in Crux, to find things and to get things done. In interesting times, Adventurers have no shortage of business to find.

I've managed to cobble enough bits of a setting together to start the process of thinking out some mechanics. But in the meanwhile, I figured I share my absurd amount of fluff and flavor. I decided to focus on thinking out the basic pillars of flavor and themes in Crux before I attempted to think out how to adapt Pathfinder to it.

Most of the following links to my personal blog, but it should help anyone interested in reading more on Crux. I'm always eager to hear suggestions/improvements. I'm currently looking for anyone willing to read and give me their two cents on the project. That and I'm spreading word about it as I go.

This is my main theme document. I've been writing material expanding out from it.

WHAT IS CRUX?

/ wrote:
Its a city set in the center of the setting. The world of Orphos is entering a period not unlike the Napoleonic era. A revolution has taken over most of one continent, only to be ruled by a Empress standing on revolutionary reforms and values; a new nation built on new radical ideas was founded only fifty years prior after a war for its independence; an ancient empire dominates world trade through slave labor, arrogantly thinking it still is a power worth fearing; and a world-spanning monarchy is struggling with reforms of its own, while still pursuing colonies its own people don't want.

Guns are prevalent, and religions are largely unaligned, supporting members of all alignments while espousing their own central values. Crux sits at a place central to world trade, that once was a capital of empires and has a university sitting atop the skull of a long forgotten god.

Right now I'm preparing to do some retooling of races for some balance concerns, as well as detailing more of Crux itself. Adventuring sites, plot hooks and the like, all of which I'd more than happy to hear suggestions for. If I like something I plan to use, I'll try and link back to whatever or whoever posted it. They should get the credit if turns out to be good idea.

Dark Archive

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Still working this out for my home game, but thought I'd share. Some mechanics still need some figuring out, names aren't 100% solid, but I think the wacky idea behind it is all good:

Prestige and Achievements
Prestige Classes carry an inherent opportunity cost in the case of levels that might not always reflect the real concept for a character. While Prestige Classes offer a great deal of customization, they don't always feel worth that cost. Lowering a character's base class features in order to obtain levels in a prestige class will drive some players to never take levels that might otherwise be interesting for them.

Prestige Titles
This variant replaces prestige classes with a different system altogether. Inspired by Mythic Adventures, the Prestige system replaces prestige classes with a Achievement system: Titles. Like Mythic Tiers, Prestige Achievements aren't the same thing as levels a character obtains, and don't cost any sort of multiclassing. They have requirements like Prestige Classes do, but the First Achievement is earned when a character joins the organization that supports that class for the first time.

Characters each new Achievements when they complete Challenges that their Prestige Organization likes and supports. Their title grows in ability as a character completes challenges that reflect the goals and nature of that title.

Characters first can choose to pursue and gain a Title at 5th level. Characters can achieve up to five Achievements in a Prestige Title. In order to join and gain access to a Title and its achievements, characters must first meet the prerequisites of that title.

Peerage: At the first achievement, the character receives a bonus on Diplomacy and Sense Motive checks made against any one else that shares the same title as they do. This bonus is equal to that character's number of Achievements.

Prestige Saves: At the first achievement, the character receives a bonus on saving throws. Each title has its own favored saving throws. On these favored saving throws, the character gains a prestige bonus equal to the character's number of achievements.

Additional Training: At the first achievement, the character gains new class skills. Each prestige title has its own class skills, which the character adds to their own list of class skills. In addition, every time a character gains a new achievement, they also gain additional hit points or skill points. Each prestige title lists the skill or hit points gained at each new achievement obtained.

Title Feature: Each Prestige Title has a feature ability that all members obtain when they first gain a Achievement in that Title. This feature isn't a Prestige Ability, and is in addition to the prestige ability they can select on their first achievement.

Prestige Ability: At each Achievement, the character gains a prestige ability from that title's list of available prestige abilities.

Capstone: All prestige titles end in a Capstone ability at the 5th achievement.

# of Challenges needed to reach a new Achievement in a Prestige Title:
1st Achievement: Meeting the prerequisites and obtaining membership itself is all that is needed to gain the first achievement of a Prestige Title.
2nd Achievement: 3 Challenges
3rd Achievement: 5 Challenges
4th Achievement: 7 Challenges
5th Achievement: 10 Challenges

This is only a rough outline of the idea, but I think it is implementable as this. I think it'll allow people to consider prestige class ideas for their characters that previously they hadn't considered for the cost of losing their base or core class levels.

New Feat: Dual Titles [Prestige Feat]
Prerequisites: 1st Achievement
Benefit: You can select a second title. If you meet its prerequisites and can join it, you may select that Title's abilities in addition to your first title's. Furthermore, you can select to use that title's hit points, skill points or favored saving throws instead of your first title. You must select which title you use for your Prestige Saves and Additional Training, but both together. You cannot select separate titles for Additional Training and Prestige Saves, they must both be selected from the same Title.

Extra Prestige Ability [Prestige Feat]
Prerequisites: 1st Achievement
Benefit: You gain a prestige ability from your Prestige Title.

More musing and examples on my blog.

Whatcha think?

Dark Archive

okay, I'm working on a homebrew set in a very early Industrial era (like, Napoleonic practically). I came across the idea of Adventurers unionizing like other labour tried to do in the same era.

Am I rehashing an idea here or has this being done before?

Dark Archive

I'm trying to put together some ideas for a setting for a pathfinder game set in a Napoleonic-Jacksonian era. Just thought I might kick this out there and see if anybody has anything clever.

I've started building it up, my main deviation from core pathfinder so far is that the setting's deities and religions are unaligned. Borrowing from Arcanis from Paradigm Concepts, none of the gods involved have alignments. I haven't thought through all the ramification for that...

I also don't like using Elves or Dwarves or most of the standard races, just out of an urge to be different.

But, whatever. I'm still on the "building it" step.

Any thoughts? If you are curious about what I've made so far, check out the linkage below.
Linkage!

More Linkage!

Dark Archive

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Anybody see this?http://www.killershrike.com/Fate/Fae/Pathfinder/PathfinderFateAccelera ted.aspx

FAE conversion for a lot of Pathfinder things. Just curious if anyone other than the original author has tried it out.

Dark Archive

I've been meaning to playtest this with my own group (which is always willing to put up with my bizarre experiments), but I'd thought I'd post it here and see if anyone thinks its a good idea or not.

7th Ability Score: Prowess (Pro)
Prowess replaces the base attack bonus characters normally would gain. Instead, Prowess measures your character's capacity to use violence. Those with high Prowess excel at harming and killing others- while those with low Prowess have problems with using violence against others, hesitating instead of striking hard when attacking another.

My plan to implement it so far is just replace Base Attack where ever it is mentioned with a character's prowess modifier.

In addition, if Extra Attacks are still desired, I'd suggest creating a feat that allows a character those extra attacks or make it into a new class feature of Martial Classes.

So, what do you awesome gaming folk think?

Dark Archive

I've been playing a Gunslinger for a week or two now (been loads of fun), although my style isn't as precisely mechanical as others, I do have an observation to throw out there.

I think that Grit as a pool, although it right operates with Wisdom, should probably be Charisma-based instead.

While Wisdom does represent being aware of yourself and your environment, Grit doesn't feel like a extension of your Wisdom to me. Grit is "fluctuating measure of the gunslinger’s ability to perform
amazing actions in combat, both offensive and defensive." To me, that sound more of something to do with the ability score that rarely sees play, Charisma.

I like to think of it this way: A gunslinger is forcing things with their personality, shooting and daring to do things that impress others and leave them a little slack-jawed. Also, favoring Charisma for Grit rewards the Gunslinger for the Charisma-based skills the class obviously favors: Bluff and Intimidate get more interesting when Charisma is tossed in.

I've been talking with my GM and we're going to try it out in our next few sessions. Its a subtle change, but hey, thought I should mention it.

Dark Archive

So far my only issues with the class is its name and the nature of spellstrike (and touch range spells). I dislike the idea of something (essentially a "spellsword" class) getting a name like Magus. The image I have of Magi in my head and the class presented differ a bit. Flavor-wise, I'd suggest coming up with something that displays what the class is better- Spellsword, swordmage, Imago or something else.

It doesn't quite suit me for the Magus name. A magus, the one I think of, is more akin to a magister, or some sort of wizard that is ultra-focused on all magic, not just wizardry. Something more like that, but something that isn't needed at the moment in Pathfinder, at least to me.

As for spellstrike, its neat-looking, but I wonder how useful it'll be with how few spells the Magus gets are actually touch spells (or at least touch range). I'd instead think maybe modifying the feature to mimic the spellstoring effect of some magical weapons, but thats kinda the same thing isn't it? Hmm.

Oh well.