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![]() It's one of those words like "racketeering" or "ironic." Only 5% of the population knows and/or uses them in the correct context, so it winds up in a lot of places where it doesn't belong. I'm a jewelry department supervisor professionally, so I might have more exposure to this particular word's misuse than others. ![]()
![]() pH unbalanced wrote:
I think either one would probably do sex to people. Happy middle-ground? ![]()
![]() kyrt-ryder wrote:
That's true. AND in this ruleset, most weapons will never penetrate the other's hardness. But rarely, they will, and the blade will wear down and need tending. ![]()
![]() Algarius wrote:
Raising the dead takes an incredibly valuable diamond, and usually there are a very finite amount of those available. As for parry, ultimately for one to occur some creature needs to take the lead and attack. You see parry-offs in every fantasy genre. Blades blocking blades. I'm not really sure why you think rolling dice to achieve an action would be any less fun than the thing they do already... rolling dice to achieve an action. I'm just trying to lay down a numeric precedent and guideline for an action that the book pretty much states cannot be taken, even though it seems like common sense to any fantasy fan. ![]()
![]() Scythia wrote:
That's a good point. I'm a little embarrassed I didn't include that on my own. I'll have to amend the damage change. Thank you. ![]()
![]() Algarius wrote: It seems to me that this would make for very short lived PCs. Not if they play smart, but that really is the kind of angle I was going for. As the system sits PCs are nearly immortal, and the simple truth is there should never be any amount of battle experience that makes your flesh more resilient than the armor around it. ![]()
![]() Ascalaphus wrote: Are you sure you really want to play PF? Wouldn't you be better off picking a different game system, that's closer to the game style you're looking for? Because Pathfinder is the best system I know of. But being the best doesn't make it flawless. I've been playing it for years. Just fixing things. If I didn't know I want to play it I wouldn't. Also, this really doesn't seem like it counts as feedback. Not to be snarky, just commenting. ![]()
![]() Just posting some house rules I am experimenting with. If anyone has ideas or criticisms I'd love to hear them. Thank you for reading, and I hope you enjoy or perhaps even feel inspired, but please do leave me feedback on these. Pathfinder House Rules 1.1 These rules changes to the Pathfinder RPG by Paizo are an attempt to rectify some logical problems in the game’s engine. The detailed rules change is accompanied with a brief explanation of the reasoning behind it. The following is a brief summary of all changes presented herein: -Lethal damage causes bleeding wounds.
Bleed
Light Bleeding: Any creature with blood who is dealt lethal damage of 2 or less from a bludgeoning, piercing, or slashing source begins bleeding for 1 hit point every minute at the beginning of their turn. Each time this bleed damage would be dealt the creature makes a Constitution check against DC 5. If they succeed, the bleed damage is not dealt and the bleed stops. This effect can apply more than once. As an action that takes 2 full rounds, the Heal Skill can be used against a DC 5 to staunch one instance of light bleeding. Any magical healing staunches all light bleeding. Heavy Bleeding: Any creature with blood who is dealt lethal damage of 3 or more from a bludgeoning, piercing, or slashing source begins bleeding for 1 hit point every round at the beginning of their turn. Each time this bleed damage would be dealt the creature makes a Constitution check against DC 15. If they succeed, the bleed damage is not dealt and the bleed stops. This effect can occur more than once. As an action that takes 1 full round, a creature with a healer’s kit can use the Heal Skill against a DC 20 to staunch one instance of heavy bleeding. Any magical healing of 5 or more from a single source staunches all heavy and light bleeding. Critical Bleeding: Any creature with blood who is dealt lethal damage with a critical hit from a bludgeoning, piercing, or slashing source begins bleeding for 1d2+1 hit points every round at the beginning of their turn. This effect can only occur once. A creature afflicted with critical bleeding cannot stabilize when dying normally. As an action that takes 2 full rounds a creature with an open healer’s kit and someone aiding them can use the Heal Skill against a DC 25 to staunch one instance of critical bleeding. Any magical healing of 10 or more from a single source staunches all critical bleeding. Apply Pressure: Any creature can make a Heal Skill check against DC 15 as a standard action to initiate staunching pressure. Once this pressure is initiated, it can be maintained as a move action each turn. Successfully applying pressure to a light or heavy bleed causes it do deal damage only half as often (though you still make constitution checks to stop the bleeding at normal intervals). Applying pressure to a critical bleed reduces the damage it deals to 1 every round. Combat Maneuvers
Combat maneuvers can be made as a part of other actions, usually with some cost to the action. Some maneuvers have new restrictions or oppositions. Bull Rush: You can make a bull rush as part of any charge attack with a bludgeoning weapon that meets or exceeds your target’s touch AC. Demoralize: You can attempt to demoralize an opponent as part of any non-withdrawal double move, any coup de grace, or any attack action or casting of a spell by taking a -2 to all attacks or focus rolls in that action. Whenever you fail to demoralize an opponent, that creature is immune to your intimidation for 24 hours. Demoralize now requires rolling against a creature’s Technical Maneuver Defense (TMD). Any conditional effects that add to Will vs. Fear also add to TMD against Demoralize. Dirty Trick: Dirty Trick is unchanged. Disarm: You can attempt to disarm an opponent whenever your parry roll stops an opponent’s attack, or whenever you maintain a grapple instead of a normal grapple action. You can also attempt to disarm and overrun someone at the same time, though both maneuvers are made at a -2 penalty. Drag: Drag is unchanged. Grapple: When attempting to grapple, you must first make a touch attack roll against the target. You can attempt to grapple an opponent whenever your parry roll stops an opponent’s attack. You can also attempt to grapple when making a claw, slam, tentacle, or unarmed attack, but if you do so the grapple check is made at a -2 penalty and the attack only deals half of its normal damage. Overrun: You can attempt to overrun an opponent and disarm or steal from them at the same time, though both maneuvers are made at a -2 penalty. Sunder: Any weapon attack that misses an opponent but exceeds their touch AC may still damage their armor, shield. See the Damage changes for full details. Steal: You can steal items whenever you successfully maintain a grapple Trip: When attempting to trip, you must first make a touch attack. You can also attempt to trip an opponent as part of any attack, but if you do so the trip maneuver roll is made at a -2 penalty and the attack only deals half of its normal damage. Feint: Feint now requires rolling against a creature’s Technical Maneuver Defense. Critical Threats and Hits
Weapons no longer have distinct threat ranges. Any attack, focus, disease, or poison roll that exceeds the target defense by 10 or more is a critical threat, though these still require a confirmation roll. Weapons with higher threat ranges lower this threshold, with 19-20 requiring an excess of 9 to threaten, 18-20 requiring an excess of 8 to threaten, and so on. Damage
Attacks Hitting Armor: Whenever an attack roll misses, if it exceeded the defender’s touch AC without armor or shield bonuses, it still deals damage to their armor or shield (Choose which randomly). This is considered a sunder attack. Attacks Hitting Natural Armor: Whenever an attack roll misses, if it exceeded the defender’s touch AC with their armor and shield bonuses, it still deals half of its minimum damage to the defender. Defenses
Fortitude, Reflex, and Will are no longer rolled to resist spells. They are simply static defenses calculated like armor class, adding 10 and all relevant modifiers. Any effects these saving throws used to be made against now make rolls of their own, with a bonus equal to their listed save DC minus 10. Creatures also have a technical maneuver defense (10 + ½ HD + Int, Wis, and Cha Mod) that demoralize and feint attacks are now rolled against. Any conditional modifiers that add to Will vs. Fear also add to TMD against Demoralize. Armor Class, CMD, TMD, Fortitude, Reflex, and Will must be EXCEEDED for success, not just matched. Disease
Diseases roll against the Fortitude defense with a bonus equal to their listed save DC minus 10. A creature with any damage or effects from disease is sickened. Feats Changed
Combat Reflexes
Improved Combat Reflexes
Greater Combat Reflexes
Mobility
Spell Focus
Greater Spell Focus
Stand Still
Toughness
Improved Toughness
Greater Toughness
Weapon Finesse, and any feats or features that allow dexterity modifiers to affect damage no longer exist. Leadership no longer exists. Focus Rolls
Spells no longer have save DCs. Instead, spells that would normally allow a save require the caster to make a focus roll against the appropriate defense type. A focus roll is 1d20 + ½ the caster’s character level + the caster’s relevant ability modifier. Treat exceeding the opponent’s defense as a failed save, and anything less as a successful save. Hit Points
Hit points have a base value determined by class/creature type and hit dice plus the creature’s hit point modifier (usually Constitution). This base value is then altered by the creature’s size. Determine base value by adding the maximum roll of a creature’s racial hit die to their hit point modifier, and then either 1 or 2 hit points for each class level, using 1s for d6s or d8s, and 2s for d10s or d12s. A 3rd Level Human Wizard with 12 Constitution has 12 Base HP
A 5th Level Dwarf Barbarian/3rd Level Rogue with 14 Constitution has 21 Base HP
Size and Hit Points: The size of a creature alters their base hit points by a percentage. Increase a creatures base HP by 50% compounding for each size above medium, or reduce by 25% compounding for each size below medium (rounded down). Whenever a creature changes sizes, any damage they have taken is increased or decreased by the same compound percentage (rounded down). A 22 HD Gargantuan Dragon with 24 Constitution has 212 HP
Melee Attack Rolls
Melee attack rolls add dexterity modifiers instead of strength. Attack rolls must exceed armor class to hit rather than match. Parry
Creatures can use attacks to attempt to parry an opponent’s attacks. Any creature may delay their action to save a full attack, use a ready action to save an attack, or use a reaction attack to parry. When a foe makes an attack a creature wishes to parry, that creature makes an attack using their saved attack roll at its listed bonus opposing the incoming attack roll. If the parry roll exceeds the incoming attack roll, the attacks is parried and the weapons deal damage to each other. If either weapon is a natural weapon, instead half the damage is dealt to the creature with the natural weapon. If a parry exceeds the incoming attack roll by 5 or more, the defending creature can make a riposte attack, using the same bonus as the parry -5. Parries cannot be made on attacks against which a defender is flat-footed. Poison
Poisons roll against the Fortitude defense with a bonus equal to their listed save DC minus 10. A poison that fails this roll will still persist through its duration, making a new roll at each frequency interval. Each interval always deals at least minimum damage for a poison. Poisons that cause unconsciousness instead cause fatigue or exhaustion (if the target is already fatigued). Reactions
Attacks of Opportunity are no longer a part of the combat rules. Combatants instead gain an extra immediate action after their turn that can be used until their next turn. A Reaction takes place simultaneously with whatever action it is announced during. A reaction can accomplish any of the following: -Apply pressure to a bleed (Heal DC 20).
Reactions cannot be made before a creature could act in combat. Reactions become available again at the start of each combatants turn, and can be used anytime thereafter (including during their turn, or in reaction to another reaction). Strength, Weapon Sizes, and Wielding Creatures
Each size of creature has a base strength expectancy denoted on list A-1 below. For every 4 points of strength you are above or below this, you may be able to wield larger weapons, or be forced to wield smaller weapons. However, you can never wield a weapon that weighs more than 1/4 of your lift overhead limit. Table A-1
Wielding Creatures: If any creature weighs less than 1/4 of your lift overhead amount, it can be wielded as an improvised weapon. If the creature is conscious and unwilling it must be grappled first, and you must maintain grapple without the normal +5 bonus. Wielding an unwilling creature as a weapon adds an additional -4 penalty to attacks as the creature tries to escape. Any blow dealt to a target while wielding a creature deals the same damage to the wielded creature (including sunders). A willing creature can be wielded without the additional -4 penalty. Creatures have a range increment of 5 feet. ![]()
![]() James B. Cline wrote:
You may have emphasized Aldern a little too much then. You generally want to use the Swallowtail Festival to create a lot of potential suspects for the Lust motivation. Jubrayl Vhiski at the very least is a good Red Herring for the theft of small items, and Sandpoint's population is large enough that you can take a little bit of creative license, but you probably want to stick with Sczarni gang members as the most prominent "dickish love interests." Whatever you can do to make Aldern more of a fly on the wall. In these situations especially, less is more. The less the players know about Aldern, the better. He should be curious about them more than they are curious about him, and after he leaves to collect Vorel Fungi from the Manor the rest is history. I personally had five different suspects for my party to investigate by the time chapter 2 rolled around. At one point they were absolutely positive Caizarlou Zerren the Necromancer was the murderer. He made some brief appearances ogling my party's cleric in town. (I may or may not have made him a creepy germanized necrophiliac character reminiscent of the doctor from Human Centipede to fuel the ICK factor, but there's no rule in the book saying that was off-limits) Ven Vinder is built to be a suspect based on his connection to Harker, but I chose to juice the suspicion even more by giving him one of the Sihedron tattoos from Paradise Barge, with the story that he did some nightly gambling while visiting his sister in Turtleback Ferry months ago, and got the tattoo to bypass the cover charge. When Ven has the same seven pointed star on his wrist as the victims have carved into their chests, it sends up red flags, and also helps to foreshadow chapter 3. If the party ever goes to investigate Turtleback Ferry before Rannick is taken by the Kreegs, it is simply at a time after Paradise is destroyed/sunken, but before anything noticeably bad has happened. They will get bored of TF and move on after a few days. Jubrayl Vhiski was my MAJOR ace in the hole though. My group's cleric had a momentary one night fling with Aldern, but was a little more involved with the scoundrel Vhiski who was buying gifts for her almost every day in an effort to get in her pants. When he finally worked his way to the bedroom though, the bell had long since tolled for Aldern Foxglove, who at this point was spying on the cleric. After seeing Vhiski, the selfish scoundrel of a man abuse her in the bedroom, Aldern stalked him on the way back to his home and beat him nearly to a bloody pulp in a dark alley. Vhiski survived but bore terrible, disfiguring wounds, and whole sections of his scalp that had been torn away inhibiting his hair growth. (This likened his appearance more to the dread ghast Aldern whose face and hair were already deteriorating) Vhiski accused the cleric of having him followed and beaten because she resented him. (Jubrayl was a true gentleman) When the cleric finally began to notice a grotesque figure spying on her and Orik Vancaskerkin through the window of her room, and noticed her holy symbol and some of her intimate clothing had gone missing, she immediately suspected Jubrayl. The other two red herrings were people of my own invention added to the story, and they never rose to the level of prominence these three did, but they do serve as a momentary distraction. Keep that in mind during future campaigns involving murder mysteries. Always remember to include that heinous human element. Murder is a heinous act after all, so if you can't mire it in sex, jealousy, scandal, and spite then you are probably playing with children under age 13 and I would have to suggest playing a campaign set in Equestria (The world from My Little Pony) and I mean that. My Little Pony: Friendship is Adventure can make really kickass pathfinder games. ![]()
![]() That's also good advice for XP too. There are a lot of merits to scrapping it and calling level-ups when they are appropriate, but this does take away some sense of accomplishment from the players. Any time they have to overcome a challenge with little to no monetary reward, it makes it feel somewhat pointless. In the practice of scrapping XP, you should probably at least use Hero Points in place of monetary gain when a tough encounter yields little. A destiny changing boost can be a very fun alternative reward to gold. Mind you this shouldn't happen often, as players having a bank of Hero Points can get ludicrous. ![]()
![]() Oh and as for the goblins, they are primarily meant for comic relief which makes them far from pointless. Warchief Ripnugget watching the mock-raid over and over was incredibly funny because my party managed to sneak up on them and heard the whole thing, strolling into the room after all the goblins playing their characters had "died" and saying "I remember it differently, Warchief!" Ripnugget himself is incredibly wily. Stickfoot's speed let him maneuver quickly out of harms way, or put himself in situations where he can fight the PCs one at a time. Another underrated fact is that he can often move with impunity, since his mounted combat feat can negate attacks against stickfoot. ![]()
![]() Sometimes those things happen, but in many cases you can use unexpected happenstance to develop things further. The cleric in my party accidentally killed Tsuto with a little touch attack fire bolt crit (She was trying to burn him for interrogation purposes, but she was standing at the other side of the room and he was merely grappled, not bound, so she accidentally shot the flame bolt into his mouth and exploded his skull). This same cleric also threatened the jealous diva Allishanda when the girl tripped her on stage during a performance of The Harpy's Curse at the Sandpoint Theater (She was filling in for an AWOL performer and had gotten more flowers and attention from the audience the previous night) and was accused by Jubrayl Vhiski (The Sczarni Gang leader) of sending some filthy miscreant to beat him half to death in an alleyway after a date she had with Jubrayl ended badly (In fact this was a jealous Aldern Foxglove after spying on her, still slowly succumbing to the ghoul fever that will eventually turn him into the Skinsaw Man). Both occurrences will help to fuel a criminal indictment for Tsuto's unlawful murder, a charge that could potentially allow me to introduce Justice Ironbriar early in the form of a feigned sympathetic duty-bound official who later turns out to be the leader of a cult of vicious killers (Not to mention my eventual plans to have Xanesha manipulate or kill Allishanda, repurposing her as an Envyspawn Bard). My point is, don't always go strictly by the book. The world is a mess, and killing people can make it even messier. Expand on those hurt feelings and vengeful motivations. That's your role in running an adventure path. Make it your own. Each facet of Karzoug's forces seems generally isolated enough that a little extra flavor and improvisation won't jeopardize the flow of ROTRL ![]()
![]() 20th level play isn't really all that different from 1st level, it just opens more possibilities. The ultimate truth of what you try and achieve with 20th level challenges should be around the same as what you try and achieve with a 1st level challenge: Dangerous means potentially lethal in 2-4 turns for most characters. The only difference in 20th level encounters is the number of factors at play. Mobility, Disables, and Buffs all take on very different mantles, but are essentially a means to the same end. 100 Damage to a character with 200 Health is relatively the same as 4 damage to a character with 8 health. The levels aren't meant to change the relative dynamic of the game, but rather to put the heroes head and shoulders above the lowly threats they may still compete with from time to time. After all, we all enjoy watching simple henchman and street criminals threaten superheroes in movies, because we the audience understand that poor sap has no clue as to the depth of the feces he's quickly sinking into. When a player is behind the wheel of that superhero, these observations can have an even more thrilling effect when a DM plays the part of the "in-over-their-head" villain well. As for the villains who can still challenge the players, or even vastly outclass them in some cases, you have a few basic things to address about level 20. 1) Capstones: The cornerstone ability that elevates the character from mundane to near god-like status. Any potentially life-threatening encounters for level 20 characters should have some elements at play that make these capstones a necessity for success. In short, an epic challenge for a level 20 party should be something that a level 19 party has almost no chance of surviving. 2) The Basic CR Formula: CR 1 does not mean the encounter is challenging for a party of level 1 characters, it means it is run of the mill. Barring extreme circumstances, no encounter of equal level should ever really come close to killing a party member or forcing the group to flee, even if most of their resources are already exhausted. Use this general outline:
Contrary to what people in this thread seem to say, I believe this same formula holds up at level 20. Remember that a hero class of level 20 is technically only CR 19, with two being CR 21 and a party of four being CR 23. I consider Pathfinder extremely well playtested, and if you pay close attention to potential tactical outs in any situation, you can find something to keep your players fearful for their lives. ![]()
![]() Well one thing I can tell you is that you're fighter isn't having his weaknesses punished enough if he is getting to run around one-shotting everything. Fighters have a specific scalpel niche in the battlefield, and any creature used to fighting is familiar with what a physically overpowering foe looks like. I have a barbarian doing 11-20 damage a swing in my campaign, but I managed to keep my party on their toes through the Catacombs of Wrath and Thistletop by keeping a few things in mind. 1) The front-liner usually has a weak will save. This means that goblin warchanters, yeth hounds, Lyrie, and other curve balls you can choose to throw in can sometimes dismantle the front-liner with a daze or fear effect. The yeth hounds howling and natural flight ability is INSANELY potent, as it can send the muscle-bound murder machine running and crying (Dropping their weapon in the process) while the demon dogs glide after them with brutal charge attacks or trips. In the Catacombs of Wrath, you can have Erylium hit them with a suggestion to dive into her pool, then cast her Sleep Hex on them. That puts them in mortal danger, and usually takes away the next 2-3 turns of whoever decides to jump in and save them from drowning. Then you cast sleep on that person :P 2) They are weapon dependent. Don't be afraid to abuse disarm or spells like Shatter in order to cut their effectiveness. Remember that your monsters and bad guys aren't just XP Pinatas: They are fighting for their lives, and depriving their enemy of a weapon capable of splitting two of them in half every few seconds can often be a risk worth taking. 3) They tend to do high MELEE damage. It's not a crime for a GM to use the tools at his monsters' disposal. For example Gogmurt the goblin druid in particular can be an INCREDIBLY deadly encounter. The players should already be crouching in the Thistle Tunnels, reducing their speed by half. If they don't surprise Gogmurt first, chances are he or his firepelt cougar should hear them fighting with the group of ten desperate starving goblin refugees. If Gogmurt opens this encounter with an Entangle spell in the center of the party, their speed is cut in half again (For most characters, half of half speed rounds down to 5 feet per move action) which when combined with intermittent entanglement is devastating to melee effectiveness. Gogmurt is as well leveled as he is for a reason: He's killed a lot of longshanks, and these would-be invaders should be no different in his eyes until his spells are exhausted and he is surrounded. Keep in mind he can walk through the walls of the thorny tunnels without being impeded due to his woodland stride, so cornering him is nearly impossible. The same goes for Ripnugget, Lyrie, Orik, and Nualia. Ripnugget can cling to his Gecko as it walks up walls and ceilings. Lyrie can grease a hall and snipe with her magic missiles. Nualia does such incredible damage in her first six turns that she can break or often destroy a weapon with one sunder attempt, and still make a nasty claw attack at the rube holding the now worthless hunk of wood or metal. 4) Like NobodysHome says above, the character wealth per level is a campaign building guideline, but it does well serve you to stick to what Rise of the Runelords says your players find. Controlling player economy is a big deal, and strictly speaking it behooves you to keep your players relatively destitute. This serves two purposes: 1) You want a reasonable price offered for a job to be an effective carrot on a stick. I try to think of every gold piece as the rough equivalent of $20, which means 500 gold pieces as a bounty is the rough equivalent of $10,000. This should make players below 10th level salivate, because it's rare a small town like Sandpoint could offer much more than this out of its coffers (This is if you are in a situation like mine where they need additional monetary incentive). 2) You want to keep your assumed CRs relevant. Balancing encounters gets very difficult if you have to crunch the chances on all the raw numbers. If you don't have the NPC Codex yet, I highly recommend getting it, as the characters provided within all show very good benchmarks of where a character's magical gear should be (It's also an invaluable tool for creating and running encounters with rival adventuring parties.) In closing, I don't think you are having your monsters do their jobs. There's a reason regular people don't want to go to war or play point man: Being in the fray sucks. It sucks very badly. You get flanked. You get tripped. You get focused. You are the GM. There's a reason every party needs their spellcasters and ranged attacks. Make that reason stick and burn. ![]()
![]() I only saw my item 3 times out of what I think was 2400-2500 votes, and it took me well over 1000 votes to see it once. The other 2 were after the 2000 mark within an hour of each other. Don't despair if you voted 500 times and never saw yours, if items that are blatant plagiarism can make it (and there were a few) then yours made it too. Good luck everyone. ![]()
![]() Just saw mine for the first time after 4 days of almost nonstop voting on my phone. I don't know how many pairs I had gone through, but I do know I counted 20 repeats of a few different items. Don't lose hope. If your item was an original thought in your mind, and you put your juicy creative juice into it, it didn't get DQ'd. |