Very cool! I like how this has turned out! This is absolutely, 100% going to be my new favorite class. One little thing, though... The easiest way to explain crits to newbie players has always been, "flat numbers multiply, extra dice don't." But Studied Combat has a "flat" bonus to damage that doesn't multiply on a critical hit. Cases like this one mess up that simple explanation. Note that there are very, very few of these elsewhere in the rules: Spoiler:
Those are all pretty obscure cases. This is a standard class feature of what may well be the most popular new class. To me, that's not good consistent design. I'm gonna end up houseruling that it multiplies.
Erik Keith wrote:
Erik has sorted this all out for me. Once again, they Paizo's customer service team prove themselves to be the best.
I like how Salim shows how the Golarion setting can tell swesome stories for "high level" characters, as well as gritty low-level ones. As far as I can see, there really aren't any other PFT protagonists that are up there at Salim's level, though Varian and Radovan are clearly leveling up over the course of their series.
My least-liked rule on the other thread was Encumbrance, so here's where I defend it: Encumbrance rules can be very helpful if you're running a tight survival-style game: you're marooned in the desert, or stuck in a huge dungeon, and you won't be able to resupply very easily. In that case, it's very important to keep track of ever little piece of equipment, how much it weighs you down, and how fast you can travel. As much as I dislike fiddling with it, I'd probably use encumbrance rules if I were running Souls for Smuggler's Shiv or a long-distance traveling adventure. Or at least I'd consider running a simplified version. :)
Jacob Trier wrote:
As the beginner of that thread, let me also say, "Hurrah! Kortes rises again!"
Rob McCreary wrote:
Thanks, Rob! That does make sense.
Zhangar wrote:
No, sorry, I made that detail up myself. But there *is* a reference to explorers coming from as far away as Ustalav, which is what gave me the idea. ;) And there's a strong connection to ancient Osirion for the Esoteric Order of the Palatine Eye, the Masons-esque secret society from Ustalav. Who knows; that might show up in an NPC or something later on in the AP.
Yeah, I can't decide between wanting to play an Ustalavan archaeologist who studied under Professor Lorrimor there to learn about the undead, or the descendant of an ancient dynasty trying to prove my family's heritage, or a Magaambyan Arcanist there to meet sphinxes, or a local street urchin looking to make a quick buck, or...
Still not working in Firefox 27.0.1 URLs on tabs on front page are:
URLS on tabs on Store Blog and Paizo Blog pages are:
These latter links work.
David Neilson wrote: Actually a faction of Zon-Kuthon followers that went out of its way to hurt people that attacked Shelynites would be amusing. It would be far from the most out their possible sectarian schism after all. Though partly this is just me finding the idea of someone assaulting a Goddess of Love and Beauties temple, and then finding you have a bunch of Kuthite murder cultists wanting you dead. Ha ha, I like it!
The whole campaign is under the ocean. An ancient underwater empire has returned through a 10,000 year time rift, after they fled a catalysm into the future. You're a ragtag group from the current aquatic races. Deal with the consequences of a complete civilization suddenly appearing from nowhere into the existing ecosystem and political order of your oceanic home.
I think it can cause problems by leading to a divergence between player expectations and GM expectations. I find that a lot of players have the feeling that if something is in the CRB, it's *supposed* to be in the game. And that's perfectly understandable. But there are a lot of plots that relatively-easy resurrection magic causes problems with. For example, I'm planning to run a game that starts with the assassination of an Elven king. If resurrection is ubiquitous (at least for the for the rich and powerful), not only is the plot easy to solve, but nobody would have even bothered to assassinate him in the first place As a GM, it's important for me to make it perfectly clear which ways I am going to be deviating from the core rules. In my case, since my characters are only level 8, I'm going to mostly keep magic as-is and have the assassin go through a bit more trouble to ensure that the king stays dead. But I also don't really want to permanently kill PCs off in this campaign without the players' permission, so I've given them access to a scroll or two of resurrection magic at lower than usual levels. But I'm also using some "twists" like Crank does to keep player death meaningful without it being permanent. So far, the party wizard has been resurrected, and now he's haunted by a Nosoi who feels like it's messed up its job and is trying to get him re-killed. :)
TheOddGoblin wrote: Would this be a viably buildable character or do the not-allowed evolutions restrict the Eidolon too much? "Viable" in what context? I suspect you'll be effective in combat, but it'll take you five times as long to get through it. So you as a character will win lots of fights, but you as a player will lose lots of Saturdays.
Here's what I would do if I were your GM: I'd say that you can take the feat Selective Channeling and have it apply only to this ability. This would be separate from the normal effects of Selective Channeling (i.e. if you wanted both effects, you'd have to take the feat twice). If that turned out to be overpowered in play, I'd probably make it so using the feat cost double the rounds per day. BTW, rounds per day isn't Wis+3, it's equal to Cleric level. Ha! Double ninja'd.
Archpaladin Zousha wrote: Criminals of the Inner Sea: An examination of thieves guilds throughout the Avistan and Golarion, covering methodology and psychology of groups like the Sczarni, the Outlaw Council of the River Kingdoms, Westcrown's Council of Thieves, and Korvosa's Cerulean Society. It'd be a great way to give your rogues more flavor. Yes, yes, yes. But PLEASE not until I have a chance to earn myself a spot on the contributor list for this book. All of my best organization ideas are illegal groups in some manner or another.
James, I'm planning to run a game soon based on the assassination of an Elven king in Sovyrian, and I'm brainstorming things to include/deal with. PCs are all level 8, and NPCs are between level 6 and 12. 1. What tools could the assassins use to help ensure that the king can't be resurrected? 2. What ideas might the assassins come up with to frame the PCs (strangers from another planet, there for research) for the assassination? They would need to work against 10th-12th level security measures. 3. What could be some good ways for the PCs to find clues that connect the real assassins to the mastermind -- an ambitious nobleman -- while they evade capture by the authorities?
I agree with you about the problematic nature of the Rules as Written. The way I run it instead is that the spell creates a copy of a type of creature, rather than actually taking some real creature away from what it was doing -- otherwise the Lantern Archons would all unionize and appeal to the gods to be taken off the list!
Dragon78 wrote: Blood of the stars would be awesome. I would like more info/abilities on Lashunta and we also have the Triaxians, Kasatha, and maybe Trox. Also by the time we ever see such a book we will have stats for races like Vercites and more. Yeah, that would be cool! And perhaps an alternate racial trait or two for Sovyrian Elves, or mortals kept for sport on Eox. Also, +1 for Blood of Shadows. Wayang, Fetchlings, Shaespawn, maybe "pre-Kyton" mortals...
Mythic Evil Lincoln wrote:
We don't intend to always run rules-lite; this was the intro session for everybody (GM included), so were were just working out the basics. The complicated stuff, like "Fight!" and "Duel of Wits" look really fun to me -- but I still haven't quite gotten my head around how wounds work. EDIT: I have heard Mouseguard is great, though.
About MoadisPFS # 35561-9
COMBAT STATS
DEFENSE
OFFENSE
TRAITS
FEATS
CLASS'S SPECIAL ABILITIES
SKILLS
EQUIPMENT:
+1 Armored Spiked Full plate +10/+1/–5, 2550 gp, 60 lbs. +1 Alchemical Silver Lucerne Hammer (B or P), 1d12 dmg, crit x2, 2510 gp, 12 lbs, brace, reach Mwk Cold Iron Greatsword (S) 2d6 dmg, crit 19–20/×2, 8 lbs, 400 gp, Longsword (S), 1d8 dmg, crit 19-20/x2, 15gp, 4 lbs Cestus (B or P) 1d3 dmg, crit 19-20x2, 5gp, 1 lbs Heavy Wooden Shield +2/-/-2, 7gp, 10 lbs Explorer's Outfit, 8 lbs Spell component pouch, 5gp, 2 lbs Bedroll, 0.01gp, 5 lbs Flint and Steel, 1gp, - lbs Grappling Hook, 1gp, 4 lbs 5x Oil (1 pint flask), 0.05gp, 5 lbs Belt Pouch, 1gp, 1/2 lbs Hemp Rope (50ft.), 1 gp, 10 lbs Waterskin, 1gp, 4 lbs 6x Trail Rations, 0.30gp, 6 20x sling bullets, 2 sp Wand of CLW - 50/50 Wayfinder Money left: 22gp, 5sp
SPELLS:
ORACLE Know: Orisons:
1st LVL:
Spells per Day
Life Mystery:
Class Skills: An oracle with the life mystery adds Handle Animal, Knowledge (nature), and Survival to her list of class skills. Bonus Spells: detect undead (2nd), lesser restoration (4th), neutralize poison (6th), restoration (8th), breath of life (10th), heal (12th), greater restoration (14th), mass heal (16th), true resurrection (18th). Revelations:
CURSE - Legalistic:
Legalistic:
At 5th level, you gain a +3 competence bonus on Diplomacy, Intimidate, and Sense Motive checks while talking to an individual one-on-one. At 10th level, you can make a new saving throw each minute to resist mind-affecting effects as your subconscious searches for loopholes. At 15th level, any creature that violates its freely given word to you takes a penalty to AC, to spell resistance, and on saving throws against your attacks and abilities equal to your Charisma modifier (minimum 1) for 24 hours.
Racial Traits:
Half-elf characters gain a +2 bonus to one ability score of their choice at creation to represent their varied nature. Type: Half-elves are Humanoid creatures with both the human and the elf subtypes. Size: Half-elves are Medium creatures and have no bonuses or penalties due to their size. Base Speed: Half-elves have a base speed of 30 feet. Languages: Half-elves begin play speaking Common and Elven. Half-elves with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages. Elven Immunities: Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects. Adaptability: Half-elves receive Skill Focus (Perception) as a bonus feat at 1st level. Keen Senses: Half-elves receive a +2 racial bonus on Perception checks. Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light. Elf Blood: Half-elves count as both elves and humans for any effect related to race. Multitalented: Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes.
Paladin's Abilities:
Aura of Good (Ex) The power of a paladin's aura of good (see the detect good spell) is equal to her paladin level. Detect Evil (Sp)
Smite Evil (Su)
In addition, while smite evil is in effect, the paladin gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite. If the paladin targets a creature that is not evil, the smite is wasted with no effect. The smite evil effect remains until the target of the smite is dead or the next time the paladin rests and regains her uses of this ability. At 4th level, and at every three levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table: Paladin, to a maximum of seven times per day at 19th level. Divine Grace (Su)
Lay On Hands (Su)
Alternatively, a paladin can use this healing power to deal damage to undead creatures, dealing 1d6 points of damage for every two levels the paladin possesses. Using lay on hands in this way requires a successful melee touch attack and doesn't provoke an attack of opportunity. Undead do not receive a saving throw against this damage. Aura of Courage (Su)
Divine Health (Ex)
Mercy (Su):
At 3rd level, the paladin can select from the following initial mercies. Fatigued: The target is no longer fatigued.
At 6th level, a paladin adds the following mercies to the list of those that can be selected. Dazed: The target is no longer dazed.
At 9th level, a paladin adds the following mercies to the list of those that can be selected. Cursed: The paladin's lay on hands ability also acts as remove curse, using the paladin's level as the caster level.
Channel Positive Energy (Su):
Warrior of the Holy Light Archetype:
Power of Faith (Su)
At 4th level, the warrior of the holy light gains one additional use of her lay on hands ability per day. She gains one additional use of lay on hands per day for every four levels she attains beyond 4th. She can spend a use of her lay on hands ability to call upon the power of her faith as a standard action. This causes a nimbus of light to emanate from the warrior of the holy light in a 30-foot radius. All allies in this area (including the warrior of the holy light) receive a +1 morale bonus to AC and on attack rolls, damage rolls, and saving throws against fear as long as they remain in the area of light. This power lasts for 1 minute. At 8th level, the nimbus of light heals the paladin and her allies, curing of them of 1d4 points of ability damage, as per the spell lesser restoration. A creature can only be healed in this way once per day.
Vanities:
Property: Caravan (5 PP)
For the most part this means handling things like representing the caravan's interests to important merchants, politicians and aristocrats. You do so as an upstanding citizen and above-the-board merchant, you can use Diplomacy to make Day Jobs rolls. Booms:
Rescued the minotaur Prince (PFS#45): Permanent +1 circumstance bonus to any intelligence or charisma-based checks made while in Absalom. Backstory:
Found in the ruins of Bedis as a baby Moadis is believed to be the sole survivor of that village massacre at the hands of the demon hordes. He was raised in Mendev at orphanages sponsored by the crown and the churches. There wasnt any doubts in his mind when he become old enough to be responsible by his own fate, he joined the Mendevian Cruzade at the first opportunity. There he spent most of his adult life. He never stop believing in the cause but as the years passed he lost faith in his ability to make any difference. He witnessed to many deaths, lost too many friends, slowly despair started to weight heavily on his chest. He became another drone on the battlefield, living just for his next kill. One day, when Moadis had lost all hope, he could no longer go forward, he became catatonic. His superiors sent him to a temple's sanatorium to heal. Eventually he came back from that dark place inside his mind and in the process found his faith. He converted to Shelyn and became a knight of that church. When the fifth cruzade was launched he was already at the end of his middle age and decided to retire and leave the fighting to more young and capable hands. He joined the pathfinders to see the world he spent so many decades fighting for and save some money for his late years. |
