In my group the players roll for the hit points, and if they don't like the number they can choose to take whatever I roll as a DM. They have to take whatever I roll though. Most people don't go for the reroll unless they roll less than half.
We do this as well, though the player gets to keep the higher of the two rolls. Makes for higher hit point totals on average.
The Skald ability likely makes that distinction to give the barbarian the benefit of using their own modifiers for Rage, Greater Rage and Mighty Rage (ie. better modifiers than the rage spell). I would not use that as a basis for discounting the use of rage powers while under the effects of a Rage spell.
In fact, the last line in the Rage spell reads "The effect is otherwise identical with a barbarian’s rage except that the subjects aren’t fatigued at the end of the rage." Personally, I would allow a barbarian use of his rage powers, but that would be up to each individual GM.
"This feat allows you to acquire a powerful familiar, butonly when you could normally acquire a new familiar."
Seems to be implied that you can only make use of the feat if your old familiar is lost or dead IMO. I admit that the Paizo staff didn't go out of their way to make things clear here. It would have taken one additional sentence, or even an augmentation of the existing sentence.
In response to the original post, there doesn't seem to be any clarification (not even FAQ) on dismissing familiars. Personally, I don't see anything wrong with it. I'd much rather have a PC dismiss his old familiar than send it into harms way constantly, hoping for the worst.
I'd like to see some discussions on movement and conditions, like underground and underwater action and exploration, and flight. For the love of god... all the recent threads on the fly skill are making me batty. PLEASE discuss the fly skill!
I'd also like to see an expanded conversation about bonus types and how/ why they should/do/shouldn't/don't stack.
Perhaps improve upon Greater Spellstrike by removing the -2 penalty. Doesn't sound like a lot, but it makes a difference. Also, throwing in some aspects of Armor Training around level 10 might be nice touch. Could keep the every 4 levels progression, but put normal speed in plate at around level 15-16.
Just a few thoughts:
1. Knowldge Pool does not make the Magus a spontaneous caster. The spells must be prepared. The ability is cool so long as it is not used to add spells to books, etc.
2. Pool Spell throws in some spontaneous casting, though its quite expensive for the limited amount of pool points a Magus gets. Being able to cast a handfull of spontaneous spells each day- I don't see the problem. Its spicey.
3. If we throw in all kinds of rediculous provisions about reproducing only spells the Magus has seen, then theres yet ANOTHER list for a caster to keep track of. Its too much.
4. Greater Pool Spell is a 19th level ability. It is supposed to be powerful. Relax. Besides, it makes up for the crappiness of True Magus.
All in all, lets not be so tense and rigid. This isn't a holy doctrine. Its a game. And games are supposed to be fun.
My vote for slayer is WS Druid! At higher levels he can pretty much change into a custom can of whoop-ass... PLUS great spells.
Yeah. He's an evil dude doing evil things. No moral dilemma there. As for your plotline, I'd leave them clues in his lair as to where he has gone and what he is up to. Trying to stop an evil dragon on a quest to achieve lichdom sounds like fun. (I am actually running a similar plot in my current game, involving dragons and liches, but no Drow... and the dragon isn't trying to become a lich. He is possessed by a devil and is in possession of the phylactery.)
By the way, your english is excellent. -=)
A few ideas:
1. The characters' parents/ Grandparents were formerly adventuring partners. An old enemy/ relic that they thought gone forever has emerged again and the old heads are now too elderly to face it. They turn to their young and able offspring to end the threat.
2. The characters wake up amidst a ruined, burning town that had been set upon by an evil force (army, dragon, etc.). As the only survivors of the attack, they set out together for justice (and maybe some revenge).
3. Loved ones of each character have been kidnapped!
4. Random magical energy displaces the characters. They are together in the wilderness. Why wonder off alone?
The ability is a nice touch. I would keep it. Simply add "Spells prepared in this way cannot be scribed onto a scroll or into a spellbook, and cannot be used to craft magical items."
Stefan Hill wrote:
+1. Not looking to trade though. I need the structure. -=)
I would simply treat it as Mithril when worn by the appropriate class/ type and double the ACP, Max Dex, and SF chance (assuming it is to be as cumbersome as stone armor should be) when worn by others.
Maybe use something like Meld into Stone or Freedom of Movement for a required creation spell?
How could you forget about Edward!? -=)
Pathfinder is awesome! Yes, game balance is important, but that is an issue that any worthwhile GM can work out. The Paizo staff need not come to the rescue any time there is vague wording or slight imbalance. Just use common sense and make a call.
Pathfinder is the best incarnation of D&D and fantasy rpgs I have seen to date and I agree that hopefully PF 2E is many, many years away. Throwing out a new edition every few years is probably the main reason that WotC fell from grace and Paizo took their place on the rostrum of excellence.
Patrick Murphy wrote:
Defensively you could always give them a resistance to death effects (+4 maybe). This would be similar to the vampire's channel resistance. If you're looking for something more offensive, you could add a Charisma drain to their natural attacks against undead (since Charisma increases undead hit points).
Patrick Murphy wrote:
Just wrote this up. Hope it works for you.
Lycaon (Greater Werewolf)
Creating a Lycaon