They got a number of things right, they got a number of things wrong. New Flurry, rocks I love it.
Now what I would say needs to be changed and if you houserule it you can of course change it are the following: 1) Good Will Save. 2) I like the idea of Diamond Body being a Ki power, more options is a good thing. BUT, if you choose it as a Ki power it should be at the same level it was before. So Ki power once selected should be an always on Immunity to Poison as it was before. 3) Slow Fall, again I like the idea of it being chooseable, more options etc. I just feel if you choose that option it should not be choosing a nerfed version. Slow Fall Ki Power "If within arms reach of a wall, you can reduce your falling damage by 10' per level. Any fall of over 200' is considered a 200' fall for purposes of this skill" (this gives a progression via level and EFFECTIVELY gives you unlimited safe fall at level 20 without calling it unlimited for abilites that let you move yoru safe fall distance.) It also does not use KI as per the old version. 4) Tounge of Sun and Moon, becomes and optional Ki Power, but does not use KI when selected. 5) Ki Metabolism.. I like it, it is flavorful even though it would be a nerf, I can see it as a prerequisite for the Diamond Body ability... at least if the Diamond Body did not use KI.
Enurp wrote: On the sidebar for Aasimar it states that a "small" aasimar, such as a Halfling, can be Small but purely for cosmetic purposes. This sounds like a contradiction. If it's purely for cosmetic purposes then why even mention it. If instead it gets Small properties, bonus size AC, chance to hit, 20ft speed, etc. then it's not "purely for cosmetic purposes". Can someone clarify please what the intent is? Speed is not based on size. See Kobold and Goblin. Halflings and Gnomes get a racial ability of slow which lowers their movement speed. To the best of my knowledge, playing a small race Assimar would give you the bonuses and penalties for being small. +1 AC
It would not effect your speed, and if you were a race which had either Natural armor or Natural attack you would not get those.
LazarX wrote:
BUT THE LOUDER YOU SPEAK THE MORE CONVINCING YOU ARE!!!!!!
Darigaaz the Igniter wrote:
Anohter option is Assimar, not the standard one but several of the other heritages in blood of angels give a level 2 arcane SLA. Also Oracle 1/Sorceror 2/MT 5 gives you 3rd level arcane and divine at 8th level not 10th.
Russell Engel 960 wrote:
Then I would suggest Ninja/Monk rather then rogue/monk. I would suggest monk 4/Ninja 16. At level 3 pick up Monastic legacy. When you get your first advanced talent pick up th ninja talent that lets your ninja levsl count as (monk levels -4) for unarmed combat. Look into using stunning fist with an attack of opportunity and then the feat Dastardly Finish to Coup de Grace a stunned opponent. You may also want to consider the feats Knock Out Artist, Sap Adept, Sap Master. The build will do what you want, but from a POWER level you will be behind most other characters if they optimize at all.
CWheezy wrote: I wonder if paizo will patch or ignore it. To determine the answer to this we must look at the extremely complicated Paizo Patch Decision tree!!!!! Does it effect organized play? If yes Patch, if no go to next step. Does it give non spell-casters an edge? If yes Patch, if no leave as is. Result will not be patched.
Sending in the middle of the night (more than 25 words because he researched a variant). The Message wrote:
While probably (read definitely) excessive. Assume a bard takes Improved Eldritch Heritage Arcane. Let's say he picks "See Invisibility" as his spell. This is a Sorceror/Wizard 2 but also bard 3. By my understaning he picks a sorceror spell but since it is ALSO on his list he should now be able to cast "See Invisibility" as a second level spell instead of third. Is this correct?
Canthin wrote:
Just a note if you are a sorceror, and take Improved Eldrith Heritage with your 19th level feat. You could add 3 level 9 spells to your list. Also if an Arcane Sorceror takes a level of Loremaster or any other prestige class to delay his reaching the level 9 bloodline power he can select a higher level spell. After all with one level of Loremaster he has 5th level spells when he get the 9th level ability. This also means when he reaches 17th level and gets the last free spell he will be a 18th level caster and can thus select a 9th level spell. One of the few cases where not advancing a bloodline HELPS you.
Imbicatus wrote:
Riddick would be good to add too, if he could get over his signifigant Loner issues.
Weirdo wrote:
Wierdo, +10 is a hard cap and can not be bypassed by class abilities such as a paladin adding divine bond or greater magic weapon cast on a +1 sword vorpal of speed. However this hardcap is for Enchantment levels on an item. Bane for this purpose ALWAYS counts as +1.
Ssyvan wrote:
Lets do a similar extreme as you say example. Attack option 1: Hits 100% for static 10 damage.
That makes:
Now lets say you are fighting someone with 10 HP and 10 DR, which option is better. DPR tells me option 1, but option 2 is better. Does this mean DPR is wrong, accuracy is irrelevant and MASSIVE DAMAGE is all that matters? or does it tell me I picked a crappy example :)
Defelct arrow never states they TOUCH the missle. There was a "Kung Fu episode" where David caradine put out a candle at a distance by moving his hand towards it and causing a gust of air to put it out. So one could argue that he decoudl deflect an arrow in the same way. There is also a very good book called "Initiate Brother" in which the hero of the book a young monk once deflects a strike by pure Ki. So there are ways to flavor it so he did not actually touch it.
TriOmegaZero wrote:
What I am saying is one "little clarification" caused several changes. I SUSPECT this came to a head because of double dipping with Sacred Fist and Monk... I am sort of agnostic as to that. The person who created Sacred fist said it was fine with him, but it seems a bit cheesy to me. Anyways the Undead Antipaladins caught them by surprise and there were several of them in previously published Paizo sources, as recently as Monster Codex. The 4x charisma to AC which I posted a little above this does not seem to be effected by the faq (same source different types) though it is exactly the double dipping they seemed to be trying to stop. Cha to all Saves and Cha replacing Dex are also acheivable without dipping on what is a standard mystery, for an archetype (Enlightend Philosopher) so no obscue tricks involved. So it seems this little change had lots of ramifications. I am quite sure that the devs are following this thread, while I often disagree with them I do respect them and know they want what is best for the game. They walked back Monk Flurry, and I imagine unbeknownst to us they are discussing this FAQ. While I don't expect them to walk it all the way back, I imagine it will be tightened up a lot. After all I do not think they ever intend for a capstone to make someone worst at what they do. Heck just rambling off the top of my head, here are a couple ways they could fix it. Defining a primary and seconday stat as sources would do it. There is likley some corner cases it would not effect. But Sacred Fist and Monk both have a Primary Source of Wisdom to AC so it would not stack. Undead Antipaladins have a Primary source of Charisma to Fort (as it replaces con) and a secondary source of Charisma to All Saves from Anti-paladin. This would give Oradin Primary source of Chaisma to Reflex and Secondary source of Charsima to All Saves. This would work for all Replace + Add situations (including Fury's fall which I do not think they want it to). Another fix they could do is say in the case of Oradin or Undead Antipaladin, it is not double stacking because one modifies a specific save, while the other modifies ALL saves. There are options, and I believe that the Devs are discussing it. While we don't always agree with their decisions and/or Changes, I am consider them to usually be reasonable people (all of us are unreasonable some of the time).
David knott 242 wrote:
Which I considered using as an example when under a more generous FM wiht 25 point buy the character made the same character with stats of Str 10
Int 12
But I did not want to come up with a new createive name. Still order of precedence is important here? If we can only count Charisma once, which one counts? If Side Step Secret is the one that counts his Reflex save is 6 + 13 for 19. If his Capstone counts instead it is 6 + 1 + 13 for 20. As for needing a 20 as a casting stat at first level... It's nice but it sometimes depends on the character. I am more likley to do so with a wizard then a cleric, oracle, Sorceror or Druid because I like having lots of skills. Also since we USUALLY play with 25 point built it is less painful to make a 20 as a casting stat. (Though I do have a char I want to try once with a 7 casting stat... he could still use wands:)
OK, I would say that it actually made it MORE confusing. For example the Undead AP stats were easy to udnerstand before now they change. At least people are admitting it is a rule change now rather then just all the undead were typos, so we were not ALWAYS at war with Eurasia. Now lets take a look at the following Character: Badwrongfun the FilthyStatDumper decided to make an oracle. He wanted to know a lot of stuff so the Enligtened Philospher sounded cool. That Archetype mentions Lore as one of the ones that thematiclay makes sense so he went with Lore. Now what can yo do with 15 points to build the character to end all characters... Well EVERYONE knows you need a 20 in your casting stat at level 1 so you have to dump something :) Stats
Int 14
Now Badwrongfun the FilthyStatDumper decides to take Noble Scion as his first level feat to get Charisma instead of dex for initiative well just because he is an evil power gamer. He also takes "Side Step Secret" to REPLACE dex with Charisma for Reflex save and AC. Now due to either incredible tactical genius, or a super easy GM, Badwrongfun the FilthyStatDumper makes it to level 20 as an Enligtened Philosopher and gets the capstone of "Charisma as a bonus to all saves" despite his con of 7. Let's assume that the only stat he ever raised was charisma, that he got a +5 book for charisma, and a +6 item so he now has a 36 Charisma.
If his Capstone takes precedence his reflex save is 6 -2 (dex) + 13 (charisma) for a 17 reflex save. If his Revelation which he has used from levle 1 to 20 takes precedence his save is 6 + 13 (charisma) or 19 refex save. One problem with saying no double dipping, even when it is for differnt things, is we now need to establish an order of precedence for which bonuses count and which do not. We have also established that this cna happen wiht fairly straight-forward class picks and no multiclassing or prestige classes involved. Bonus Fun: When he decides to become a Lich, what is his fortitude save.
One more post about the war on Eurasia..... From Monster Codex: Ghoul Commander Fortitude save 13 2 Undead HD = +0
Total = 13 As was said by someone much earlier in this thread, I fail to see why Undead Antipaladins should OBVIOULSY get Charisma twice, while Paladin/Oracle or for that matter an Enligtened Philospher at 20 with Sidestep Secret OBVIOUSLY does not.
OK, I have two questions about the new FAQ and I would like to make sure I understand them. They had both been asked in the "Ask James Jacobs Thread" and given differnt answers. Since this has now been officially answered I want to make sure I am correct on the offical stance. Question 1) Fury's Fall. Let's assume a fighter with a 14 str and a 18 Dex.
Question 2) Paladin/Oracle with Side Step Secrets. Lets assume Dex 12 and Charisma 18.
Considering how LONG the threads discussing this have been, I would prefer for people to please not answer and clog this up (or ask even more convoluted examples) but instead let the dev team answer if they choose to. Signal to noise ratio and all that :) Thank you.
Would not freak at all if a drow noble was in a campaign starting at level 2 or higher. Per the rules in the Bestiary "Playing monsters as characters" it has a CR of 1 so adds 1 to the level of the characgter. So with a 5th level party you could be a Wizard 5 or a Drow Noble Wizard 4... guess it depends how much you want third level spells.
DominusMegadeus wrote: I don't think a Paladin who was actually Good would consider a gov't that did this to prisoners a "legitimate authority", but I actually expect Good people to be good, so that's on me. Here is a thought. Lobotomy was considered cutting medical tech at one time ,it was a good thing to do to a patient. In fact not giving a mentally unstable person a lobotomy might have been considered malpractice. It was the good, Humane thing to do. Nowadays it is frowned on. Were the doctors who performed lobotomies honestly believing it was the best thing they could do for the patient evil or good? Currently for some situations we amputate limbs... 100 years from now a pill might cure what we amputate for. Are the doctors now evilbecause they amputated and did not know how to make the medicine that would avoid that? or are they good people doing what they think is best? We can not judge what is Good by our currnet outlook as it is biased.
It depends. IMHO using a Helm on someone is equivalent to Rape. Only differnce is you are Raping their Mind rather then their Body. Now if you have a society where that is considered a valid form of punishment, and the society judges a person guilty, then that would not violate the code. We can't use OUR 20th century prism of morality to judge.
Andrew Christian wrote:
Now I realize JJ is not a rules guy, but you realize you are directly contradicting him here. James answers this question "James Jacobs" wrote:
It SHOULD be simple. To use a pearl of power to recall a Maximized fireball (using a level 6 slot) you need a level 6 pearl of power. To cast a MAXIMIZED fireball with a rod of maximize You need a 1-3 ROD as the base slot you are using is a third level slot. To cast a MAXIMIZED EMPOWERED Fireball with a rod of Maximize you need a 4 - 6 slot rod SINCE the Slot you are changing is a 5th level slot. Basically you need to use a Rod Appropriate for the slot of spell you are casting after all modifications NOT COUNTING what the rod does.
How usable a staff is and rechargeable really depends on a couple things. One is the staff itself, one is the campaign. I think we can all agree that in a campaign wiht ample downtime, say Kingmaker or PFS, you have plenty of time to rechage your staff and it is useful. I would also argue that if you have a staff which has the following spells Magic Missle, Shield, Mage Armor, Identify, Ray of Enfeeblement all at one charge each, it is worth using 1 of your level 1 slots to charge it. It will give you more variety in the day for a minimal cost. By the same token if you had Shape Change, Mages Disjunction, Meteor Swarm, and Gate on a staff, it would be worth spending a 9th level slot to charge it because you had more variety available on that staff. So the value of charging a staff depends not only on the staff itself, but also on the campaign. I once was invovled in a home brew campaign and my sorceror intended to evetually have every arcane spell on a staff (with metamagic versions of the lower level spells). For him it would be worth keeping that staff charged.
CAHaugen wrote: and my Barbarian Class gets 4 + Int (Minimum of 1) Skill Points, so that's a minimum of 5 per Level, so since I won't be getting up to at least an Ability Score of 12, Intelligence is out. Actually it is (4 + int) Minimum 1 not 4 (+ int Minimum 1). So with a 5 int you get (4 - 3) or 1 skill point per level.
Draco18s wrote:
You left out manual/tome. 18 Base +2 Race +6 Enhancement +5 Leveling +5 Book 36 Beyond that is more esoteric (+3 age ,+2 Succubus profane gift).
Here is an odd thought to help MAD characters. Every 4 levels instead of +1 in the tsat of your choice, you get +1 in EVERY stat. As you pointed out the strongest characters in the game only need 1 stat so this is minor buff to them while the weaker characers need multiple stats and this helps them more.
To those who say while quoting JJ that you can not use the same ability twice, how do you feel about a level 2 paladin (charisma to all saves) who is also a level 1 Lore oracle with the mystery (Charisma to reflex saves instead of Dex). Lets say 20 charisma and 10 in all other stats. Is reflex save +5 or +10? According to JJ (who is not the rules guy) it is +10. This is an example of the same stat double stacking. So if you wish to quote him saying that same stat does not stack, you should also quote him saying the same stat DOES stack.
James Risner wrote:
Very good point, however the resources used tends to vary from group to group. A group that is hihgly optimized may use 10% of their resources while a group that is a useless mishmash, might use 50% or more (you should never wipe to a appropraite CR critter but some will due to undercons or bad luck or something else). Healing or HP is also not the "only resource". Yes you refresh that one resource but your other resources arcane spells daily abulities such as smite etc are still used. In fact depending on level and classes yo umay wind up using some healing resources in fights.. a CLW is not going to cut it. As for not allowing your PC's to sleep, I imagine there are GM's who will force encoutners on PC's who decide to hole up and rest and there are some wandering encounters... but that tends ot just maek PC's hole up earlier. Later it becomes harder to not allow the PC's to rest (unless you have story reasons why they must hurry) as they can use Extended Rope trick, Secure shelter, and eventualy Magnificent Mansion to rest when they need to. I see the ring of unlimited healing as just as beneficial to the GM as it is to the players as it helps move things along. In the group I play with it is not uncommon for 2 or 3 wands of cure light wounds to be carried by the players. This also takes you beyond 4 encouters per day. I find the flexibility it privides to be a good thing. Again I see the Ring as something that is useful BETWEEN encounters and allows a party to push on farther without carrying half a dozen cure light wands. Caveat: I've never crafted such a ring, we tend to craft wands of cure light but I would not be opposed to such an item if I was running, and might even include it in treasure if the party was low on healing.
voska66 wrote:
Math is way off. The base cost you listed at 2000 is UNLIMITED Charges... then you added charges per day. Using your logic a +1 sword (2000 gp cost) could be used 4 times every round should cost over 20 million. With that said like ANY CUSTOM MAGIC ITEM should be subject to GM approval. A ring of Cure light is basically something that will be useful to a low levle party, IMHO itshould br priced accordingly.
While it works better in games with more the one person.... I did see a good suggestion on the board once. Everyone rolls stats, but anyone can use anyone elses stats. So player 1 rolls 10 18 10 13 8 12 Player 2 rolls 16 14 14 15 13 16 Player 3 rolls 4 12 8 7 13 9 (dice hate this guy and we all have one liek this at our table) Player 4 rolls 12 17 11 11 13 11 All 4 players could pick what stat they wanted to use. MOST would probably use player 2 stats, however some who really wanted a max casting stat could instead choose player 1's rolls. This lets the characters roll, and also allows them to be balanced one with each other.
Kirth Gersen wrote:
Magic missle was ALSO great in 1st edition for tow other reasons. 1) HP were much less... after about 9th level most classes stopped getting dice and only got an extra HP or 2 or 3 (for fighters). In first edition an Ancient Red Dragon had 88 hp (11 hd and 8 points per dice for Ancient). 2) Magic Missle scaling did not stop at level 9. It was 1d4+1 for every 2 levels (if muy memory serves). So a level 29 wizard (top the XP charts went up to) did 15d4 + 15 (average 52.5). This meant 2 MM would take out an Ancient Red Dragon. |