Also depends on the god/goddess, the child of a minor god/dess might not be very powerful, the child of a major god/dess might be very powerful, but this is without taking their potential into account.
A few months ago we were talking about mute characters; While rereading The Brinewall Legacy, I noticed an Harpy Oracle with the Mute Curse, any chance for that curse to be developed further?
There's certainly a chance. I invented that curse partially for story reasons, partially to nerf the harpy a bit so she can't use her song (also for story reasons). I never really intended it to be a for-PCs curse, since it's not really a good one, since it would too easily make you not able to play the game. And if it didn't impact you... why make it a curse in the first place.
A few months ago we were talking about mute characters; While rereading The Brinewall Legacy, I noticed an Harpy Oracle with the Mute Curse, any chance for that curse to be developed further?
In addition Ameiko and Shalelu should come along as well. And I'd go so far as to say that the player should control both during combat. You'll have enough to do with monsters and your oracle.
I can't believe humans are only 8 RP. I mean, really? What is a free, choose-your-own bonus feat valued at? Still 4? Because that's bogus.
Personally, I've been of the opinion that the Human is overrated in many instances.
I think of it like this.... how many racial traits would most players LOVE to have available as a feat and would take it in a second if they could?
One that I can think of is Darkvision. That's actually a pretty underrated ability, and the equivalent magic item costs a hefty sum (12k) and takes up the eye slot.
My human fighters, for example, would take that if it were a feat option.
You also have to look at free feats that other races get.
For example, if you plan on taking Skill Focus or EWP in your build, it's often better just to be a Half-Elf... as you get that, plus a ton of other racial traits like low-light vision, etc.
The +1 skillpoint a lvl that humans get is nice, but certainly not a priority for most builds.
I like my humans, don't get me wrong... but from a purely cost/reward basis, there are many builds that I have done that benefit just as much or more by going with another race. It all really depends.
The human is the absolute most versatile race, and that's not changed. But they certainly aren't the end all and be all for every build out there.
+ 1 level that doesn't count for XP total/level progression.
A Final Fantasy-stle AP that mixes traditional settings with technology and airships might be fun... although a separate book for the tech might be needed.
That would require a Campaign Setting book or two, some changes to classes and skills, etc.
Dumping STR might be a problem, maybe have a choice between STR and CHA or INT
STR is the only one that really makes sense for them to have a negative in. For this race at least. ** spoiler omitted **
The -2 STR also helps keep them from playing up the four arms thing as a "superior race" advantage, and plays into their feel as underdogs in their own world.
It looks like I can make one of my homebrew races fit in as a standard race after all! :D And still have room for other flavor features to finish fleshing 'em out! Original plan to go -2 STR, +2 DEX, +2 WIS seems like it should be good to go.
Thanks!
Dumping STR might be a problem, maybe have a choice between STR and CHA or INT
Surprised no one corrected the calculations ~ Heirloom weapon was errata'd a goodly while ago, here is the current version:
Heirloom Weapon Trait wrote:
You carry a non-masterwork simple or martial weapon that has been passed down from generation to generation in your family.
*Benefit: When you select this trait, choose one of the following benefits:
proficiency with that specific weapon
a +1 trait bonus on attacks of opportunity with that specific weapon
a +2 trait bonus on one kind of combat maneuver when using that specific weapon.
Note: You pay the standard gp cost for the weapon.
This may sound naive or overly simple, but the OP is taking into consideration that firearm attacks are touch attacks, right? Some of that +15 isn't just that he's ignoring armor?
DM/GM rolling 1D20 + 15? seems strange, the DMPC might also be build with a higher point buy than the PC.
I've never quite understood why golems have that weird immunity to magic quality to them (other than the age-old reason of "because they did it in older versions of the game). Do you know of any in-world reasons for this immunity or should I just kinda hand wave it as a quirk of the process for making the golem?
Oh no, something my super-Wizard can't beat but the stupid Fighter can. </sarcasm>
James Jacobs wrote:
Sometimes the answer "because they did in older versions of the game" is the only answer that's really necessary.
I ran some simulations and 4d6 is roughly as good as 15 point buy (18.8 points, but you do not get to pick at all). I will let each player decide if he takes 4d6 or 15 points (provided the whole party is cool with that).
18.8 is closer to 20 than 15.
And with dice rolls; Unlucky players might end with the equivalent of a negative point buy while the lucky ones get the equivalent of 50-60 PB.
Lv1 Human Fighter
Str: 17 (increase at lv4 for iconic 18)
Dex: 14
Con: 14
Int: 13 (Combat Expertise, and justification for being clever and educated)
Wis: 9
Cha: 7 (because -2 or +0 are both gonna fail hard if I try to social skills, so who cares?)
Average gold: 175
Armor: Scale Mail + Shield
Weapons: Greatsword and Flail (start combat with shield readied for good AC, switch to greatsword when I want to hit hard)
Because the DM allow stat dumping (not all of them do).
and not all classes can stat dump without problems (and in some case, without showing bad roleplaying).
So in Golarion its possible for a caster to teleport into a plane and talk to a god? Like talking to Shelyn or Asmodeus?
No, because teleport does not allow a spellcaster to cross from one plane to another.
You could, in theory, use plane shift or gate to achieve that goal... but deities have the power to redirect such approaches, so you'd only be able to talk to a deity like this if the deity wants to talk to you. In most cases they'd prefer you to use commune.
The Chaotic Evil ones, if just for the fun of killing someone who came to see them.
Are we supposed to "exp" the (most important) NPC (as Sandara or Kropp) or they stay 3rd and 5th level all along the adventure? I think I will level up them (maybe they'll stay one level back from the pcs) what do you think? & what will you do?
Well, it depends on if you're going to need their stats, which really means it depends on whether they're going to be in on the action much. If they're just sitting back being advisers or ship's healers or whatever, then I wouldn't worry about their stats. If they're going to be swinging into action, whether socially or in combat, they'll probably need to be advanced a bit for the later chapters of the adventure.
So it depends on what your players want, and on what you want as a GM.
The effectiveness of a magical healer increase as s/he level-up (more spells per day, higher level spells, spells heal more, etc...)
1) There is no front-line character with AC15. If you have AC 15 as a fighter, even at lv1, you're bad at the game, and you should feel bad. If anything that is not CR=APL+3 hits a front-liner on less than a 10, you are under-equipped.
Low point Buy (with limit on stat dropping/MAD classes), low wealth rolls.
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2) Unless your GM runs houserules, an average orc warrior1 has less HP than a cleric has DPR (barring certain builds that simply do not do combat). The cleric should on average take down one orc/rd even by doing melee. If he uses spells, he can do more.
Again, depends on stats, wealth, and what the GM allows.
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4) Why are all of James' examples "A fighter and his healbot", and never a group of people that would create a scenario that translates to something I could imagine actually seeing in a game?
You will also notice the enemies attack one at a time.