Chatterer

Zmar's page

1,729 posts. Alias of Vojtech Pribyl.



Sovereign Court

I've tried to place an order and my card has been declined for insufficient funds (correctly so far), so I tried to change the payment method to another card, but the system seems to be stuck in declined status of the original card (it keeps displaying the original declined message even after payment method change to a different card with enough funds). Can you please reset my orders so I can purchase again?

Thank you


Can someone please point me to a topic, or tell me how do 2 handed weapons and the Flurry of Blows interact?

Specifically Seven-branched sword, Kyoketsu shoge, Bo staff, Sansetsukon and Tiger fork, which are all monk weapons, that can't be wielded with one hand and are not double weapons, so that TWF feat doesn't particularly interact well with them and yet thanks to the monk ability can clearly be flurried.

Do I get the 1.5 Strength bonus to Damage and PA and eventually can I apply the Backswing from 2H Fighter archetype?


I'm a bit curious about the price increase of the Adventure Paths and Player Companions. Is this connected with change of format and page count like with new Modules line?


1 person marked this as a favorite.

I noticed a problem with barbarian statblocks. Those who use composite bows have the damage listed with raging strength, and yet their attack without rage have the bow with the same attack bonus.

Either the bow should have lesser damage bonus or the attack should be decreased due to insufficient strength to pull it... unless the barbarian has throwing returning bow...


I'm curious about touch attacks and how they are limited (if they are indeed). I'm running a combat grind against a melee heavy party with pretty high ACs, but not that stellar when it comes to touch AC (as usual).

They are about to run into two Lamia clerics backed by some rough guys and summons as additional muscle. I intend to use the clerics as quick debuff with their touch attacks to lower saves hamper the party, after initial spell barrage and then disengage thanks to mobility and superior speed and follow with more spells after that. Now toward questions.

Provided that I have three attacks thanks to BAB...

Can I pile on single target melee attack, Touch of Idiocy (charge held from previous round), Vision of Madness and wisdom drain in one turn?

Can I use Lamia's Wisdom Drain multiple times in one turn provided that I forgo the melee and attack with touch exclusively (Lamia uses it as secondary to melee and claws, so I take it that it doesn't have to be activated like cleric abilities)?

One a little to the side - does lamia Wisdom Drain follow after every touch attack delivered, or you have to choose which effect you want to deliver? For example If I have an inflict spell, do I drain wisdom when I hit, or not? It feels tad strong, but one never knows...


The PDF's unavalable for purchase.

Has there been a change of policies regarding AP release or there are some technical difficulties? I desperately want to hug it in my arms :)


Okay, here's the situation. We're playing the Rise of the Runelords AP and in addition to having an oversized party I have a dwarven shielded fighter who's AC is around 38 when fighting giants (including expertise), which is a bit of a problem when the opponents are mere ogres (about to assault fort Rannick in the Hook Mountain Massacre). The rest of the group, icluding full-plated cleric and paladin are lagging about 10-15 points behind (focus on 2h weapons and so on). As you can see even with attack near to +15 the classed ogres are unable to land a hit and ganging upon him is quite improbable in sufficient numbers (not enough large creatures can effectively fit around).

I guess later the attacks will outgrow the AC, but now I'm looking for ways to ocasionally challenge him even when there's no caster or anything with touch attack at hand WITHOUT stealing his shtick, ignoring him in favour of the others or overwhelming the group.

Here I want to pull of a normal fight for a while, after which the ogres start to panic and raise alarm with shouts "Dwarf! Giantslayer!" After which some of the higher ranks decides to deal something about that. "Burn the Dwarf!" quickly hauling in oil and alchemist fire, raising hell in widely inaccurate barrage of incendiary projectiles (touch/splash/area attacks) aimed at the dwarf.

Any ideas for similar fun ways to make the life a bit more miserable for the hero and memorable for the players?


1 person marked this as a favorite.

We all know that in-game economy is a can of worms. Ye olde magic shoppe, weapons worth king's ransom...

What if we split resource pool used for equipment and treasure?

Equipment pool would be a resource that a character could invest in items and would represent personal attunement to items, technically inherent bonuses, but still separable from the character and renewable. This thing would be new WBL and work with magic item rules.

Treasure would be material wealth that would work with gold a character cna find and allow the PCs to purchase things like castles, consumables and living necessities, helping to create a somewhat believably working system.

Thoughts?


When I'm wielding a reach weapons, like polearms, I have my hands full and generally don't threaten adjecent squares. Does this change if I take Improved Unarmed Strike, for which I don't need arms at all (since I can still kick, ...) or Catch Off-Guard (using the pole as an improvised weapon) feats? Can I for example use the pole of my spear to whack the sorcerer attempting to cast while standing next to me and then stab him when he's leaving the space I threaten with the spear (provided that I have Combat Reflexes)?


How do the Magus Spell Combat and Magus Spell Strike abilities work when you wield a two-handed weapons? Can he use them at all with a two-hander? What about the staff archetype - does it somehow change this?


I'm attaching the Fiendish simple template to a Dire Bat for Summon Monster III spell I'm going to use in the next game. As you can see the bat has a Charisma score of 6/-2, so do I actually get an attack penalty for smiting? [http://paizo.com/pathfinderRPG/prd/advanced/coreClasses/paladin.html#smite-good]Smite Good with Antipaladin[/url] is written so that a "bonus (if any)" is added, but i the template there's nothing like that. Is this some weaker variant of smite, or it will spare me the penalty?

(The bat would be nasty even without it, becuse Justice Ironbriar (also converted a bit for my purposes) will augment the bat with deeper darkness during the fight in the saw-mill, but I'd still like to know for future)


Is there any limit on what spells you can put in the X/day or continuous use magic item?

One of my players wants to make a ring that gives him permanent shield. I have no problems with spell completion items, but these spells seem to have that "you" limit for a reason. Any advice?


1 person marked this as a favorite.

Can anyone sum-up the problem with the Geisha for me? I think I'm failing my perception check again.


Just for the hell of it - what stats would you assign to this guy?

(an uncommon variant of this story follows, it's without words and it doesn't need them really, just smell the atmosphere).

The Pied Piper of Hamelin


Does anyone remember the name of the thread looking for a new name for a gish class that ulitimately resulted in the Magus? I can't find that thing :(


I just noted the increase of complaints on how a group eats single monsters too easily and just peeked in my 4E DM guide (the blasphemy!) to see whether there couldn't be something useful...

4E solo monster is apparently given hp well beyond it's HD (4-5 times more), flat bonus to it's saves and AC (but not to all saves - I think that it's correctly encouraging to leave a soft spot for PCs to exploit) and the DM is suggested to add an extra standard action every round or to give more at-will powers. Advancing the monster by adding two quick templates should also do the tricky according to that book, but I think that putting the advanced and giant templates would work in PF without some further tweaks IMO.

So... How would you make a quick fix solo monster?

I'd consider these:

a) Flat multiplication of the hp in addition to advanced template (x3 should be enough tome make the BBEG last quite a few rounds). It can't hurt IMO if the monster is about to withstand a concentrated assoult of the whole party.

and perhaps some of these

- Double feats - Using feats like Quicken Spell-like Ability to save some actions for something else. And of course Combat reflexes and cleave for the same thing. Toughness and various focus feats would also work well to fine-tune the result IMO.
- Giving big monsters area attacks, using crush and tail sweep and breath dragon special attacks for inspiration (giant throwing boulders that will roll in a line or shatter to a cloud of sharp fragments for example).
- Liberal distribution of potions in monster treasure/equipment, especially haste and other such stuff, but I'd be careful with things giving just bonuses, like Heroism.

I wouldn't try that second standard action without a few mock rounds that the DM would roll with the individual monster before the session.

Another solution that stroke me was using the monster as it stands, but instead exchanging the monster type for this.


I don't know whether anyone already asked this question, but is there a reason why Order of the Dragon and Order of the Cockatrice (Cavalier class) flavor text and abilities got switched? Just curious.

Thanks


Blood Magic
You've learned how to draw power from your own blood and use your vitality instead of various magic ingredients.
Prerequisites: Eschew Materials
Benefit: Instead of using a costly material component to cast a spell you can loose 1 hp for every 10 gp of the component cost. These hp can't be restored by any means untill you rest or for as long as the spell lasts, whichever is longer.
Aleternatively you can replace a material focus by gaining a negative level.
Normal: You can't cast any spell without providing proper components or focuses.


The order of the Dragon is another thing that doesn't entirely fit it's theme IMO.

This order contains abilities that don't fit the Draconic theme at all. Dragons are embodiments of pride, confidence, anger and destructiveness. They certainly don't have the need to steal the glory from someone else and they don't loose confidence after suffering minor setbacks. On the other hand I think that all the abilities should go to waste.

So let's have a look at this

Order of the Dragon
A cavalier who belongs to this order serves only himself, working to further his own aims and increase his own prestige. Cavaliers of this order tend to be selfish and concerned only with personal goals and objectives.
Edicts: The cavalier must keep his own interests and aims above those of all others. He must always accept payment when it is due, rewards when earned, and an even share of loot. The cavalier must take every opportunity to increase his own stature, prestige, and power.
Challenge: Whenever an order of the dragon cavalier is hit by the target of his challenge, he receives a +1 morale bonus on his next melee damage roll made against the target of his challenge. This bonus increases by +1 for every four levels the cavalier possesses.
Skills: An order of the dragon cavalier adds Appraise (Int) and Perform (Cha) to his list of class skills. In addition, an order of the dragon cavalier adds his Charisma modifier to the DC on attempts to demoralize him through Intimidate (in addition to his Wisdom modifier, as normal).
Order Abilities: A cavalier that belongs to the order of the dragon gains the following abilities as he increases in level.
Battlecry (Ex): At 2nd level, the cavalier can spend a standard action to let his enemies know, that his wrath is upon them. He can then make an Intimidate check to demoralize each enemy within 30 feet. The cavalier receives a +2 morale bonus on melee attack rolls made against targets demoralized in this way. Once a creature has been the target of this ability, it is immune to its effects for 24 hours.
Punishment (Ex): At 8th level, the cavalier can punish any creature who dares to ignore his challenge. Whenever a creature challanged by the cavalier attacks a target other than the cavalier, he can make an attack of opportunity against the creature.
Moment of Triumph (Ex): At 15th level, the cavalier can, as a free action, declare a moment of triumph. For 1 round, the cavalier receives a competence bonus equal to his Charisma modifier on all ability checks, attack rolls, damage rolls, saving throws, and skill checks. This bonus is also added to his AC. In addition, any critical threats he makes are automatically confirmed. The cavalier can use this ability once per day.

Order of the Vulture
Some would say that the Order of the Vulture is a gathering of underdogs, but those who have ever crossed paths with them know better. Knights of the order seek profit in all things and rarely pass an opportunity. They rarely care for appearance and other people’s thoughts unless it suits their needs and most of the time they enjoy being underestimated.
Edicts: The cavalier must never pass an opportunity to gain an advantage and seek to gain from every situation. He must hold his life in highest esteem and always seek to survive, even at the expense of the others.
Challenge: A cavalier devoted to the order of the vulture receives a +1 bonus to all damage rolls against the target of his challenge for every ally adjecent to the target of his challenge.
Skills: An order of the vulture cavalier adds Escape Artist (Dex) and Disguise (Cha) to his list of class skills. In addition, an order of the vulture cavalier aids 1/2 his cavalier level to Escape Artist checks made to escape any condition that directly threatens his life .
Order Abilities: A cavalier that belongs to the order of the vulture gains the following abilities as he increases in level.
No Escape (Ex): At 2nd level , when a target of order of the vulture cavaier’s challenge attepts to move the cavalier can make an attack of opportunity against it. This applies to 5 ft steps, withdraw and any other form of movement that normally doesn’t provoke an attack of opportunity.
Steal Glory (Ex): At 8th level, the cavalier can steal the glory from another creature’s successful strike. Whenever a creature, other than the cavalier, scores a critical hit against a target that the cavalier is threatening, he can make an attack of opportunity against the same target.
Convenient Challenge (Ex): At 15th level, the cavalier can, as a free action, chase the target of his challenge the originál target of the challenge must be still alive hen the change occurs. The cavalier can use this ability once per day.


Does anyone else think that this oath is flawed by nature?

The Cavalier receives a bonus to AC, which is undeserved and not needed for protecting someone else. Is that a mistake? The Oath bonus is also pretty easy to loose, because it drops when the protegee receives any damage from an attack. What prevents anyone from just shooting the guy?

I think that the Oath of Protection should provide a morale bonus to AC and perhaps Reflex saves to the person the Cavalier chose to protect when he's adjecent and the person didn't receive any damage from attacks in the last 24 hours.


I've just got a random idea (probably not new at all).

What about allowing to counter spells instead of attacks of opportunity (complete with one counter / round, more with a feat and probably high WIS instead of DEX - wisdom governs perception and probably the 'awareness of magic' in your surroundings). Casting spells as counters could easily be described as releasing the spell only as a disruptive impulse that cancels out enemy spell.

This would certainly breathe more attractiveness in counterspells without being overwhelming IMO.

What do you think about this?


Can anyone explain what does the Remmanon devil get that CR 15 for?

It doesn't have any exceptionally dangerous attacks aside from it's confusion aura, it lacks any inherent abilities allowing it to grant wishes or tempt mortals aside from sweet words... If I compare that to other Demons and devils in MM1...

Thanks for explanation.


Well, after our last session we've had some good laugh when our newb managed to make a really awkward wish.

Our party (level 10) ended up by battling a powerful lich who managed to fieball our sorcerer to -20 after failed disintegration attempt. After that he moved away cackling with the key we were to defend. Since we were out of money (well, diamonds) we had to rely on druid's reincarnate once we got back to the camp (three days hauling the scorchered body through the desert). The result was less than satisfying (a kobold), so the sorcerer spent a better part of the day selling all his possessions and most of our loot to get a wish scroll. And what did he wish for? "I want my body to be exactly in the state it was two days ago!"

I think there must be many stories around with wish going awry. Much funnier than this one. So, would you share it?


With martial class power waning at later levels I was considering allowing martial classes as gestalt characters with certain other less popular classes. This would also mean a ban on multiclass... this was before PRPG came around.

What do you think about these combinations?

Barbarian/Ranger
Not so interesting at first, but with additional combat styles available and some additional tweaks (something to replace animal companion) here and there it may provide the savage warrior worth taking even when compared to the other classes. Medium armour wouldn't interfere with any abilities.

Bard/Paladin
Still a holy warrior with the ability to inspire and lead. Additional skill points and social skills would nicely transform the paladin to the gallant knight loved by gods and... well, everyone. Bard's spellcasting, Pally gets to be the crappy nonspellcaster variant from Complete warior. Of course that armour wouldn't interfewre with spellcasting.

Fighter/Monk
This is intended to be the ultimate martial artist. again the armour doesn't interfere with monk abilities and perhaps the fighter would chose one weapon group as special monk weapons (more attacks, perhaps allowing him to perform special maneuvers with them or giving bonuses). Even more athletic, built in additional speed, magic weapons (transfering the ki provided abilities to chosen weapon group) and other crunch needed.

Any thoughts? The rogue would need some more love probably, but aside from that?


With martial class power waning at later levels I was considering allowing martial classes as gestalt characters with certain other less popular classes. This would also mean a ban on multiclass... this was before PRPG came around.

What do you think about these combinations?

Barbarian/Ranger
Not so interesting at first, but with additional combat styles available and some additional tweaks (something to replace animal companion) here and there it may provide the savage warrior worth taking even when compared to the other classes. Medium armour wouldn't interfere with any abilities.

Bard/Paladin
Still a holy warrior with the ability to inspire and lead. Additional skill points and social skills would nicely transform the paladin to the gallant knight loved by gods and... well, everyone. Bard's spellcasting, Pally gets to be the crappy nonspellcaster variant from Complete warior. Of course that armour wouldn't interfewre with spellcasting.

Fighter/Monk
This is intended to be the ultimate martial artist. again the armour doesn't interfere with monk abilities and perhaps the fighter would chose one weapon group as special monk weapons (more attacks, perhaps allowing him to perform special maneuvers with them or giving bonuses). Even more athletic, built in additional speed, magic weapons (transfering the ki provided abilities to chosen weapon group) and other crunch needed.

Any thoughts? The rogue would need some more love probably, but aside from that?


I'd like to note that I'm not necessarily concerned with backwards compatibility here. I'm just trying to bring some material for thinking about for all the knights in shining armour hanging around.

I know that it's still not the right time, but when there are so many threads discussing retardedness of certain abilities of the Paladin class, then there may be one more.

I think we should pay some attention to his spell casting abilities. I think it certainly isn't nice to hear jokes that a paladinis actually a cleric who's antenna to gods was misalligned by a glancing blow during combat training and so he was given a sword and sent to do good somewhere else (which would explain the nonexistence of paladins with different allignment, their deities lacked the compassion needed to do this and kicked them out without the shiny sword).

Enough fun

The paladin in it's basic kit is equipped with a modest amount of spells for as long as I can remember (not THAT long actually), But I think that you'd agree with me that I won't be far from truth if I say about his spells that they came too late, and they did too little to help (not all).

I already suggested elsewhere that a Paladin should be able to cast his spells (those with standard action casting time) as a swift action, so that he can boost himself while swinging sword, which would definitely improve his performance in combat. The other thing I'd like to have a look upon would be paladin's spell list.

The Panadin starts to receive his spells at level 4 and I think it's safe to assume that under most circumstances he won't even receive 2 bonus spells from his wisdom (there are other, more pressing needs for high ability scores for paladins). So I think that there won't be any protests if I include some more powerful spells from cleric list of appropriate level (power level, not spell or class level) and make it more oriented toward fighting evil.

1st-level paladin spells
Useful (I can see Paladin having these prepared often)
Bless, Detect Poison, Divine Favor, Magic weapon, Protection from Chaos/Evil

Use-impaired (Not ofthen memorized. Some are on list just to allow the paladin to use appropriate magic items... those who don't want paladin to cast spells probably overlook this use)
Bless Water, Create Water (I'd leave these for Cleric, but create water may be there to make up for usually poor survival skill)
Cure Light Wounds (With all the healing paladin gets from other sources...)
Detect Undead (Is it really worth the effort? You have Detect Evil and one or two slots of this level for most of your career, so I doubt that anyone would actually take this)
Read Magic (I'm still not sure whether this shouldn't be left out anyway. I don't like to see everyone casting whatever he wants with scroll at hand, but sometimes the resurrection is far, far away)
Lesser Restoration (Prepared only after the need arises)

Useless
Endure Elements (I think that most paladins would rely on their superior saves and proper clothing to handle the weather)
Resistance, Virtue (Even if the paladin had the scrolls I doubt that he'd bother to use it)

Possible Additions (Not tested or anything...)
Aid, Calm Emotions, Entropic Shield, Gentle Repose, Light, Mending, Shield of Faith

2nd-level paladin spells
Useful
Bull's Strength, Eagle's Splendor, Resist Energy, Shield Other

Use-impaired
Owl's Wisdom (The only real bonus is the increase of will save, which can be had through Divine Grace boosted by Eagle's Splendor as well. Paladin spells rarely need to have higher save DCs)
Remove Paralysis (Prepared when needed, I doubt that most Paladins have a condition specific spell like this ready)
Undetectable Alignment (Too sophisticated to be in general use)
Zone of Truth (Too sophisticated to be in general use, I'm not sure whether this shouldn't be left to Clerics)

Possible Additions
Align weapon, Cure Medium Wounds, Make Whole, Magic Vestment

3rd-level paladin spells
Useful
Daylight, Dispel Magic, Magic Circle against Chaos/Evil, Greater Magic Weapon, Prayer

Use-impaired
Remove Blindness/Deafness, Remove Curse (Prepared when needed, I doubt that most Paladins have a condition specific spell like this ready)

Useless
Cure Medium Wounds (should be moved to 2nd level)
Heal Mount (Could be replaced with other healing)

Possible Additions
Cure Serious Wounds, Divine Power, Freedom of Movement, Sending, Spell Immunity, Water Breathing/Water Walk

4th-level paladin spells
Useful
Break Enchntment, Death Ward, Dispel Chaos/Evil, Holy Sword

Use-impaired
Mark of Justice (Not a combat spell = not prepred at all times)
Neutralize Poison (Use specific)
Restoration (not needed that often and it could be lower level or placed within LoH uses)

Useless
Cure Serious Wounds (should be moved to 3rd level)

Possible Additions
Cure Critical Wounds, Disrupting Weapon, Raise Dead, Righteous Might, Spell Resistance, True Seeing


I'd like to note that I'm not necessarily concerned with backwards compatibility here. I'm just trying to bring some material for thinking about for all the knights in shining armour hanging around.

I know that it's still not the right time, but when there are so many threads discussing retardedness of certain abilities of the Paladin class, then there may be one more.

I think we should pay some attention to his spell casting abilities. I think it certainly isn't nice to hear jokes that a paladinis actually a cleric who's antenna to gods was misalligned by a glancing blow during combat training and so he was given a sword and sent to do good somewhere else (which would explain the nonexistence of paladins with different allignment, their deities lacked the compassion needed to do this and kicked them out without the shiny sword).

Enough fun

The paladin in it's basic kit is equipped with a modest amount of spells for as long as I can remember (not THAT long actually), But I think that you'd agree with me that I won't be far from truth if I say about his spells that they came too late, and they did too little to help (not all).

I already suggested elsewhere that a Paladin should be able to cast his spells (those with standard action casting time) as a swift action, so that he can boost himself while swinging sword, which would definitely improve his performance in combat. The other thing I'd like to have a look upon would be paladin's spell list.

The Panadin starts to receive his spells at level 4 and I think it's safe to assume that under most circumstances he won't even receive 2 bonus spells from his wisdom (there are other, more pressing needs for high ability scores for paladins). So I think that there won't be any protests if I include some more powerful spells from cleric list of appropriate level (power level, not spell or class level) and make it more oriented toward fighting evil.

1st-level paladin spells
Useful (I can see Paladin having these prepared often)
Bless, Detect Poison, Divine Favor, Magic weapon, Protection from Chaos/Evil

Use-impaired (Not ofthen memorized. Some are on list just to allow the paladin to use appropriate magic items... those who don't want paladin to cast spells probably overlook this use)
Bless Water, Create Water (I'd leave these for Cleric, but create water may be there to make up for usually poor survival skill)
Cure Light Wounds (With all the healing paladin gets from other sources...)
Detect Undead (Is it really worth the effort? You have Detect Evil and one or two slots of this level for most of your career, so I doubt that anyone would actually take this)
Read Magic (I'm still not sure whether this shouldn't be left out anyway. I don't like to see everyone casting whatever he wants with scroll at hand, but sometimes the resurrection is far, far away)
Lesser Restoration (Prepared only after the need arises)

Useless
Endure Elements (I think that most paladins would rely on their superior saves and proper clothing to handle the weather)
Resistance, Virtue (Even if the paladin had the scrolls I doubt that he'd bother to use it)

Possible Additions (Not tested or anything...)
Aid, Calm Emotions, Entropic Shield, Gentle Repose, Light, Mending, Shield of Faith

2nd-level paladin spells
Useful
Bull's Strength, Eagle's Splendor, Resist Energy, Shield Other

Use-impaired
Owl's Wisdom (The only real bonus is the increase of will save, which can be had through Divine Grace boosted by Eagle's Splendor as well. Paladin spells rarely need to have higher save DCs)
Remove Paralysis (Prepared when needed, I doubt that most Paladins have a condition specific spell like this ready)
Undetectable Alignment (Too sophisticated to be in general use)
Zone of Truth (Too sophisticated to be in general use, I'm not sure whether this shouldn't be left to Clerics)

Possible Additions
Align weapon, Cure Medium Wounds, Make Whole, Magic Vestment

3rd-level paladin spells
Useful
Daylight, Dispel Magic, Magic Circle against Chaos/Evil, Greater Magic Weapon, Prayer

Use-impaired
Remove Blindness/Deafness, Remove Curse (Prepared when needed, I doubt that most Paladins have a condition specific spell like this ready)

Useless
Cure Medium Wounds (should be moved to 2nd level)
Heal Mount (Could be replaced with other healing)

Possible Additions
Cure Serious Wounds, Divine Power, Freedom of Movement, Sending, Spell Immunity, Water Breathing/Water Walk

4th-level paladin spells
Useful
Break Enchntment, Death Ward, Dispel Chaos/Evil, Holy Sword

Use-impaired
Mark of Justice (Not a combat spell = not prepred at all times)
Neutralize Poison (Use specific)
Restoration (not needed that often and it could be lower level or placed within LoH uses)

Useless
Cure Serious Wounds (should be moved to 3rd level)

Possible Additions
Cure Critical Wounds, Disrupting Weapon, Raise Dead, Righteous Might, Spell Resistance, True Seeing


There is a lot of talk going around about how fighter attacking three times in one turn is rolling waaay too much dice (I don't agree completely with that) and how melee classes are limited and barbarian rage system is overcomplicated (I smell conflicting thoughts here) and so on.

I'm also less than satisfied with the Overhand Chop feat in Alpha 3. Sure it was nice at lower levels, bus it started to lose it's sheen as the melee combatant gains additional attacks as the damage output laged behind (It took a full round action to use the feat. Beta changed that to standard action, which turned the feat from somewhat weak to useful).

I was thinking about it a little and altered the feat the other way around. Adding another 1/2 Str bonus per iterative attack lost in order to perform the Overhand Chop.

Why am I posting this all? Well, to be honest I think that feats or class features allowing the melee classes to drop some of their attacks and do something special (not necessarily much weaker than magic, the limit here is not in spell slots, but in number of full round attacks the melee combatant can make - not always an option) would serve several purposes.

- Full attack would be an option, but the lazy people would get something else to do.
- People asking for special fighter maneuvers / stances could get them.
- Possibility to improve fighting classes and get them more flavour.
- No tracking of points or any other new mechanics (nothing new here IMO, just using the old in a different way).
- Possibility for some weapon specific thingies.
- Classes better at fighting would stay better, feats would also be able to scale with melee combatants.
- One mechanic to rule them all? (technically these could be additional combat maneuvers accessible through feats and costing more than one attack)

Some examples (not necessarily ballanced)

Combat Expertise
Adding this.
If you are making a full attack you can add your Int bonus or BAB as a dodge bonus to your AC for every attack you chose not to perform after the first.

Deflect Arrows
Instead of making an attack you can deflect an arrow. Snatching arrows would would cost two attacks (or you'd need to have another feat as in standard rules...)
- typical monkish thing. A monk already moves fast enough, I don't think that he needs to be able to deflest arrows while charging or running like mad. On the other hand a monk moving his speed may be able to deflect an arrow coming his way or, if making a stand he could be deflecting up to six of them. the level of wuxia is high enough for me in this. It actually sounds better.

These are just a few ideas I'm throwing around. Maybe I'm overcomplicating it, it probably needs a lot of balancing, but I'd like to hear some oppinions on this.

Let's hope that I didn't screw this too much ^^


Just a short question that was probably discussed before...

Do you think that there would be the PRPG if the 4th edition was actually more like Star Wars Saga Edition?


I wonder to what extent Paizo intends to distribute the PRPG worldwide. I'd certainly like to see the book here in gaming shops here in Czech Republic (at least the core), becoause somehow locals don't know about the project and thus probably won't be interested in it.

I don't find it particularly encouraging to be the one to inform shop owners (who are D&D players themselves) about the game. They should be informing me!


I just wondered whether there wouldn't be new alpha...

One year for the Pathfinder Beta testing is a long time and since Pathfinder Alpha was used to introduce some wilder ideas it may be fine to occassionally trow in something that would sum some wilder ideas for us to see, not just parking it on the boards.

Would anyone second this thought?