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arlic's page
Goblin Squad Member. Organized Play Member. 26 posts. 1 review. No lists. No wishlists. 15 Organized Play characters.
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Personally, I think there should be 4 carrying methods.
Held(carried): as stated in PFCBR--weapons or items in 1 or both hands--full sac/bag, chests, unconscious ally slung over a shoulder, etc.
Worn: clothing, armor, and adventuring kit/backpack, and a number of magic items are actually worn--or added to worn items.
Ready: the 'ready' state would replace the current rule for worn; it's all those items in a belt, quiver, bandolier, sheath, pouch, or pocket.
Stowed: items put in bags, sacs, backpacks, chests, etc. as stated in the PFCRB
shields would be either held or stowed if slung over a creature's back.
Retrieving a stowed item should take 3 interact actions or even a full round to retrieve items.
Also, bulk of coins should be 100/1 vice 1,000/1. A sac of $100 in quarters weighs in at 5 lbs; equal to 2 bulk (basing that on a longsword weighing ~2.5lbs (1 bulk))
Jelloarm wrote: From the section on Key Ability Score (pg 58):
"Unless otherwise noted, the saving throw DC for foes to resist your class features (if appropriate) is equal to 10 + half your class level + your key ability score modifier."
So for Soldier it'll be Str or Dex depending on your choice at first Soldier level.
tks. still getting used to the book layout
what is the fortitude DC for a Kill Shot?
The closest relevant topic I see is 'coup de grace'.
should the DC for Kill shot equal to the damage you just inflicted? be equal to the damage rolled, not necessarily the amount of damage the target actually took (after all you didn't kill it with the shot initially)? or be the same as for 'coup de grace'?
general description states: "attacks with your CHOSEN weapon..." but the benefit states "when you score a critical hit with A weapon...'
the prereqs only require a +8 BAB.
my question: is the 'chosen weapon' a specific weapon, i.e. corona laser pistol; a weapon class, i.e. all laser pistols; or a specific weapon type, i.e. small arms; or any weapon you are using at the time?
bestiary doesn't say the body turns into a shadow, only that you become as shadow...im thinking it rises from the body. so getting turned into a shadow still leaves the original dead body to use raise dead or similar upon. but, as Goblin states, once your shadow is killed, you're done and only True Res, Wish, and the like will work.
after digging around boards I'm still a little confused on this topic.
what I've seen is, if a creature is immune to criticals, it is immune to bleeds, but what about the other way?
if creature is immune to bleed is it immune to criticals?
what about precision damage like sneak attack?
under the swap out rules, can the sorcerer store this option for use later or can he only do so at the designated levels (4, 6, 8, etc)? Ex: at 8th level, he swap out 3 spells if he did take the option at 4th & 6th level?
tks. guess ill look in the prd for it. and yes the new book spells out 5 cities: korvosa, magnimar, riddleport, janderhoff and kaer maga plus sandpoint
What do the city stats mean. corruption, crime, economy, law, lore socitiy each have a number but there's no explaination on what they're used for or how to use them in the book. plz help.
seen a few threads wrt this idea but I'll put my idea out there to.
• Thrown Weapon: Distance Thrower, Charging Hurler, Point Blank Shot, and Quick Draw. At 6th level, he adds Close Quarter Thrower and Throw Anything. At 10th level he adds Pin Point Targeting and Shot on the Run.
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1) standardize the amount of skill points to 4+int across the board for all class types. allways thought it rather foolish that clerics and wizards inparticular, probably the most studious of classes, get the lowest points.
2) dump firearms! a waste in a high fantasy game
I did think about how this could be a problem using enlarge person, but wasnt familar with the other spell, lead blades--wow, that could definatetly get ugly with throwing damage around.
an alternative to using these with multiple attacks from high levels or magic items, you could reduce the amount of attacks by 1 (or 1 per size step) for large or larger weapons--compared to your normal/current size, with a minimum of 1 attack per round
the gm could also rule that size increases from spells/magic items overrule these feats if it seems too unfair.
generally i dont think many PCs will take the undersized weapons/pixie palm feats unless the GM is allowing large creatures as pcs--ogres, trolls, half-giants, etc., which is really what I geared them for anyway, that and large NPCs.

DUAL CHANNEL
Prerequiste: Selective Channeling
Benefit: You can heal and damage creatures with a single channeling. If channeling positive energy you heal living creatures and harm undead creatures. Channeling negative energy does the opposite. The amount of channeling dice is split evenly between both healing and damaging and are rolled separately. The DC to halve the damage is unchanged.
Normal: You normally must choose to either heal or harm when channeling energy.
DUAL ALIGNMENT CHANNEL
Prerequisite: Selective Channeling, Alignment Channel
Benefit: You can heal and damage creatures with a single channeling. The alignment chosen must match that of a previously selected 'alignment channel' feat. You have the choice of healing or harming outsiders of the selected alignment and doing the other, heal or harm, to all living, non-outsiders in the area of effect. The amount of channeling dice is split evenly between both healing and damaging and are rolled separately. The DC to halve the damage is unchanged.
Normal: You normally must choose to either heal or harm when channeling energy.
Special: This feat can be taken multiple times but the selected alignment must match up with an exisitng selection of the 'alignment channel' feat with the same selected alignment. Its effects do not stack.
DUAL ELEMENTATL CHANNEL
Prerequisite: Selective Channeling, Elemental Channel
Benefit: You can heal and damage creatures with a single channeling. The elemental subtype chosen must match that of a previously selected 'elemental channel' feat. You have the choice of healing or harming elementals of the selected elemental subtype and doing the other, heal or harm, to all living, non-elemental, non-outsiders in the area of effect. The amount of channeling dice is split evenly between both healing and damaging and are rolled separately. The DC to halve the damage is unchanged.
Normal: You normally must choose to either heal or harm when channeling energy.
Special: This feat can be taken multiple times but the selected element subtype must match up with an exisitng selection of the 'elemental channel' feat with the same selected element subtype. Its effects do not stack.
Sphen wrote: The over sized weapon feats already exist, it is called Monkey Grip. It is also one of the most controversial feats on this board. People get into some long threads about it. The undersized weapons aren't a bad idea though. monkey grip is a 3.0/3.5 feat that is already incorporated into the PFCRB, pg 144. anyone can use a larger/smaller weapon with minuses. What I'm suggesting with these feats is reducing the size penalty and the 'effort' restriction.

I was resently looking at the Lamia Matriarch in the bsty 2 and noticed an ability--undersized weapons. After seeing what that entailed--what I expected it was--I started thinking 'why shouldnt PCs have access to similar capabilities. As such I'm suggesting the following 4 feats be added to the Pathfinder RPG feat list.
OVERSIZED WEAPON (COMBAT)
You can wield a weapon larger than your size with reduced penalties.
Prerequisites: Str 13, BAB +3.
Benefit: You reduce the attack penalty for larger sized weapons by one per step of difference in your size and the weapon's. For example, a medium sized creature could wield a large sized dagger with only a -1 penalty or a huge sized dagger with only a -2 penalty.
Normal: You receive a -2 penalty for each size category of difference of between the size of its intended wielder and its actual wielder.
Special: This feat may be taken twice, reducing the weapon size penalty by two steps maximum.
UNDERSIZED WEAPON (COMBAT)
You can wield a weapon smaller than your size with reduced penalties.
Prerequisites: Str 13, BAB +3.
Benefit: You reduce the attack penalty for smaller sized weapons by one per step of difference in your size and the weapon's. For example, a medium creature could wield a small sized dagger with only a -1 penalty or a tiny sized dagger with only a -2 penalty.
Normal: You receive a -2 penalty for each size category of difference of between the size of its intended wielder and its actual wielder.
Special: This feat may be taken twice, reducing the weapon size penalty by two steps maximum.
GIANT GRASP (COMBAT)
You can wield a weapon larger than your size using the same amount of effort.
Prerequisites: Oversized weapon, Str 15, BAB +5.
Benefit: You reduce the amount of effort required to use a weapon sized one category larger than yourself. For example: a medium sized creature with this feat could use a large sized great sword as a two-handed weapon.
Normal: The measure of effort required to use a weapon (light, one-handed, two-handed) is altered by one step for each size category of difference between the wielder's size and the size of the creature for which the weapon was designed (PFCRB pg 144). In this example a medium sized creature could not normally wield a large sized two-handed weapon since its measure of effort would go beyond the 'two-handed' category.
PIXIE PALM (COMBAT)
You can wield a weapon smaller than your size using the same amount of effort.
Prerequisites: Undersized weapon, Dex 13, BAB +5.
Benefit: You increase the amount of effort required to use a weapon sized one category smaller than yourself. Example: a medium sized creature with this feat could use a small sized dagger as a light weapon.
Normal: The measure of effort required to use a weapon (light, one-handed, two-handed) is altered by one step for each size category of difference between the wielder's size and the size of the creature for which the weapon was designed (PFCRB pg 144). In this example, a medium sized creature could not normally wield a small sized light weapon since its measure of effort would go lower than the 'light' category.
i added the Dex requirement since I think that while holding a smaller weapon also requires good Str, using it effectivly requires sufficent coordination too.
Fox1212 wrote: Thank you Beckett. However, this is just your best guess. The wording of the spell is confusing enough that it needs a clarification from the developers. The only answer that could be taken as sure is the one to 5.
In any case, at least I have more opinions to help me decide.
By the way, a 6th point. Being a cold spell, does the ice take double damage from a fire effect?
I think of this spell like Web, the effects are similar. first is the reflex save to see in totally helpless or just entangled. the fortitude save would be next to negate the ice damage. In my opionion thou, i think that option is a mistake (ie, errata) since the spell says it does damage whether or not the target save (reflex check).
fire effects applied to the ice would damage it normally, often doing double damage as those spells/objects often state.
looking at the list of variants, not all of them match the core domains or the subdomains from the APG. Why not? i can understand creating some new ones for players to use in there own 'worlds' but at a minimum the domains from the PFCRB and APG should be covered. theres a battle variant but not a war. is there eratta out there that covers this?

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I've an issue with the spell lists.
Why have you (paizo) not followed the formats you first introducted in the PF CRB? In both APG, ultimate magic, and ultimate combat books, all the wizard/sorcerer spells are listed alphabetically vice by school--more useful in my opinion.
also, where is the elementalist spell lists in the two 'ultimate' books? You introduced the concept in the APG, added the 5 elemements concept in UM (metal & wood) but there is no compiled spell list for the elemementists spells in either.
Also, question regarding two spells schools.
1. ride the lightning should really be a transmutation not evocation. the caster is transformed into a lighting bolt, he is not creating it (as per the 3rd lvl spell)
2. control construct should be an enchantment, not a transmutation. the caster is wrestling control of the construct (see 'control summoned creature--it's the same idea), he is not becoming a construct.
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ive been reading about the new mini's line you and wizkids are producing. Question, will the packs have stat cards associated with each figure?
if not, they would be a great quick and handy reference for GMs using the figures, as I'm sure you're aware of a previous itteration of similar fantasy minitures did.

reefwood wrote: Criik wrote: So I noticed in the PF APG that they appended a sentence into the Alchemist description.
An alchemist can also add formulae to his book just like a wizard adds spells to his spellbook, using the same costs and time requirements. An alchemist can study a wizard’s spellbook to learn any formula that is equivalent to a spell the spellbook contains. A wizard, however, cannot learn spells from a formula book. An alchemist does not need to decipher arcane writings before copying them. (emphasis mine)
Does this mean that he does not need to make the spellcraft check to copy the spell?
I'm pretty sure this means exactly what it says. The alchemist does not need to decipher arcane writings before copying them. When you copy a spell something into a spellbook, first you decipher it. Then, you have to do other stuff like study the spell and then make a Spellcraft check and pay the writing costs. So, the alchemist can skip the decipher step but not the rest.
On a related topic... what do you think a formula book looks like to a wizard? What happens when they attempt a Spellcraft check or cast read magic to read it? I have some ideas but was wondering what others think. as its listed a wizard cant learn from a formula book. i would say its like a liberal arts major trying to decipher theoretical math. as for wizards not able to learn from a formula book, why not, why cant it work both ways?
what if you use comprehend language instead of read magic? since 1: alchemists autoread magic which i still think is a load of crap) and 2: they can auto understand other alchemist formula, it seems that formula equates to a language.
after going thru above posts i see you have to use the druid's 'horse' entry...vice the beastiary's with the simple advanced template.
so now i've a question on the druids animal companion table 3-8.
the cavalier's mount is always considered to be combat trained and begins play with the lt armor feat. I'm assuming these are free feats and those allocated on table 3-8 are additional.
WRT tricks, if, under handle animal a mount can learn a single general pupose, in this case combat training, in lieu of individual tricks, does the mount still get the bonus tricks?

Themetricsystem wrote: Criik wrote:
Does this mean that he does not need to make the spellcraft check to copy the spell?
It would appear that way yes.
I kinda like the flavor of it too with only being able to work off original arcane materials and not being able to copy another alchemists work. It's like each individual would be able to make the magic work in a very specific way for them and "plagiarizing" someone elses forumlae would only result in a non-functional extract. Meaning each alchemist has to figure it our on his own, as a means of personal growth. I would disagree. the alchemist still needs to make the spellcraft check to copy from a spellbook...pfcrb pg 219, adding spells to a wizards spellbook. What i have issue with is why DOESNT he have to decipher it first....pfcrb pg 218-219, arcane magical writing says "even the most powerful wizard has to decipher anothers script" yet here we have some second rate, add-mixture, caster wanna-be can do it instantly....BS! if the Paizo guys are reading this you need to fix this. delete the last line of 'alchemy' just prior to the 'bomb' heading APG pg 28 and make it the alchemist has to 1st decipher, then scribe a spell from a wizard's spellbook just like every TRUE mage must. and actually, i would make both checks a DC 20+spell level, not just deciphering, since it is not writen in an alchemical formula.
the standard rules would apply for alchemists copying from another alchemist's book as if they were wizards.; ref same PFCRB pages.
Drejk wrote: Weren't there sacred bonus? Or is this the same now as divine? thanks.good site.
what are the bonus types for pathfinder? so far i have found
ability*
armor*
circumstance
competence
deflection
dodge
enhancement
insight
luck*
morale*
natural armor*
racial*
resistance
shield*
situation
size*
For most of these (*) i can easily find definitons/descriptions but not all.
What is the difference between circumstance, situation and insight bonuses?
Pg 206, about stacking. states "...with the execption of dodge and most circumstance bonuses..." what are those circumstance bonuses that are stackable?
are ability bonuses a separate type or do they (should they) really fall under 'enhancement'?
tks
bugleyman wrote: arlic wrote: im just about to start running this adventure series and was trying to find out if theres an errata for burnt offerings, and the rest of the runelord modules that has alll the npc/monster conversions from 3.5 to actual pathfinder rules.
ran through most of the posts here but most of them predate the PFCRB and PF beastiary publish dates. I don't believe such a document has been produced, at least not by Paizo. Luckily, conversion isn't too bad. Of course, you could just use the first few mods as is...frankly, they're pretty tough on PCs, so it might not hurt for them to be a little easier than normal.
im just about to start running this adventure series and was trying to find out if theres an errata for burnt offerings, and the rest of the runelord modules that has alll the npc/monster conversions from 3.5 to actual pathfinder rules.
ran through most of the posts here but most of them predate the PFCRB and PF beastiary publish dates.
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