ThatEvilGuy wrote:
Not even, you at least gain some benefit from Prone Shooter, even if you might not ever use it. Ability Focus (Constrict) literally gives you no benefit.
This is sort of like my world. The history is kinda long, but TL;DR of it is: Magic once existed, empire conquers most of the known world, daemons invade the world, magic is banished from the world to get rid of said daemons. Modern technology develops over 2000 years, then nuclear war breaks out, which breaks the seal on magic. A god sacrifices himself to prevent the daemons from invading ever again. Fast forward a few centuries, large parts of the world are nuclear hellholes, and the gods have essentially banned technology from developing past a certain point, since they realized that nukes could kill gods. Anyway, if you want, I could send you a list I compiled. The list is of monsters from the three bestiaries that look like they'd appear in a Fallout-like setting.
Silent Saturn wrote:
Dunno if he charges a lot, we haven't played yet. Considering that he wants to play a skirmisher-type character, he'll probably like it. Also, I suppose it could be a combat style feat, but considering that he's taking TWF at first level and Double Slice is a pretty good feat, I dunno if he'll even take it as a bonus feat.
Flak wrote: Should clarify: the effect seems totally fine to me. I agree with Detect Magic that it's a bit underwhelming for a feat. Then again, I'm of the opinion that TWF as a standard action (1 hit with each weapon, as "Doublestrike") should be the standard game mechanic, and that the TWF feat should include iteratives (instead of being a feat tree). So maybe I'm too eager to give things to players! I agree with this. I'm thinking of houseruling the TWF standard action bit, along with a few other things to make melee combat better. For example, making Combat Expertise and all subsequent feats only require 10 INT.
Two-Weapon Charge (Combat)
I have someone playing a TWF ranger in an upcoming game, and I'm wondering if this feat is overpowering in some way. (He is new to the game, so he I don't expect him to break the game too much anyway)
Some official rules on this would be really nice, but I really think it's going to be up to GMs. It really depends on if spells have visual effects in your game world. Personally, I prefer spells to be like the force in Star Wars: you only see what is absolutely necessary. If the jedi mind trick caused the jedi's eyes to glow and stuff, that guard would get REAL suspicious.
Neil Spicer wrote:
This made me laugh. I calculated 144,000 gold from an item that could cast Charm Monster at will. I didn't put the Craft Wondrous Item feat because I forgot to. Thank you for the feedback, and, if you read this reply, thank you for reading it. I'm definitely using this as a cursed item.
SMurphy wrote:
I think this would fall into several of the auto-reject categories, the one that comes to my mind is "makes adventuring safe." Also, one issue I have is this: what prevents a skilled thief from just stealing everything from the Janni?
Book of Convincing
Anyone who reads the book must make a DC 16 Will save. Those who fail the save believe anything written in the book to be true, and their opinions on anything written about in the book change to match the book's opinions. At the GM's discretion, this may change a character's alignment. Once convinced by the book, nothing can make the reader doubt what the read in the book, but a successful break enchantment, limited wish, miracle, remove curse, or wish spell removes this effect.
Yeah, I know I forgot to put Craft Wondrous Item. If that was the sole reason I didn't get into the top 32, I will cry myself to sleep tonight.
DΗ wrote:
Have you tried Foxit instead of the craptastical Adobe reader?
I never fully fleshed out this idea, but one that I rejected was an amulet that augmented a druid's wild shape to increase their size and give them the ability to grab and swallow whole. Unfortunately, this was A. getting too close to the word count for comfort and B. too similar to an item submitted in 2009.
mdt wrote:
I'd like to add a vote for this, although I'd say that you don't HAVE to choose weapons of a smaller size category, since powerful build races don't HAVE to choose weapons of a larger size category.
Xum wrote:
Actually, he's absolutely right. Page 8. Playtest wrote:
Melissa Litwin wrote:
I second this motion. This is just as important, in my opinion.
Umbral Reaver wrote:
Seriously. Your customers want an objectively-priced race-building system, isn't the fact that your customers want it enough reason?
Dragonsong wrote:
By "minimum of 10," I mean that you can't play a race with more RP than one that would allow 10 points. So, in a 20 point campaign, you could not play a 40 point race, since that would be a point buy of 5 points. Basically, 10 RP is worth 5 points under my system. I like Umbral Reaver's idea as well, which is more balanced would probably come down to a bunch of number crunching that I'd rather not do.
Ettin wrote:
DM fiat your boots to horseshoes. You re-fit those boots of teleportation to horseshoes of teleportation.
Sigil87 wrote: i doubt its an error but why are both small and medium races classified as 0 points. Surly small should be -1 if medium is 0. It is a disadvantage after all. Trading weapon damage, CMB, and CMD for bonuses to AC, attack rolls, and stealth rolls is great if you're a rogue or a spellcaster.
LadyWurm wrote:
Oh, never mind, I thought you were talking about racial traits having requirements based on creature type.
LadyWurm wrote:
I think you can even afford to lose creature type.
Zephyr Runeglyph wrote:
Even if Jason says that it would make the game completely unplayable, I'd still allow it. Since Toxic doesn't distinguish between natural and manmade weapons, I assume that it would let you envenom your natural weapons. Also, a bit off-topic, but something funny I noticed with how the Toxic racial ability is written. Playtest wrote:
In other words, this could be misinterpreted that you can envenom a weapon that you use your toxic saliva or blood to wield.
So, rather than having CR adjustments for each race tier, why not allow different point buy totals for different tiers? (In campaigns that allow point buy, that is.) e.g.
with a minimum of 10 points. So, a High Fantasy campaign (20 points) would allow Standard (10 RP) races to have 20 points of ability scores, while Advanced (20 RP) races could have 15 points of ability scores, and Monstrous (30 RP) races could have 10 points of ability scores.
I think it's supposed to go in this thread.
Umbral Reaver wrote:
Changeling (Like, REAL changelings, not those half-hag things you call changelings, Paizo.)
Emim
Breath Weapon (4 RP)
Smite (2 RP)
Also, a version of Claws that can be used by standard races.
Rogue Eidolon wrote:
I'm kind of pissed that they made languages cost racial points at all. My group has pretty much ignored the language limits by race for as long as I can remember.
I was hoping for a slightly more GURPS-like approach, where there'd be a point value for just about ANYTHING you wanted to do. Instead, I get the already-made racial abilities cut-and-paste from the book with a point value attached. For example, why are energy resistances put into categories like Celestial and Shadow? Or Elf Immunities even put in there at all? Instead, make a 1 RP ability for immunity to sleep, and a 1 RP ability for +2 to saves against a school of magic. Also, I plan on ignoring all of the non-categorical (Standard, Advanced, Monstrous) requirements for the racial abilities, don't bother putting those in IMO. Halfling Luck is just +1 to saves, even if you want to give it to an elf sub-race of your making. It should still cost the same. EDIT: I think I'll go through this playtest and make list of things that should be separated from each other. For example, Slow shouldn't automatically allow medium races to ignore encumbrance.
Nylanfs wrote:
That's true, except for the fact that I don't know how. Trust me, I've tried making my own stuff in PCGen before, none of it works like it should.
AvalonXQ wrote: I don't see anything official, but the groups are generally clear enough that most, if not all, of the APG weapons clearly fit into a certain group. Are there any specific weapons where you feel like the appropriate group is unclear? I'm mostly hoping they'll come out with something official so that the people at PCGen will put them into groups. They won't do anything there unless there's official word on it.
ProfessorCirno wrote:
:( Joking aside, I really would like to see something like the miko represented in gaming. And whatever the hell the male equivalent would be.
I'd like to see a different planar cosmology, one that isn't Transition+Elemental+Alignment planes. If anything, I'd like to see a two-plane cosmology: a material world and a spirit world. (I'm basing this not on any knowledge of eastern religion, but on the MTG Kamigawa set novels.) Also, I'd like to see Mikos, as either a PrC or an Oracle archetype. Spoiler: Mikos with armpits.
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This is more of a fluff / RP question than anything... But I was thinking the other day, the Dark Ages/Middles ages were a pretty tough place for the common folk: oppression, disease, starvation, etc. I was wondering, in a world with access to nearly routine displays of divine magic: creation of food and water, healing, etc., would the the common folks have more access to better food and health. Could even low level clerics stem the tide of famines, plagues, etc. Stipulate that the political situation would not be much better for the average Joe.
I think that the LE alignment is underused in D&D settings. A lot of potential for conflict. I am curious though .... Something that has tickled my mind since the days of 1E, so I thought I would toss out a question: should devils have a different visual theme than demons? I am sure that I am missing something, but it seems that on first appearance LE outsiders should have a different look and feel than CE outsiders. Think of Tolkien's "look fair, but feel foul" rule of thumb for LE compared to "look foul and feel foul" for CE. However, it seems that most of the graphic images in the Bestiaries show grotesque LE creatures that look little differently, thematically, than their CE counterparts. I'm sure that it comes down to a personal preference and 'whatever works for your game' but I am curious to hear what others think.
I am building a first level Cavalier, named Axelte. I have included the stat block below if you are interested. As one of his feats, I selected the Teamwork feat SWAP PLACES for Axelte well. Swap Places is a teamwork feat, meaning that you can only use the feat if someone else has the same feat. (Different topics, but the whole teamwork feat concept seems problematic. How do you coordinate with the other player characters to get them in action. Seems unlikely.) Cavaliers also get an animal companion. That animal companion is the same as a druid's animal companion, meaning it gets a feat at first level. So, in a fit of creativity, I selected Swap Places for the animal companion. I sure hope that that is allowed. Seems like a cool concept: the cavalier fighting alongside his trusty steed? Does that sound reasonable or is a animal companion not smart enought to use teamwork feats? BTW - If anyone is running a lowlevel PBP game and is accepting new characters, I would love to try out Axelte. Axelte Statblock:
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Male Half-Elf Cavalier 1
Created With Hero Lab® - try it for free at http://www.wolflair.com!
Mount Statblock: ************************************************************
BELLWEATHER CR 2
Created With Hero Lab® - try it for free at http://www.wolflair.com!
I was recently reading through my pdf copy of Bestiary 2. Really enjoyed the sections on the Aeons and Inevitables. But my thoughts were immediately drawn to the World Wound as I read about the Bythos Aeons and the Lhaksharut Inevitables. In addition to the obvious demonic activity there, I would imagine that the Aeons and the Inevitables would also display a, um, curiosity, shall we say, about the apparent planar breach.
A mysterious emmisary, representing an unknown client, recruits your group to help with a dragon problem. With a different twist. This dragon is not an intelligent scheming creature, but rather a brute beast that must be put down. The mysterious client is, in fact, another dragon that wants the bestial dragon put down for many reasons, not the least of which is the humiliation of seeing his noble kind so poorly represented. The twist? The bestial dragon is in fact ensnared by a sorcerer who has afflicted the creature with a spell that removes its intelligence. Question: are there any spells in PF that remove intelligence? Any creative combinations to create this effect? Of course, I have no problem designing my own spell for that effect. Just wondering....
I am running a home brew campaign using PF, but I am changing the money scales. For example, 1 copper piece is a respectable sum to a commoner/peasant. He could buy a simple meal with that. 10 coppers a day could be a living. 100 coppers equal 1 silver piece. Commoners don't often see silver pieces. If you wave a silver in their face, they will be either entranced or scared out of their wits. A silver piece gets an adventurer a meal, two rounds of mead, and a night in a decent 'adventuring' inn. Two silvers gets you special treatment in that establishment for the night. You haul 20 silver off a monster and you are actually pretty happy at low levels. Now 1,000 Silver pieces equals 1 gold piece. How's that for not having to manage sacks full of coins? 1 gold is the coin of nobility and merchants. Gold is not flashed around AT ALL. Commoners and low level experts probably have never seen a gold piece and probably wouldn't believe that it was real if you showed it to them. One gold piece is a respectable sum to launch an adventure. One gold piece might pay for your resurrection at the local temple. Any thoughts or comments? How much would a common adventuring weapons, such as a longsword go for? 20 silver? How about a horse?
Okay, I have looked through the Core Rule book and the bestiary and this forum. I can't find any description of the Slam attack. Specifically for a Fire Elemental. any hints? The medium Fire Elementals has attack: Melee: slam +7 (1d6+1 plus burn)
So what does that mean? Does the Fire Elemental do 7 points of slam damage plus 1d6 burn damage with a DC14 save against the burn damage? Or does the Fire Elemental do 1d6+1+1d6 burn? What does the +7 next to slam mean?
okey-dokey, I am reading the Core Rule book and seeing Strength check this and strength check that... What is a strength check? Roll a d20 and apply your strength ability modifier? (i.e., strength of 9 gives a -1 to the roll) Where are the DC for the various strength checks? I see page 178 has some rules for breaking shtuff. But what about lifting things or bending things or whatever?
Any reason why a Druid couldn't use his various healing spells to heal plant life? Any rules on that? I guess it is mainly a RP function, but it would be cool to have an Orison so a Druid could restore an area smashed by recent combat. Would probably irritate the rest of the party who might wish that the Druid would not waste his orison's on plants. ;)
ok, i just read through the rules on page 397 and 398 of the Core Rule book, but I am still stumped.... I have a party of five 1st level level characters. They faced 30 goblins, CR= 1/3, XP =135 each. Unfortunately, the characters survived, so how many XP would they each receive? Way long ago, the calc would go: 30 goblins x 125 xp = 4050 XP 4050 xp divided by five characters equals = 810 XP per character. Is that correct? Page 399 says that "each monster, etc., awards a set amount of XP, as determined by its CR..." What does that mean? If you kill a goblin, you get 135 XP right? How does the goblin CR of 1/3 affect the XP awarded? Any help would be appreciated.
Okay, I built this Paladin with Hero Lab. I gave the critter a longsword and a heavy crossbow. The heavy crossbow shows a -5 attack modifier. I can't figure out why. Is it a weapon proficiency issue? BELSHAZZAR CR 1
Combat Gear Unarmed Strike, Gauntlet (from Armor), Crossbow, Heavy, Bolts, Crossbow, Longsword, Shield, Heavy Wooden, Chainmail
Ok, I am building a first level sorcerer. I am selecting the Celestial Bloodline. Page 74 wrote:
Okay, so my level 1 Sorcerer has DR1/evil. Being a noob, i have no idea what "DR" means. So, I look up "DR/" in the index, where it says: Page 562 wrote: For example, DR 5/magic means that a creature takes 5 less points of damage from all weapons that are not magic. If a dash follows the slash, then the damage reduction is effective against any attack that does not ignore damage reduction. Using the instructions on page 562 I want to read my Bloodline DR effect as follows: DR 1/evil means that a creature takes 1 point less of damage from all weapons that are not evil. So, is that saying that if my Celestial Sorcerer summons a creature via spell, then that creature is "good" and take minus 1 pt of damage per attack unless the weapon used against it has a specific "evil" enchantment? Am I correct?
page 138 of the Beta book says, under Full attack, in the lower right hand corner, that: "If you get more than one attack per round because your base attack bonus is high enough...." What is 'high enough'? Is that why a 6th level Barbarian, for example, has +6/+1 in the base attack column? Is it saying that a 6th level Barbarian gets two attacks, the first at +6 and the second at +1? Etc, Etc.?
Not sorry again for noob question. :) So, I am reading about the use of skills, trained and untrained. First, untrained means you have a rank of zero (0) ? Correct? I fully understand why some skills required training. Though I am confuzzuled why the Beta book shows spellcasting as a skill that can be used untrained. A little less confuzzled as to why the crafting skills can be used untrained. It appears that you can use skills in which you are untrained without penalty. You simply have a rank of zero (0), correct? That seems pretty generous? Why no penalty? Also, if I can use a skill untrained, do my ability modifiers affect the use of that skill. Seems like they should not help, but could hinder if I have low ability scores. I am sure that these questions have been asked before, I am jest wondering. What is a cross-class skill? I done search my Beta pdf and there are no hits on cross class skills, but it shows up on the spreadsheet I am using.
Still sorta new to these forums.... Don't see a lot of PbP games starting up. Maybe a thread like this will help those who are considering starting a campaign see who is out there interested.... Well, I will be first. Others folks who want to be players in an existing campaign are also free to post here as well. Any game system and style. Let the DM's out there know what we are interested in playing! :) Personally, I am interested in playing in a PF Beta (and eventually Core) PbP set in Golaron. First level to start. Published campaign fine. DM Homebrew fine too. I am familiar with role-playing, but not familiar with PF stuff yet. No set preference on race or class yet, I kinda would like to try some different things to get the flavor of the game. :) Thanks!!
Yes, this is really basic.... I was reading through the combat section in the Beta book yesterday and it appeared as though initiative is fixed for an entire combat. You roll your number and that's that until the combat is done. The initiative order remains fixed for each round of the existing combat. Am I reading that right? Why doesn't initiative change each round (aside from the very practical desire not to slow down combat)? Thanks!
I really like all the new Pathfinder stuff that I am seeing. I am very happy to support Paizo and I would also like to support my FLGS. Just wondering if there is a way to run subscriptions through my FLGS? I would love to pick up both my hard-copy and free subscription pdf at my local store. I know that the pdf's are watermarked with our account information and I understand that is an important feature that needs to remain, but I am wondering if there is a work-around? Thanks for all you do. I've really enjoyed reading about the PaizoCon updates.
Sorry for such a noob question. Well, not really.... Learning 3.5 for the first time. Tell me about skill points... Fighters for example. They get two skill point per level of advancement. Page 53 of the beta corebook says that humans get one extra skill point per level and that if you level in your favored class, then you get an additional skill point. So, if a human becomes a fighter and declares fighter as his favored class, then he would get a total of 4 skill points per level. Is that right? |