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The first thing I thought of when I saw the Grippli was car insurance and an accent.


James Jacobs wrote:
A human and a kitsune who have a child will produce one of two things: A human child or a kitsune child. Which one occurs depends on chance as much as anything else.

So you can't have foxgirls like Ahri?

;_;


1 person marked this as a favorite.

Gonna vote for catfolk. With fanservice-y picture if you could, please.


ThatEvilGuy wrote:

I'd just ignore it.

A feat tax is one thing, but a feat tax that does nothing is just rediculous.

It's like making a feat that allows you to apply your Dexterity bonus to damage on crossbows, but requires you to take Prone Shooter to qualify for it.

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:

I think it's fine as a feat.

Are you planning to let the ranger choose it as one of his combat style feats, or does he have to take it as a regular feat? Also, what happens if the player decides he doesn't really want it? Does he charge a lot?

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)
Prereqisites: Dex 15, Two-Weapon Fighting
Whenever you charge, you may draw an additional weapon as part of the charge if your base attack bonus is at least +1. In addition, you may make a melee attack against a single target with both your main and off-hand weapons. Doing so incurs the normal penalties for two-weapon fighting.

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:
draco_nite wrote:
Book of Convincing

*Typo in the submission title.

*Just how many thaumaturgical geniuses lack debating skills anyway? Apparently those with 144,000 gp in their pockets to buy this thing?

*Then, we get the dreaded "...[a]t the GM's discretion..." line that's always fun to discover in an item's description. Only, it's not...

*And, they left off the Craft Wondrous Item feat entirely.

*Vote to Reject.

*Nonono, convin-icing is a type of magical icing

*Seriously, is this item really necessary? just pay your target 10,000 gp so they pretend to believe what you tell them

*Reject.

*Reject.

*Rejected.

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:

Hello,

This was my first entry into the RPG Superstar contest.

Any feedback for future submissions would be appreciated.

Shane

** spoiler omitted **

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
Aura moderate enchantment; CL 9th
Slot --; Price 144,000 gp; Weight 3 lbs.
Description
This unremarkable-looking book is a favorite of thaumaturgical geniuses who lack debating skills. If the book is blank, or its command word has not been spoken yet, it has no effect and anybody may write in it. Once its command word is spoken, anything further written in the book is magically erased like the erase spell. Speaking the command word a second time does nothing; once activated, there is no way to stop the erase effect.

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.
Construction
Requirements charm person, erase; Cost 72,000 GP

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.
EDIT: I just thought that it could be used as a slow-acting save or die item. Write in the book that the reader should kill themselves and they die.


What if you use it on a shadow? Or a greater shadow? Does it attack itself?


Can I rage incoherently if my item didn't make the cut because of a really dumb mistake that I made?
EDIT: Also, Y U REVEAL WHEN MY CLASS START?


DΗ wrote:

But that's my point. We have laptops that can handle PDFs, sure. And some of the pricey ones might even handle them to my satisfaction.

I have one of those Asus'.

Theres lag turning pages with one PDF open, and its barely responsive with 4 pdfs open. And thats all with a regular monitor, which is crap if you want to be able to read and display 2 pages simultaneously.

Basically I want something like an iPad, that has 2 screens, can read all manner of PDFs, has either alot more space, or supports expansion, and doesnt lag when flipping through pdfs.

If I was to try to do it with what's available now, I'd need like, 4 of them, or more, and I'd still be irritated by how slow it is, and the inability to display two pages at once at a reasonable page size. Currently, I dont consider them to be worth the effort.

There are some 2-screen tablets in the works, I've seen demos. Haven't seen a working model yet though.

I imagine it will be a few years before I see a device that I'd actually consider good enough to replace bringing multiple RPG Books.

The iPad can't display all the images in alot of PDFs. Apparently its picky about which image formats it can handle in a pdf, and having seen them used, the lag is painful.

The Acers you mention: They do a crappy job running multiple programs at once, and are too slow for multiple PDFs. Additionally, more page turning because of the inability to do 2up with a decent size for each page.

At the moment I'm stuck with a laptop. It's a decent laptop. Cost 1100.
The screen is too small to do 2up, and its still too much of a pain switching between multiple pdfs, and sometimes it takes a like 2 seconds to turn a page. And this thing is only a couple months old.

At the moment my laptop isn't sufficient to replace my books. I find I bring a laptop for books I dont need to refer to very often, and bring actual books for anything I do.

That's why I say itll be a while before I see a device worth actually replacing my books. If most full-blown laptops dont...

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.


I've never done this, but the way I'd do it is allow monsters to gestalt a PC class with their racial HD. Of course, most would be grabbing levels in Barbarian, Fighter, or possibly Ranger, but a Balor Wizard/Outsider would be a truly fearsome opponent.

Also, this way would require the most math.


Extra Hero Points (2 RP)
The race starts play with an extra hero point. Only available in campaigns using hero points.


mdt wrote:

A) Want to add my vote in for a Powerful Build option. They're already putting Large in, I'd like something that is a half-step between sizes.

B) Small Stature : Your race is smaller than normal for your size category. You are treated as one size smaller whenever it is beneficial for you. For example, when determining what spaces you can fit or squeeze into, when purchasing equipment (note that if you reduce the cost of weapons, they do damage as if the smaller size category!), and when determining size bonuses to stealth. 1 or 2 pts.

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:
Shuriken Nekogami wrote:
advanced strength is an Advanced Ability. thus not available to standard races. and it's not so much the amount of points spent that matter but how well the abilities synergize.
Wrong.

Actually, he's absolutely right. Page 8.

Playtest wrote:

Ability Score Bonuses

The following racial abilities add to the base ability score
modifiers chosen in the ability score modifiers trait.
Advanced Abilities
Advanced Charisma (4 RP): Prerequisites: None; Benefit: ...


Melissa Litwin wrote:
Stephen Radney-MacFarland wrote:
Umbral Reaver wrote:
What's the chance that we'll see a second playtest document that is built upon the altered premises, if you do take that road?

All we really need to do is alter some "offending" point costs, and not treat all the core races as 10 points, If the dwarf comes out as 11 (but is still considered a standard race) and the halfling comes out as 7, then the basics of the system will not necessarily change, only a few of the ability points.

If we do a second playtest, the major change you will see is some point tweaking.

Could you add to your list of change considerations unlinking racial abilities? I think it makes for a much more fun and varied toolbox if you don't have to be type-dwarf to pick up Hardy, for example.

I second this motion. This is just as important, in my opinion.


I'd say "GM tool." Whichever way that leans.


Also, we're forgetting the point that even 4 int xenophobes can drop one point in Linguistics to speak with the rest of the party.


Umbral Reaver wrote:

This is amazing. I don't think I've ever seen such a unanimous agreement on one thing by the members of this board.

Please, Paizo, we want this to be good. We know you want this to be good. For the love of the game and its players, don't let your ego get in the way of something good.

Seriously. Your customers want an objectively-priced race-building system, isn't the fact that your customers want it enough reason?


Dragonsong wrote:
draco_nite wrote:

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.
10 RP - Campaign's standard value
20 RP - Campaign's standard value -5
30 RP - Campaign's standard value -10
40 RP - Campaign's standard value -15

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 see where you are going but lets add the last line of race tier into that 40RP still gets 10 points of scores. So I might as well play a 40 RP over the 30 every time.

I think where Umbral Reaver is going might be a better tack.

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.


Why are they Outsiders? Being descended from a god doesn't automatically make you an outsider. Minotaurs are (in some settings, at least) born of a divine curse, yet they're Monstrous Humanoids.


Ettin wrote:

Why does Hoofed cost 1 RP when its main effect is to make a whole lot of magic items useless to me?

I am trying to make my anthro-equines and this foot segregation is really confusing me.

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.


Mikaze wrote:

Another vote here for divorcing a lot of stuff from pre-reqs bound to creature or racial subtypes.

I can see elemental vulnerabilities being fitting to plenty of creatures that aren't outsiders for one example.

Or to non-standard creatures.


Umbral Reaver wrote:
Languages are pretty terribly priced, too.

Honestly, languages shouldn't even be priced at all. My group (and I'm sure others) just flat-out ignores bonus language restrictions.


LadyWurm wrote:
draco_nite wrote:
I think you can even afford to lose creature type.
Well, you have to have at least something for creature type, because it's a necessary game mechanic (favored enemy, bane weapons, hold person/monster, etc).

Oh, never mind, I thought you were talking about racial traits having requirements based on creature type.


Coldbloodedness. For realistic reptilian races.


LadyWurm wrote:

As Golden-Esque said, no more packages, outside of creature type. Nothing should be labeled "elf" or "dwarf" or whatever. Abilities should just be generic abilities that you can give to any race. Only the points should matter, and everything should be bought individually (2 cantrips 1/day each costs this, a +2 bonus versus whatever costs this, etc).

A functional racial creation system has to be 100% generalized or you're not actually creating new races.

I think you can even afford to lose creature type.


Zephyr Runeglyph wrote:

I was looking at the Toxic ability, and it mentions using toxic saliva to coat your weapon in poison. Now I'm wondering, if a race has the ability to produce toxins in its mouth and the ability to bite people, would/should it be able to poison people with its bite, even if it's a limited number of times per day as mentioned in the description?

I'm not sure if you can apply poison to natural attacks, but it's be kinda weird if the two abilities didn't mix in some way.

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:

A number of times per day equal to your Constitution

modifier (minimum 1/day), you can envenom a weapon
that you wield with your toxic saliva or blood
(using blood
requires you to be injured when you use this ability).

In other words, this could be misinterpreted that you can envenom a weapon that you use your toxic saliva or blood to wield.


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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.
10 RP - Campaign's standard value
20 RP - Campaign's standard value -5
30 RP - Campaign's standard value -10
40 RP - Campaign's standard value -15

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:

Is this thread to show how the system can be used to make a minmaxed race specialised in excelling at a single class above all others?

I think that's fairly well known already. Some amount of GM and player rationality and reasonability is expected when reviewing a race for use in their game, even if the points add up nicely. In some cases, a higher cost race may be okay because their abilities do not synergise or force them into a single role better than any other race. In others, it may be justifiable for a race to add up to less than ten because its abilities stack in powerful ways.


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Changeling (Like, REAL changelings, not those half-hag things you call changelings, Paizo.)
Born from the union of a doppelganger and a human, these shapechangers take after their doppelganger parent more often than not.
Type: Humanoid (Shapechanger) 0 RP
Size: Medium 0 RP
Speed: Normal 0 RP
Ability Scores: Human Heritage Mod 0 RP
Language: Linguist 2 RP
Racial Abilities
Change Shape 6 RP
Gift of Tongues 2 RP
Total 10 RP

Emim
Created by a forgotten god to fight the horrors of the far realm, these dim-witted giants are unmatched in brute force.
Type: Humanoid (Giant) 0 RP
Size: Large 7 RP
Speed: Normal 0 RP
Ability Scores: Greater Weakness (+2 Str, -2 Cha, -4 Int) -3 RP
Language: Standard 1 RP
Racial Abilities
Fearless 1 RP
Hatred (Abberations) 1 RP
Relentless 1 RP
Stubborn 1 RP
Weapon Familiarity (Flail, Heavy Flail) 1 RP
Total 10 RP


1 person marked this as a favorite.

Breath Weapon (4 RP)
Gain a 30' cone/60' line breath weapon usable 1/day that deals 1d6 energy damage (chosen at character creation) per 2 hit dice possessed (Minimum 1). Save DC = 10 + 1/2 hit dice + Con modifier. Additional uses per day can be bought at 2 RP per use.

Smite (2 RP)
As paladin's Smite Evil, but 1/day, lasts for only one attack, adds total hit dice to damage, and alignment smitten is chosen at character creation.

Also, a version of Claws that can be used by standard races.


Rogue Eidolon wrote:

Personal Judgments:

Linguist Array (2) vs Standard Array (1)--These have very little effect on any race except an Int-caster. Honestly getting a racial bonus language is more useful than what's on the bonus list, and some races with the 'Linguist Array' can wind up losing to a 'Standard Array' race on that one (Taldan and Chelish humans, particularly, if you play Golarion). Xenophobic is missing out on a language and may not share a common tongue, so that might be worth a point less, though honestly it still seems like very little price to pay to save a point.

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.


I can't believe this hasn't been asked yet, but will there be an expanded list for Summon Monster/Summon Nature's Ally spells? Preferably with things from Bestiary 2?


Nylanfs wrote:
draco_nite wrote:
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.
There's no reason why you can't make your own dataset and .MOD all the weapons in the APG set to how you want them. :)

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.


1 person marked this as FAQ candidate.

Is there anything official on which APG weapons belong to which Fighter Weapon Training Groups?


ProfessorCirno wrote:
draco_nite wrote:

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 omitted **

No touhous. >:|

:(

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 have some friends who want to keep using 3.5 rules. Does anyone know where I can find out the most recent edition of the 3.5 Player's Handbook? How many printings did it experience?


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:

***********************************************************
AXELTE CR 1/2
***********************************************************

Male Half-Elf Cavalier 1
NN Medium Humanoid (Elf, Human)
Init +3; Senses Low-Light Vision; Perception +3
--------------------
DEFENSE
--------------------
AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex)
hp 12 (1d10+2)
Fort +4, Ref +1, Will +1
Immune sleep; Resist Elven Immunities
--------------------
OFFENSE
--------------------
Spd 20 ft.
Melee Greatsword +3 (2d6+3/19-20/x2)
Special Attacks Lion's Challenge +1/+1 (1/day)
--------------------
STATISTICS
--------------------
Str 15, Dex 12, Con 14, Int 12, Wis 12, Cha 14
Base Atk +1; CMB +3; CMD 14
Feats Cosmopolitan: Knowledge: History, Knowledge: Nobility, Swap Places
Traits Chivalrous, Warrior of Old
Skills Acrobatics -1, Climb +0, Craft: Calligraphy +3, Diplomacy +7, Escape Artist -1, Fly -1, Knowledge: History +6, Knowledge: Nobility +5, Perception +3, Profession: Scribe +5, Ride +3, Stealth -1, Swim +0 Modifiers +2 Ride while riding your bonded mount., Lion's Skills
Languages Chelaxian, Common, Elven, Kelish, Osiriani
SQ Animal Companion Link (Ex), Elf Blood, Tactician (Swap Places) 3r (1/day) (Ex)
Combat Gear Greatsword, Armored Coat;
--------------------
SPECIAL ABILITIES
--------------------
+2 Ride while riding your bonded mount. (Ex) Cancel your armor check penalty of -2 while riding your mount.
Animal Companion Link (Ex) You have a link with your Animal Companion.
Chivalrous You gain a +1 trait bonus to Diplomacy and Knowledge (history) checks.
Elf Blood You are counted as both elves and humans for any effect relating to race.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to Sleep effects.
Lion's Challenge +1/+1 (1/day) (Ex) +1 to damage target, -2 AC vs. others when used, +1 Dodge AC vs. the target of your challenge.
Lion's Skills +1 (Ex) +1 to Knowledge (Nobility) checks relating to sovreign.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Swap Places You can trade places with an ally with this feat during your movement.
Tactician (Swap Places) 3r (1/day) (Ex) Grant the use of your Tactical feats to your allies within 30'.

Created With Hero Lab® - try it for free at http://www.wolflair.com!


Mount Statblock:

************************************************************
Mount Stat Block
************************************************************

BELLWEATHER CR 2
Male Horse
NN Large Animal
Init +1; Senses Low-Light Vision, Scent; Perception +5
--------------------
DEFENSE
--------------------
AC 14, touch 10, flat-footed 13 (+1 Dex, -1 size, +4 natural)
hp 16 (+4)
Fort +5, Ref +4, Will +1
--------------------
OFFENSE
--------------------
Spd 50 ft.
Melee Bite (Horse) +3 (1d4+3/20/x2) and
Hooves x2 (Horse) +3 x2 (1d6+3/20/x2)
Space 10 ft.; Reach 5 ft.
--------------------
STATISTICS
--------------------
Str 16, Dex 13, Con 15, Int 2, Wis 12, Cha 6
Base Atk +1; CMB +5; CMD 16 (20 vs. Trip)
Feats Swap Places
Tricks Attack [Trick], Combat Riding [Trick], Come [Trick], Defend [Trick], Down [Trick], Guard [Trick], Heel [Trick], Perform [Trick]
Skills Fly -1, Perception +5, Stealth -3, Swim +7
Languages
SQ Combat Riding [Trick], Perform [Trick]
Other Gear Bag, Waterproof (empty), Bedroll, Bell, Saddle (Riding)
--------------------
SPECIAL ABILITIES
--------------------
Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Perform [Trick] The animal will perform tricks.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Swap Places You can trade places with an ally with this feat during your movement.

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....


love the guy wearing the "Jayne hat" from Firefly.


Sounds interesting. What is a room template?


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)
Special Attacks: burn (1d6, DC14)

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?


pages 97 and 98 of the core rule book

I assume that if you train an animal for a general purpose, such as, Hunting, which includes the five (5) tricks: attack, down, fetch, heel, seek, and track, then the animal has used five of its tricks and not one for the 'general purpose'?


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.


on page 97, it shows the DC for the trick

Is the DC for the animal learning the trick or for the animal performing the trick after it already knows the trick

or does the animal automatically succeed in performing the trick once it has learned the trick.


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
Male Half-Elf Paladin 1
LG Medium Humanoid
Init +4; Perception +4
Languages Common, Elven
---------------------
AC 16, touch 10, flat-footed 16
(+6 armor)
hp 12 (1d10+2)
Fort +4, Ref +0, Will +3
---------------------
Speed 20ft.
Melee weapon Unarmed Strike +3 (1d3+2) and
(S) Longsword +1 (1d6+2)
Ranged weapon (S) Crossbow, Heavy -5 (1d8)
Space 5 ft.; Reach 5 ft.
Base Atk +1; CMB +3; CMD 13

Combat Gear Unarmed Strike, Gauntlet (from Armor), Crossbow, Heavy, Bolts, Crossbow, Longsword, Shield, Heavy Wooden, Chainmail
Paladin Spells Prepared (CL 1, +3 melee touch, +1 ranged touch):
---------------------
Abilities Str 15 Dex 10 Con 14 Int 11 Wis 13 Cha 15
Feats Skill Focus: Sense Motive, Armor Proficiency (Light), Armor Proficiency (Medium), Armor Proficiency (Heavy), Shield Proficiency, Simple Weapon Proficiency - All, Martial Weapon Proficiency - All, Improved Initiative
Skills Acrobatics -5, Climb -3, Diplomacy +6, Escape Artist -5, Fly -5, Perception +4, Sense Motive +8, Stealth -5, Swim -3
Possessions combat gear plus Money, Artisan's Outfit (Free), Backpack (empty), Bedroll, Crowbar, Holy symbol, wooden, Oil (1-pint flask), Lantern, hooded, Waterskin
---------------------


Ok, I am building a first level sorcerer.

I am selecting the Celestial Bloodline.

Page 74 wrote:

Bloodline Arcana: Whenever you cast a spell of the

summoning subschool, the creatures summoned gain
DR/evil equal to 1/2 your sorcerer level (minimum 1). This
does not stack with any DR the creature might have.

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?