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In this 13th level adventure, i change one part of NPCs fighter or warrior class in cavalier class.

16 cavaliers :
lvl 3 , half-orc , order of cockatrice , oath of loyalty , S16 D13 C15 I12 W10 Ch8 , breastplate ( AC 17 , 20 w/ aid ally* ) and greataxe masterwork (+8 , *or +11 w/ aid ally ; 1d12+7 +1d6 w/ challenge ) , glaive , shortbow-20 arrows ; feats : weapon focus , power attack and mounted combat ; skills : climb 2 , intimidate 3 , perception 2 , survival 2 , ride 1, bluff 2 , diplomacy 2 , handle animal 1.

Underground : without mount (waiting outdoor) .Cav attack the PC in two different side (8 x2).

PC :dwarf Barbarian lvl :14 , elf Wizard (evocator) lvl :13 , human Cleric lvl :13.
8 cavaliers on the side of W and C ,8 on babarian 's side .

Initiative W-C-Ca-B
-round 1 : W :cone of frost : 6 cav freezed, 2 out of area. C: Summon monster V (2 hound archons fight with two Ca out of area ,one versus one close to close)
Ca : two move actions on B ( 4 teams of 2 , no adjacent between 4 teams). B :one move in close to close with one Ca , raging , attacks and rolls « 1 » (no « whirlwind attack » feat).

-rd2 : W: waiting w/ magic missile spell . C move to help B , but B say « no ,human . It's my fight versus my ancestral's ennemy !  » . HA / Ca (challenge on HA ) : fight .
Ca on B :one move , 4 in close no adjacent between them and on the opposite side , surrounder the B, and 4 w/ glaive on rear using aid ally ( 2 w/ AC bonus and 2 w/ to hit bonus ) , adjacent to the ally ,out of weapon's range of B (but in 5-foot step close to B) , attack : 4 challenges and 4 touch (dmg = 14 , 18 , 13 , 25 ). B touch : one Cav dies (each touch by B = one dead )

-rd3 : C moves into figth HA vs Ca : one HA and Cav (by C) are dead .
Ca on B : aid ally changes to hit bonus only and one rear Ca goes to close to B without « aid ally » support . 3 touch (14 , 17 and one critical : 58 )
B : touch

Rd4 : HA touch : Cav dead .
Ca on B : 3 touch ( 19 , 23 , 20 ) . B rolls « 1 » and « 1 » (homerule : lost all attacks ) Bad time for dwarf B , gods of orc are here !! It's their land .

Rd 5 – 10 : Two Ca move in one new team , now 3 teams of 2 Ca for rd5 . After Ca have one dead each round . Rear Ca changes glaive to greataxe when come to close to B (dmg = 13 , 25 , 17 , 14 ) . When Ca lost their +3 to hit bonus (aid ally) , it's more difficult to hit . B touch each rd .

At the end , 14 hits ( +14d6 with challenge ) on B . dmg on B = 290 . DR = 4 for B so hit point lost = 234 . B's total HP = 211 , save by HP bonus rage and by heal spell cast by C .

Some times later , same encounter with 16 Fighters lvl 3 ( AC = 18 ) , same tactic on B .
W cast two fireball spells and C cast divine power spell .
Fight duration = 9 rounds . F 4 hits on B , dmg = 48 (critical) , 10 , 19 , 12 = 89. B's HP lost = 73 .

Another day , indoor « new » encounter with 16 cavaliers lvl 3 . Use same tactic on B , but Ca don't use glaive , greataxe only . 4 Ca are close to B , two use « aid ally » to hit bonus , two are in fight versus B , other 4 Ca are at 5-feet step or one move action on rear waiting to remplace dead Ca .
C cast summon monster = one great air elemental goes on 8 Ca.
Fight duration = 9 rounds . B rolls one « 1 » , one hit = one dead .
Ca on B : one hit each round , except rd 4 , 5 and 6 : 2 hits . 12 hits ( and +12d6 of challenge ) on B , total dmg = 232 ( no critical hit , dmg range 13 to 21 , severals 17-19) , HP lost = 184 .

Same tactics ( don't use glaive ) with 8 F3 on B . Duration = 8 rounds . 10 hits on B , dmg = 160 , HP lost = 120 .

My thought :
Challenge and order ability make the difference .Level 3 cavalier , in feet (without mount) , is better than fighter .
Challenge is too powerfull like this and stack with order ability . It should be scale like « weapon 's training » ( fighter's ability ) or use = 1 / 4 lvl or limit (lvl/2) challenge / day or no challenge at lower level or damage +1/3lvl and lvl/2 / day .

No bonus for ride checks when cavalier is mounted !!
I think that a bonus to attack roll when cavalier is mounted , will welcome , too . (And bonus to damage and AC scaled with level , cavalier training ability ??? ).
Some cavalier's abities should be :
- « take 10 » for ride checks .
- Bonus diplomacy chek = ½ lvl or +1 (at lvl 1 ) and +1/4 lvl .
- Reduce attack roll penality when mounted and fired with ranged weapons .
- Aerial mount accepted

Because no great difference between another class with mounted feat and cavalier .

New encounter : outdoor .16 cavaliers lvl 3 and 2 cavaliers lvl 9 , all mounted on giant wolf .
Lion's order, oath of vengeance : elf , dwarf , orc . Race : Hobgoblin.

Cav lvl9 : S16 D14 C15 I10 W9 Ch14 ; feats : weapon focus (longspear) , power attack , cleave , mounted combat , mounted archery , ride-by-attack , spirited charge .
Same equipment cavalier lvl3 except : +1 longspear , masterwork longsword (no greataxe and glaive) , masterwork Str+3 composite shortbow , +1 shield light wooden , +1 breastplate .

Initiative = W , Ca , B , C .
Range = 20 meters

rd 1 : W cast fireball spell on cohort , Ca save = failed (9 Ca lvl 3 burned ).Ca move action to PCs and Lion's call ( for Ca lvl 9 ) , firing with shortbow (cohort). B move action and waiting . C one move to Ca , cast divine power spell .

Rd 2 : W cast chain lightning spell on cohort ( 7 lvl 3 toasted .) One Ca charge on B(dwarf) + challenge (dmg = 48 +12 ) and other Ca charge on W (elf) ( dmg = 33 +12 ) . B and C no AO , no strike back ( C : out of range , B : no readying an action - forget).

rd 3 : W cast maximized magic missile spell on giant wolf (dmg = 25 ) . Ca , who charged B , charge W + For the King , no challenge ( dmg = 54 ) , and Ca , who charged W , charge C + For the King , no challenge ( dmg = 57 ) . B out of range , readying an attack action , move to C . C too late , readying an attack for the next round and move to close with B .

Rd 4 : W (HP = 15 ) dimensionnal door and drink cure potion , out of range for attack weapon and charge . Ca charges B , challenge + Lion's call effect ( dmg = 42 +10 ), other Ca charges C ( W out of range , no challenge on C) (dmg = 36 ) . B hits the wolf , Ca failed ride check = no dodge (dmg = 25 + 32 (2nd attack) , wolf is dead : 56 hp) . C hits the wolf , but first hit is dodged , (dmg = 16 + 13 ) .

rd 5 : W delay action . Ca , without mount , delay action . Ca with mount flees to inform his king . W cast magic missile on the wolf (dmg = 12 ). B move on Ca in feet , Ca hits B (dmg = 11+14 challenge) , B makes critical hit on the longspear (dmg = 66 ) , Cav 's AO (dmg = 13+9 challenge) .
C :no action .

Rd6 : W move to C . Ca firing arrows on C : failed and after out of sight . Ca use his sword (dmg = 10 + 17 challenge) + shield .B : 3 hits on Ca = dead .

Should be « expert trainer » changes into « expert rider » .

In the end of february , i shall playtest Cavalier lvl 14 mounted on wyvern , order of dragon .


legallytired wrote:


Just a funny example:
Candlekeep in FR ends up being Château-Suif which could be literally translated to Castle Lard.

"Suif" is not good for the candle , "suie"(soot) is better (the deposit of the smoke)!!! Château-chandelle is the translation word to word.

I will buy several "dossier de personnage" (character folio), BBE have very good ideas.
....And i hate the FROGS....beuurk !!

I agree with you ,Erik Mona, " it's a weird,weird world "... i "speak" to the creators of the Pathfinder in "temps réel" (instantaneously ? )...of time of AD&D it was impossible !!!


For 4 summoner party and heal : buy scrolls ,potions ,wands ,staves heal or life and use the skill "use magical device" .


Charging on mount inside a dungeon : warning at the roof !!!
Charging in difficult terrain is impossible.

At lvl 12 charging is more powerful than cone of frost (the best spell of the 12lvl wizard of my party)


Have you playtest cavalier with "Rise of Runelord" or with Shoanti cavalier ?

The class features are not very good for it.(like my english !!!)
The others news base classes are better , more general task . Oracle ,summoner and whitch are very good with shoanti's culture ,and good with rise of the runelord. No class features are out .


This class is medieval knight , no Mongol or primitive cavalier .

Challenge : only mounted or no ?

Mount : no aerial , aquatic or outsider mount , why ? Druid ,ranger , paladin have divine bound with animal companion , but for cavalier it's only master to mount .

Oath : So, for a fighter who swears to defend " one thing " against " somebody " , no moral bonus .

Order : and for the Shoanti cavalier , what's are their orders ??

Expert trainer : usable by ranger or other animal 's trainer ? Why only cavalier ?

Banner : It's banner itself who is a symbol of inspiration , as long as it clearly visible . But it's good , like this , the cavalier is extension of the symbol .

This class is specific class : open ground battlefield .
No cavalier in underground , mountains , indoor , aerial , aquatic or planar adventures !
Cavalier's charge (3lvl) , mighty charge (12lvl) and supreme charge (20lvl) are not usable without mount .
All others base classes are good in this adventures , no cavaleir character .
Like this , cavalier are not good base classe , too specific , no general .
My players do not want this class (like this) or only few levels .


Is it wall of force can takes form of hemisphere or cylinder ?

In AD&D ,it was possible. Wall of force could takes form of hemisphere or open cylinder like an enclosure ,surround opponent to cast another spell inside the area, or to surround oneself with wall of force to protect from area back-attack or several opponents.


table : estimating magic item gp values

Base price of "use-activated or continuous spell effect" is :
SL x CL x 2,000 gp² (ex: lantern of revealing).

This item use "invisibility purge" (SL=3 ,CL=5 ,duration : 1min/lvl),base price in the book is 30,000 gp ,but in the table ,it's :
3 x 5 x 2,000 x 2(1min/lvl)= 60,000 gp.

Where is the error (typo) in the "x2,000" (it should be x 1,000) or in the "² multiply cost by 2" (it should be x1 ,and divised all multiply cost by 2 : round x2 , min x1 , 10 min x5 ,24 hours and more /4 ) ?


Thanks for yours quickly answers ,everybody.
You are Fast Response Team !!!


Paul Watson wrote:
elghinn velkyn MASTER wrote:

My players want to increase ability only :

-strenght , better to hit and damage bonus
-int , increased target number (ST/SR) to resist and bonus spell.

The wizard (lvl 13) wants to create this items.It's much cheaper than tome or manual , 2,000gp (+2) vs 52,500 or 8,000 vs 105,000 , and he isn't get the level.

So now ,new questions :
Temporary ability bonus enhance the bonus spell ,yes or no ?

Personally, I wouldn't allow it as you'd need to be wearing the headband when you prepared the spell. By that point, it's likely to be a permanent bonus. If not, it becomes too much hassle.

elghinn velkyn MASTER wrote:
When this bonus become permanent bonus ,what's the bonus spell become ?

Whatever the player wants it to be, as long as it's of the right level. The Headband does not determine what the spell is as what level the new bonus spell applies to depends on the existing intelligence of the character.

elghinn velkyn MASTER wrote:
The spells used to create headband do not enhance bonus spell.
They don't. The Headband only does what the Headband description says it does, even if the spell used to create it has different abilities.

Sorry, i read past post of mdt and i change my post.


My players want to increase ability only :
-strenght , better to hit and damage bonus
-int , increased target number (ST/SR) to resist and bonus spell.

The wizard (lvl 13) wants to create this items.It's much cheaper than tome or manual , 2,000gp (+2) vs 52,500 or 8,000 vs 105,000 , and he isn't get the level.

The spells used to create headband do not enhance bonus spell ,but headband does that after 24 hours ,it's wonderfull for spell caster !


OK ,thanks.
The bonus become permanent. It's better than tome or manual....but it can be stolen..

Sorry for my mistake.


"Treat this as a temporary ability bonus for the first 24 hours the headband is worn."

I understand : After 24 hours the bonus vanish.


Belt or headband : ...after being worn for 24 hours ability bonus vanish.

The fighter wants two belts of giant force (+2 ; 2 x 4,000 gp),one worn by 24 hours .
Wizard wants two headbands of vast int , too.He want to create this four wondrous items.

The goal is to get "permanent bonus" (i know ioun stone) .

Is it possible? This items can function like this?
What do think about this ?

For me ,it's not "the spirit of the rules".
I want limited to one area of ability:
-strenght :to hit bonus or damage bonus or strenght checks
-Int : spell bonus or skillsbonus or increase the ST/SR of spell

Or my players are "on good path" .....and i say : "OK , go".


Lokie wrote:

.

Making a crossbow ignore armor would not be fair as historically a english longbow with the right type of arrow could pierce plate just as readily.

Honestly, if you want to add a mechanic of bypassing armor, you'd make special arrows or bolts to do it. Were you to do so, I'd suggest starting with adamantine as a base material as it already ignores a large range of hardness and would make the perfect armor piercing ammo. Past that, just add a house-rule that says adamantine ammo ignore so much ac.

Histocally ,crossbow 's bolts are high velocity projectiles.An arm is wrested (separated/out of body) to the body when crosbow's bolt touch one part of this arm.The longbow's arrow don't do that.Longbows are longer range than crossbow,this is longbow's secret.In this time ,french's knighthood worned plate ,not fullplate.Fullplate's time is after.

Special arrows /bolts are apart of weapons (bow or crossbow).They change damage's dice.
If bolt of adamantine is armor piercing, what's about sword of adamantine or spear or axe ?
In the rules , weapons forged in adamantine are not armor piercing.


The Shaman wrote:

Hello all,

I have recently got my grubby mitts on the PF RPG, and after I wrap up a game I was running with the PF Beta rules (with some small changes), I intend to run the next one with the regular pathfinder rules. It would be a low-to-mid game in FR, with mostly new players. Here are some of the house rules I intend to have, and some reasons for them - please let me know what you think:

....
- Fighter armor training has been reverted back to the beta version, which also gives a straight AC bonus Right now it is of little use to any fighter that does not have more than 14 dexterity (the necessary for a MW full plate). Maybe remove the reduction to armor check penalty to balance things out?

....

No back to beta rules , just change armor training 2 gives +1 AC bonus , and + 2 to AC for armor training 4 .

OR/and weapon training +2 gives + 1 to AC (shield bonus or parry bonus) when fighting with weapon +2 to hit & dmg ; and + 2 to AC (shield or parry bonus) for weapon training 4 .
Shield bonus don't stack with shield.


In the time of crusade ,the crossbow were forbiden ,because they're percing templar knight's plate or other knights of christ.

In AD&D 2nd "combat & tactics - options" , the crosbow (heavy and light) ignorated 5 points of AC (short range) and 2 points (medium range) ; so in PFRPG :

-heavy crossbow should ignorated 5 points of AC (if armor is worn),and reduce 1 point by 2 range.
-light crossbow 2 points of AC ; reduce 1 point / range.


Can you charge for use vital strike ( and power attack feat )on opponent and go back with spring attack whitout risk of AO?

Charge : spend one move to target ,skrike, one move go back (spring attack)? Yes or no ? If no ,why ?

Same idea , charge + power attack + combat expertise (higher AC )+ mobility ( AC +4 for AoO ).


Mordo wrote:


How's the translation? I've stopped buying french product because I never found out a good translation. Too often they translate word to word...

The translation is very good .

BBE makes very good job ,and they have learned from past errors.

Me : no , i don't use good syntax.


Salut à tous !

J'ai acheté le livre de collection Pathfinder le jeu de rôle : SPLENDIDE .( 580 pages ,4 signets ,gravure de devant : rune des seigneurs des runes ,derrière : gobelin incendiaire !)

UN GRAND MERCI à PAIZO , d'avoir autorisé Black Book Edition ,l'éditeur français , a faire une édition collector .

MERCI BEAUCOUP .

Pas de béret ,ni de vin : les traditions se perdent !
J'ai eu le n° 4 sur 50 , tirage limité à 50 exemplaires pas 500 suite à un problème non révélé : un vrai collector !

Hi ,everyboby !

I've bought PATHFINDER RPG FRENCH COLLECTOR's edition : SPLENDID .
(580 pages , 4 book-marks ,Hardcover engraved front : rune of runelords ,back : incendiary goblin ! )

GREAT THANK to PAIZO , to authorized Black Book Edition ,french editor, to make collector book .

THANK YOU VERY MUCH .

No tamo'shanter , no wine : lost traditions .
I've got the number 4 on 50 , limited to 50 books no 500 because of problem not revealed : now really collector !


Thank you for yours fast feedbacks.
Mdt wrote:
«  To be honest......in straitght up fight »
It was AD&D rules,not mine.It was good rule in this old time.

My tri-class have no armor(In AD&D a wizard can't cast spell in armor,except elven chain,and it's better for thief's skills),rapier (weapon specialist and combat style-AD&D2 « option »)Only AD&D thief 's feature is backstab,now sneak attack).Magic is for « système D »,enhances combat and large-area damage when surround or over-number .It's an aristocrat,dandy,duellist-style,living in human city,like waterdeep,no song or music in his background,so bard = no.
Enter conditions for arcane trickster = no
Eldritch Knight ,pathfinder version, it's possible.With Pathfider's cross-class skills rule,it is possible.
We play in beta rules.

Majuba,what do you means by "Gestalt does work very well with PF's XP system." You speak XP progression....

I had forget balance with mono-class character.
Bi-class = ECL+1 progression,tri = ECL+2 (stack with monster racial adjustement)
But bi-class w/ ECL+1,it is Gestalt class!
I searched in SRD and i find only gestalt class.
I didn't known gestalt class.I didn't bought UA,read only some chapters.I'll take a look on « magic rating ».What is « complete mage » ? I don't know this book.I'll search the french title.

Gestalt W/R with PrC,is it possible?
Ex:W/R6 (definitively stopped progression) and progression in arcane trickster,it's OK or no?

I saw than Gestalt characters don't mix with mono-class,it's like variant rules.But,if gestalt characters fixed like this:
-Average HD and Saving throw
-Best of BAB & skill points
-ECL+1 progression,(perhaps ECL+2 for tri-class,or to forsake tri-class)

Gestalt classes are two classes in one character ,but always one action in one time.In fight gestalt F/W6 loses versus two mono-class F6 and W6.
Thoughts?


It's very good idea!
Manipulate the spells like this.
For the backdraft,if the check fails: no-lethal damage=2x feat's level adjustement.


What's good solution to resolve the multiclassing problem?

From the thread « multiclassing rule »,Open Comment,Beta-playtest,i wrote:

« In AD&D1st &2nd,I played with tri-class FIGHTER/WIZARD/THIEF(6/6/7) and i stopped to play with because in 3/3.5 it's a 19th level!!!!
The monsters above 15th lvl are immunize to fireball of 6d6 damage,my better save DC of my spells is 15.My thief 's features are useless.
It's like i played with 3PC of 6th level in a 19th party! »

My players don't want play multicass with 3.5 rule.

My solution is back toAD&D multiclassing rule.Yes,it's not compatible with 3.5 edition,but with few arrengement,it's possible.
-XP divided by number of base class (lvl 1-20)(or -20% bi-class;-40% tri-class?),same level in all base classes
-Best of BAB, Saving throws
-Average HP
-Best of skill points (+ x 0.5 other class skill points?)

Prestige classes use the single class rule and progression(not divise XP) and stack with multiclass level.
(Ex: F6/R6 is a bi-class play in 6th level party, and F6/R6/Assassin6 is a bi-class 6 with 6 lvl prestige class and play in 12 lvl party.)

So,with this solution my F/W/T is ECL= 6 lvl (perhaps 1lvl in shadowdancer PrC for T7 and become an adventurer ECL=7 lvl) and play in 6th(or7th) level party.

Thougths?Other idea?
Perhaps an official answer?What's PF RPG multiclassing rule?


After 5 month of game with new feat,my players don't want sacrifice "one feat slot" for critical feat(none at all).Their reflexion is:why takes feat usable only "on critical hit"?

They want a chart for critical hit like in warhammer or AD&D2-option.


I agree with you,Denaekall.
Sorry Abraham Spalding,but your definition is 1st Ed.- Picture: « Paladin in Hell » PHB -It's true but no general.

From dictionnary,the paladin is:
-First paladins were the foremost warriors (the lords) of charlemagne's court.
-Medieval,knight errant who looking for good action.
-1552 italy,paladins were « palace officers »

In general paladin is a person who swear to defend one « concept » or somebody »:good,law,evil,chaos, deity,...,boundaries of Tir Tairngire,charlemagne,....me!

In 1st Ed of AD&D,there had(have?) paladins and.....Anti-paladin(CE only,reverse paladin's powers).
After Sword & Sorcery (« Epées & Sortilèges » in french) had made the Dark Paladin(« paladin noir ») ,a « prestige class »[before the 3°Ed] lvl 5-11 paladin turn to dark gods/devil/demon (evil,C or L at choice).this DP can changed into bat,wolf,black dragon and cast arcane spell(spell lvl 1-4).If you want i'll search the detail of this class.

In 2nd Ed...... banish into the void!
In 3th Ed, Blackguard are coming and....from UA: paladin of justice(LG),of freedom(CG),destruction(CE),tyranny(LE).

More on paladins ..go to Wikipedia.org Search:paladin
or
http://en.wikipedia.org/w/index.php?title=Paladin&oldid=274779206

AND NOW paizo....the return of antipaladin...THE BLACKGUARD,a base class - lvl 1 to 20.
So wait & see....


One thing to change!!
The link between channel energy,way of rage,magic item creation,figther,......and the answer to the question on p3 (beta playtest) « add options »:

« Add Options: Just before design began, a friend of mine
asked me why no one ever seemed to take rogue beyond 2nd
level or fighter beyond 4th level. »

CLASS FEATURES.

THIS IS WHAT I'LL CHANGE !

More class features by level,stop the numberous feats.There is too much feats .
Example of class features:
-channel divine energy improve with level (aligned L/G/E/C axis,channel domain power ),...
-Ways of rage (bestial aspect,fury of blood/bloodthirster,frensy aspect....)
-For caster class magic item creation is several rituals of creation ,by level like in 1st/2nd Ed,no feats. Feats for no-caster class(master craft feat)
-Fighter better mastered weapon-abilities(increase base damage,...),higher fighter is a past master in fight,...
-etc,.....

I apology for my lack of vocabulary,grammar,words in your language,but your playtest is past over the seas to france and other countries!
I was very happy to participate to pathfinder rpg beta test,the alternative to DD4.
Don't forget foreigner gamers....i 'll wait the final book in french version!
Thank to paizo's stuff.

Un grand merci à vous tous et bonne continuation....
Elghinn Velkyn « La Mort Silencieuse » MASTER.


The multicassing rules 3.0/3.5 are not good.They must change!
In AD&D1st &2nd,I played with tri-class FIGHTER/WIZARD/THIEF(6/6/7) and i stopped to play with because in 3/3.5 it's a 19th level!!!!
The monster above 15th lvl are immunize to fireball of 6d6 damage,my better save DC of my spells is 15.My thief 's features are useless.

It's like i played with 3PC of 6th level in a 19th party!


I agree with this :enhanced channel DIVINE ENERGY (not only positive/negative energy)by level not by feats.
At 1st lvl the cleric can channeling the align-power of this deity.

Ex: Lawful neutral cleric of a LN deity can channeled positive or negative energy(choice) AND LAWFUL energy against chaos outsiders(like axiomatic weapon but 1d6/2lvl;1=1d6;3=2d6....).
Number of use :3+cha mod./day for channel energy.

At higher level, cleric channel domain power,selective channel,ray of channel,heal same align outsiders(like undead with negative energy),etc......
feat :extra turning or..... +1 channeling energy (class feature choice)


How do caster level and price are calculated for the special abilities?

Holy: CL=7th,
craft magic arms and armor =5th , holy smite = 4th (7th CL),price = +2 bonus
It's OK.

But:
Bane: CL=8th,
summon monster I =1st lvl ,price = +1

Brillant energy: CL=16th
gaseous form =3th (5th CL) ,continual light =2th (3th CL) ,price = +4
??????

What is the link?


Answer:
Turn resistance[beta p398]:"...bonus on will saves against CE..."
From alpha3:(I've got it,in french version) DR=5/+2 of turn resistance
against positive energy.


Mattastrophic's propositions
In one hand:
1d20+ #d6 +X sounds like earthdawn to me.
The concept is good(increase the average),but this isn't improve the system and create two problems:
-number of dice increase.It's better to manage a « X » than dice.
-players.If the result of the dice(#d6) is inferior to the « + »converted.

I don't like it.

Other hand:
1d20+ « 20 » and re-roll if first roll is failed.

I agree with this concept.Limit the spread of « +X »,for « to hit »,skill checks,saving throws,and AC.

Other post's propositions:
-Two BAB (martial/caster class)
The problem is the « +X » with bonus stack,not with lvl20-BAB.This create a new problem with fighter and rogue classes.The rogue is already more ninja than thief.

-Saves as target number (like AC)
-Caster use a spell attack-dice
Good concepts ,it's DD4.
« thieves' World Player's Manual ».
This propositions do not solve the problem.

-Use the best of bonus for limit « +X » is not the better solution.
-Slow down the progression,it's delaying the problem .

My thoughts:

-Introduce the degree(quality) of success ,and opposite sucess.
-AC divided in two parts:deflection and armor points
-opposition checks

-- Degree of success: ( « to hit »,skill checks,saving throws)
The « + » above the « +X limit »are converted to high/poor quality,if the action is a success.(more damage or more target affected for weapons/attack spells,reduced dmg or effect for AC/ST,....etc..)
With the re-roll: -the action is higher quality (success on the first roll)
-or they are several actions of poor quality

Example:1d20+30;if « +20 » is the limit and every « +5 » above is one quality(+10= two qualities),so we are one roll 1d20+20 (2qualities)or two rolls 1d20+20,1d20+10.

-- AC:
Deflection is the DC of attacker.
Deflection = 10+deflection bonus+dex mod+size mod+shield bonus+[armor bonus x2/3 (or ¾) rounded down]+[natural armor/2 (or 2/3) rounded down).
Armor points are damage reduction.
Armor points = armor bonus/3 (or ¼) rounded up+natural armor/2 (or 1/3) rounded up.

--opposition tests
AC(deflection) become a dodge check (1d20+deflection-10) and compare the success with attacker's success.Quality of success is dmg reduction.

Alternate solutions:
-alternate system is to compare the « +X » on opposition chart (attacker versus defender) and find the DC.The attacker rolls the d20.(DC's range(spread?)1 to 20).

-skills:
Rebuild (re-scale?) the DC to 1st lvl -40lvl.Example:masterwork DC=20 become +20 or DC=30(x1.5).


Yours posts sound like RITUALS to me.I love it!
I 'll love that PFRPG includes rituals.[minor rituals(duplicate spell),creation rituals(magic items,constructs,creatures...manual of golem is a ritual's description!)epic rituals(epic spells are too complex,they can't be learned)]

Magic items creation rituals fellow the « rule of creation feats »(magic items web enhancement) but don't count as « feat ».Each ritual is specific (for one specific item: potion of invisibility,ring of evasion,....)and must be created from scratch with a knowledge(arcana or religion) check.(DC 5-15+CL in according to item,potion is easy,oil and elixir are more difficult,rings and staves: difficult to very difficult,rods very difficult).
No magic items factories !
Each ritual have got special components,prerequisites,conditions(requisites),and backdraft if failed.
Each prerequisites are mandatory(no +5DC).The base DC SHOULD BE 10+CL (no 5+cl).
If the caster do not meet prerequisite,or if the check is failed, a backdraft (conterstrike?) will occur.(in according to item's powerful or ritual)

In high fantasy world, everybody can perform magic item creation rituals with additionnal prerequisites :invoke an « higher power »(a deity,demon,devil,celestial,entity,....mana-power or elemental-power) and find the description of this specific m-i-c-ritual (the no-spellcasters cannot invent a ritual from scratch.If you want this;a feat « Create a ritual » for no-spellcaster).

Ecology chapter from « Pathfinder Bestiary »should be the solution to « ....a body part from a monster.... »(Roman's post).


-fixed poison with « how many doses you have had »
-increase base DC
-DC poison for creating poison and tailored/custimized poison (and other afflictions,drugs,alchemist's compounds.... go to see « book of vile darkness »)
-possibility to make an alchemist,herbalist [vegetable poison],pharmacist[chimical poison],poison craft skill check to improve the « concentrated poison » for increase DC (saves more difficult) and/or effect (more powerful effect).
-Create degrees of sucess/failures for saving throw afflitions (like new spell's saving throw):
sucess +6 =cure ;sucess 0-5= light effect (penalty -1/-2 for few round ,then cured) ;failure 1-5= poison effect +new save ;failure +6 =full effect + damage 1d6(or other)/lvl poison + no further saves or penalty to further saves.
-Poisons with hit point damage are good too.


Why limit these spells to undead only?
It's divine energy.Extend the effects to the ennemy of deity or aligned higher power : undead,outsider(fiend/celestial,and other if the deity is law or chaos aligned or elemental axis).


Haste and slow spells don't change initiative.WHY?
They should change initiative by +1/-1 too.

Create new spells(2) "improved haste/slow" (lvl 5spell or +) like lvl3 with reflexe saves and initiative bonus increase/reduce 1+1/5lvl of caster (lvl 20 max:+/-5).

Or/and two another spell (higher lvl):the target make the first action of the round(act in 1st) or make the last action of the round (like zombi) with other bonus/penalty of haste/slow spell.


Jeff wilder wrote:
"...since many combat maneuver rolls (especially while grappled) don't provoke AoOs anyway."

For this combat maneuver use 15+BMC. To test.


NO.I realy wrote this.No change Master strike!

Clarification:
E.V. MASTER wrote:

Attacker: make an attack on the head (attack modifier - 4:from AD&D rule for hit this boby's part or tiny things/items) DC= contact AC
Opponent: make a Saving Throw DC =10+dmg OR constitution check DC =dmg ?
ST : failed = opponent unconscious + no-lethal dmg ; success = no-lethal dmg

Become:
Attacker :unchanged
Opponent : make a ST DC = 10(or other) + strenght mod?
ST : failed =unconscious + nonlethaldmg ;success = nonlethal dmg.

It's the answer to fatspinner wrote:

Imagine allowing this rule in a game. Now imagine an entire party of rogues (with maybe some spellcasting in the mix for invisibility). KO, coup-de-grace, next victim. Bad idea. When you add Sneak Attack damage into the mix, those DCs are going to be IMPOSSIBLE for people to make.

E.V.MASTER wrote:

Rogue (beta p41) have Master strike (20 lvl): fortitude DC =20 + int mod.
What is impossible?

I illustred « ...Dcs are going to be IMPOSSIBLE for people to make . »
What's impossible?
Example: rogue 20lvl (int=12) makes Master strike DC = 21.
The target (Fighter 20lvl,con =18) makes fortitude ST=d20+16 : very easy.
Another target(wizard 20lvl,con =10) makes fortitudeST=d20+6 :very difficult!It's not impossible,just VERY difficult.
I don't want to change the Master strike.No.It's a good class feature of the rogue.
I don't want to make it available to everyone,for free.No, i don't want,Kirth Gersen.

I make a mistake in my post.I haven't good linguistic skill (rank=1,read only).Sorry.

When i wrote:

If the attack become a combat maneuver?

It's an new idea for attacker makes a combat maneuver to hit the opponent's head.(No concern with Master strike class feature)

The question is :
What do you think about this:
an attack against contact AC or combat maneuver to « unconscious opponent in one attack »?
What's better?


Rogue (beta p41) have Master strike (20 lvl): fortitude DC =20 + int mod.
What is impossible?
ST's DC = dmg :NO ,it's OK. And ST's DC = 10(or other) + strenght mod?
ST : failed =unconscious + nonlethaldmg ;success = nonlethal dmg.

If the attack become a combat maneuver?


Yes! It's good,Betote.


Attacker: make an attack on the head (attack modifier - 4:from AD&D rule for hit this boby's part or tiny things/items) DC= contact AC
Opponent: make a Saving Throw DC =10+dmg OR constitution check DC =dmg ?
ST : failed = opponent unconscious + no-lethal dmg ; success = no-lethal dmg


Flee is not fear,it's an effect of opposite energy(nrj).Undead are immunize to mental effect.Undead don't run away.
When turning is over,they're come back! The life is here and it's a VERY GOOD FEAST !

Channel nrj: too much at one time?Is it too powerful?

I'll be even further saying than the fact of healing/harming is only the first part.
Cleric and paladin are divine servant, and their god authorizes them to handle divine power/nrj.
Thus while progressing(in level) they should improve their channeling nrj:

1)heal/harm which is more useful to low level.The fact of fleeing is an secondary effect.Imagine you are not in close to close and already your life/no-life runs out...because of opposite nrj.That it's divine!

2)on the law/chaos axis.Let us think of the servants of the NL/NC god

3)the fact that functions better on friends/allies of the god(ex: spell is full effect like a metafeat,or max. on dice for healing effect,..) or versus the enemies of the god,not evil/good only.(It's more for use improved smite evil of paladin and suppress the Divine Champion prestige class)

4)crumble to dust/command: automatically if undead 's HD are inferior to cleric's HD(lvl)-6 (AD&D) [or -8/-9?]

5)at high level to obtain a divin's power/feat/spell (only one use) in keeping with the portfolios/domains of the divinity.(like divine feat of the « Complete Divine » or divine points of « UA »)

More class features ,according to the level, are the answer to « channel nrj :too much at one time? » and to « channel nrj -Is it too powerful? »
I agree with you level 1,6,10,14,18 it's good.
NO FEATS

I'll see a link between level and the extension of aura,range of channaling and personnal/contact spell or domain's power.(ex:like healer's blessing-healing domain,to use a personnal-spell on the aera of aura: one daily channaling use ).10feet+ 1 ft /lvl radius(lvl 3=3m) or 5ft /lvl diameter?

I've used a software translator.
Do you understand me?What do you think about this?


Additionnal features:

lvl 1:An enemy who ignores the fighter in threatened square or,the target of the fighter (range or contact attack) of level lower or equal than fighter's level,cannot ignores this one.If her does it, fighter make a free attack (full BAB,do not count as AoO)

lvl 13:Initiative +4,when the fighter fights with a weapon of"Weapon training" (or init+2 at lvl 9 and +4 lvl 13 or 15?)

So new features lvl: 1,7,11,13,21 (or 9,13/15?)
Some idea takes and translates in class features from AD&D 2nd "player's option: combat & tactics".


I'm agree.The fighter lost his interest,the feat are for all.And the number of feat is far too much numerous,more 150!

A question from a friend of Jason Bulmahn(beta playtest p4"add option"):
"...why no one ever seemed to take ... fighter beyond 4th level."

Answer:
Class features beyond 4th lvl!

In ad&d (1st & 2nd)there was combat style for fighter.Use the better from previous edition or invent news.


New class abilities:
-lvl 7th fighter can merge attack with one combat maneuver.
One roll "for hit" ,two DC.

-lvl 11 fighter increase base dammage of weapon.(ex:shortsword 1d8 not 1d6)

-lvl 21 fighter double base dammage of weapon.(short sword 2d8)


Well. GO TO MY THREAD "Skill points revised"!

resume:
-Bard have 34 skills in 3.5 and 27 skills in path beta.
-Rogue have 29 skills (3.5) and 21 skills in path.
For this classes( and for ranger too) ,it's a reduction.So the points by level must be reduced.

In respecting the same rate that 3.5:
-bard have 6pt/lvl: 34/6=5.66 so 27/5.66=4.76 round up: 5pt+int mod/lvl
-rogue have 8pt/lvl: 29/8=3.63 so 21/3.63=5.79 round up:6pt+int mod/lvl

-ranger too at 4pt+int mod/lvl .I'm sorry Mattastrophic but the monk should have 4pt+int mod/lvl!

-all other classes have 4pt+int mod /lvl.She increase the number of skills in pathfinder.
ex: sorcerer 6skills (3.5)and 10 in path. rate: 6/2=3 so 10/3=3.34 :4pt+int mod/lvl.

I say again: GO TO MY THREAD "Skill points revised"!! PLEASE.
(5'il vous plait)


pt - classes - -3.5 - - path - - including 3.5 skills
2 - sorcerer - - 6 - - 10 - - - - 10
2 - fighter - - - 7 - - 10 - - - - 11
2 - paladin - - 10 - -10 - - - - 12
2 - cleric - - - 10 - -13 - - - - 17
2 - wizard - - 14 - -16 - - - - 19
4 -barbarian - 9 - - -11 - - - -15
4 -druid - - - -13 - -13 - - - - 19
4 - monk - - -18 - -13 - - - - 19
6 - ranger - - -19 - -15 - - - - 20
6 - bard - - - -34 - -27 - - - - 36
8 - rogue - - -29 - - 21 - - - - 30

Concentration and initiative are not skilled.Swim is separated skill.
The number of skill have increased for lot of classes and have reduced
for two classes.
The number of 3.5 skills includes in path 's skills have increased for the whole classes.

1st choice:
In 3.5 the "4 points by level" classes have 9 to 18 skills.
In path. two classes are beyong this range: bard and rogue.
New skill points should be:
rogue : 6pt/lvl +int mod.(8 is very too much with favored classe)
bard : 5pt/lvl +int mod. (6 is very too much,spellcaster classe)
other : 4pt/lvl +int mod.

2nd choice: by spell-level
casterspell classes -lvl 1-9 : 4pt/lvl +int mod.
casterspell classes -lvl 1-4 : 5pt/lvl +int mod.
lvl 0 spell /no spell classes : 6pt/lvl +int mod.

I'm sorry for my poor linguistic skill.


Yes for athletism skill (physical activities on ground).
But swim it is water activity,so NOT in athletism.(separate skill)
Fly it's only for some classes : dexterity-test or level test (not skill)?


Swim ,it's water environment. Athletism it's on solid ground .


initiative link to level:

fighter-classes (high BAB):+1/2 level
medium BAB : +1/3 lvl
low BAB : +1/4 lvl