Merisiel

endier's page

Organized Play Member. 15 posts. No reviews. No lists. No wishlists.




In Pathfinder it was decided to put all Stat-booster items (like Headband of Intellect, Periaph of Wisdom and Cloak of Charisma) into a Headband Item. For the physical stats the same goes for the Belt.

Although it is a nice Idea to free up the Item-slots for more stylish items, the other side is that you have a problem with using Stat-boosters found in loot and interchanging them in the party.

Example:
The group defeats a BBEG with a Cha+6 item.
It is likely that the party's sorceror will get that. So far so good.
Assumed that this soc already had an Cha +4 item, he would give that one to the party's cleric to boost the healing powers. But the cleric already has a Wis +6 item.

In 3.5 the cleric simply put on the cloak of cha +4 and all are happy.

In Pathfinder, the cleric has a problem, as he can't use that headband of cha +4 (he already has a headband of Wis +6).
In that situation the good intention of putting all stat-booster items into head or belt location becomes bad.

So in the higher levels good stat-booster items will become useless as they are not interchangeable.

My suggestion:
Make these stat-booster items modular.
Allow that a Belt of Physical Perfection +4 (Str +4, Con +4, Dex +4) can be split up, mixed with +6 or +2 items etc. And yes, they can be upgraded individually.
This will also imply that the Itemcosts of such things are not 144K for a Perfection +6 item but only 108K (3 times 36K).

Example:
The party cleric has a Wis+4 and Cha +2 item, the Soc a Cha +4.
They defeat a BBEG and get a Cha+6 and Int+2 item.
They split that up into a Cha +6, which goes to the soc, the Soc's cha+4 goes to the Cleric, the Clerics Cha+2 and the Int+2 items goes to the party's rouge.

This will combine the good intent of Pathfinders item slot conservation and the versatility of 3.5 regarding stat-boosters.


Hi Folks,

While reading the part about combat maneuvers and the CMB, which I think is a wonderful idea, I stumbled over this passage:

Pathfinder alpha 3 wrote:


When performing combat maneuver, you must use an action appropriate the maneuver you are attempting to perform. While most combat maneuvers can be performed as part of an attack action (in place of a melee attack), others require specific actions. [...] When you perform a combat maneuver, make an attack roll and add your CMB to the result plus any bonuses you might have due to specific feats or abilities.

Does this mean that spells like

Haste, Divine Favor, Divine Power, Bless, Heroism etc. gives also a Bonus to combat maneuvers ?

Same question to feats and abilities:
Weapon Focus, Melee Weapon Mastery, Weapon Training of Fighter, Favored Enemy of Ranger, Smite Evil of Paladin, Bardic Songs, etc.

All these gives bonus to Attack rolls.
So do they also give bonus to maneuvers like Grapple, Trip and Disarm ?

What about weapon enchantment boni ?
They also gives a +x to attack (and damage)...

What about the defensive position ?
Do these spells /abilities / feats give their bonus also to resist being tripped/disarmed/grappled/overrun/whatever ?


Hi Forum folks.

I just stumbled over the reworked Divine Power spell (Cleric 4), which gioves you an CL/3 Luck bonus to Attack and damage.
(And an extra Attack if doing a full attack afaik).

The good old Divine Favor does the same (except the extra attack) with a fixed +3 luck Bonus.

So why on Earth (or whatever world we live on) should I use the divine power spell, if I can get a better result with a 1st level divine Favor ? (Based on a CL 7 cleric. If you are Lvl 12, you get better results, but this I expect from a 4th level spell...)
Why has the divine Power changed ?

In addition Divine Power bonus is a luck bonus and so it does not stack with Prayer/Recitation.

My suggestion is to make the Divine Power an Insight bonus
(There are only a very limited number of spells, which gives you an insight bonus on Attack and Damage).