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![]() My play group has some problems with turns taking too long already, so I typically just say the spell name and, if necessary, as brief as possible a description of the effects. That said, I do usually come up with a general flavor of magic for each of my characters that comes up in less time-sensitive situations. I'm playing a summoner right now and all of his magic manifests as pulling things, creatures, or phenomena through to this plane from the First World. Prior to that I had a wizard whose spells all involved fireworks and moving tattoos. Ages ago I played an oracle who accessed all of his magic through ancestral chants. ![]()
![]() I'm a heterosexual male. My characters tend to split fairly evenly between male, female, and alien enough sex isn't relevant. That last group tends to default to male because that means one less thing for me to keep track of. Age is similarly variable, with pretty even distribution across the board.
a sampling of my characters: Littor (Skull and Shackles): An orphaned ratfolk necromancer and devout cultist of Charon. Biologically quite young, but unnaturally mature for his age. If he were cleaned up, he would actually by somewhat cute by ratfolk standards, but he's constantly dirty, wet, and covered in tattered robes. He views sex as a distraction for less enlightened individuals. N.I.G.E.L. (Eclipse Phase game): An artificial intelligence with no fixed physical form. He is quite interested in learning about human interaction, and would be open to a relationship with just about anyone, but I wouldn't really describe that as a sexual preference. Michael Notoli (Rise of the Runelords): Michael was an attempt by me to play against type a bit. He was in his late teens (human), classically handsome and quite muscular, and had a crush on a female party member, although nothing ever came of it. Dash (placeholder name, upcoming replacement character for the same Rise of the Runelords game): Dash is a tall, lanky, half-orc who probably could have been handsome at one point before a long series of scars and other injuries. He also dresses in clothes that are deliberately clashing and unsettling. His sexual preferences are wide open, but he doesn't value sex above any other type of physical pleasure and has no interest in a relationship. Dawn (homebrew Pathfinder game): Dawn was an early-20s-equivalent aasimar with golden skin and fiery red hair. She was attractive, but in a largely unearthly way that occasionally unsettled people. She was theoretically interested in men at a later point, but wanted to sort out her ancestry first to find out exactly what bloodlines she was in danger of passing on. Wynneflock (homebrew Pathfinder game): Mid-30's-equivalent tengu merchant, she was actually quite attractive by the standards of her species, but dressed to de-empahsize it and look older because the "grandmother crow" look was good for business. In mindset she was one of the more romantically inclined characters I have played, but it was never relevant because she wasn't interested in males of other species and we never encountered other tengu. Quinray (Council of Thieves): Late teens, athletic and moderately handsome. Started human, but believed strongly in reincarnation, and went through orc and lizardfolk during the campaign. He was a true romantic, and would not have been interested in sex until he found his soul mate. Due to the aforementioned reincarnation belief, said soul mate could have been any gender or species.
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![]() Speaking from experience with my own necromancer, you'll want to use both options. You need to consider in each case what you want your undead minion to do, and what the base creature is.
Details are under the spoiler::
Bloody skeletons have a huge lead on defense. They have DR, Fast Healing, deathless, and 1 more hit point per HD and +2 to Fort saves thanks to their Charisma (it's only one HP per level over zombies because zombies get Toughness). The only defensive ability fast zombies have is one more point of natural armor at large and greater size. Offensive power is about even depending on the creature. A fast zombie always gains two slam attacks, while a bloody skeleton gets one claw attack per hand, which will usually be two. Fast zombies have +2 Str and the die type of their attack is one higher, so they will win out a bit unless you are dealing with something with more than two hands. Fast zombies are just straight up better at movement. They retain their fly speed and add 10 feet to their land speed. Remember though that maneuverability drops to clumsy and they have no skill ranks, so their flight isn't as useful as you might think. Zombies gain significant bonus HD as their size increases. This is a very important bonus, but make sure it doesn't bump the creature outside of the HD limit you can create Skeletons get improved initiative, but it's only a +3 bonus over fast zombies due to the +2 Dex on the zombies.
So in conclusion, favor bloody skeletons by default, but consider fast zombie if any of the following are true: -The base creature lacks hands/already has claw attacks -The base creature has a non-magical fly speed that you want to retain -The base creature is particularly large -You want to prioritize offense ![]()
![]() As an alternative: I played a character with very similar stats a few months ago, and the direction I went was that he tried very hard to be pleasant and charming, but always ended up accidentally threatening or insulting everyone, not just the people he tried to intimidate. This was usually by calling attention to his physical prowess at inappropriate times, but sometimes he was just uncomfortably blunt.
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![]() Once again, I was the Hunter in this game. On the one hand, yes my tiger was absolutely OP. But on the other hand, it was because I took one of the best animal companions and almost all of my equipment was dedicated to making it better. Being a Hunter didn't actually add much. Animal Focus was really useful, and definitely my favorite ability of the class, but if I'd been a druid instead I could have cast animal growth with one more level of spellcasting. As I stated in the previous playtest, teamwork feats felt very disappointing for this build, as they all benefit only the ranged combatant in a melee/ranged team. And Precise Companion was not relevant at any point. Some feedback on the other classes: The warpriest was awesome. On the rounds when he full attacked, he actually out-damaged my tiger, it just happened much less often. But even with most combats going for several rounds with some buffing time in advance he never used sacred armor because it was just one ability too many to activate. The skald suffered most from our favoring Dex-based combat to what I feel is an unusual degree. I think my animal companion and I were the only ones who accepted the ragesong all the time, and for me it was purely for defensive reasons. For my animal companion it was a definite boost over inspire competence, however. The arcanist worked perfectly. He had slightly less power than a wizard, but much more versatility. His exploits seemed like an adequate and balanced replacement for school powers or a bloodline, both in combat and for utility. The slayer played a thrown-weapon-sniper build that would have been much better in a game where he could sneak ahead and snipe enemies to draw them to us. It just wasn't a build that could keep up in full-party combat. The specific adventure also handicapped him, as fully half of the encounters negated his ability to remain hidden within sneak attack range. I felt like his problems were less the fault of the class and more that his build didn't synergize with the rest of the party. Slayer remains my favorite class. ![]()
![]() First, in direct answer to your question, detect evil picks up a character with active evil intent. Smite Evil has no such clause. So no Smiting unless you want to actually change their alignments or the rules. Second, be very hesitant about ever imposing alignment changes on your PCs, especially without telling them in advance. It's very subjective, very contentious, and it's very difficult to pull off without seeming like you are just trying to make your players feel guilty. If you do it, it needs to be done considering intent and motivations, not just actions. The method that I have found works best is "Hey, [player], your character seems to be leaning towards [alignment] lately, have you noticed that?" at which point they will often either change their alignment themselves because they hadn't noticed, or give you insight into their character that explains their actions. If not, then I give them an explanation of why, in the moral system of my game, what they are doing fits a different alignment better, and warn them that if they keep acting this way I will change their alignment. Third, legal and moral authority are not the same thing, and so the legal system is not inherently good-aligned. If you want opposing it to be an inherently evil act, then you have to do the hard work of making it good aligned. That means fair trials, good treatment of prisoners, non-lethal damage apprehending them, etc. ![]()
![]() Jason Bulmahn wrote:
The spell list is actually my favorite thing about the Shaman, and I would strongly recommend against changing it. Druid is a class that has a lot of baggage - special abilities that you have to take that aren't necessarily related to each other. Having the Druid spell list available on an additional class that doesn't have that baggage fills a very large niche in my character design options.![]()
![]() Slayer is my favorite class. Not just in the playtest - overall. Here's why: thematically, I love Rangers. Competent, skilled warrior is my ideal character archetype. But I HATE conditional bonuses, and the Ranger is full of them. Slayer now gives me everything I wanted from the Ranger, but instead of the conditional bonuses, I get much weaker bonuses that I can use on whatever I want, whenever I want. This is perfect for me, and I love everything about the class and don't want it to change. Actually, I take that back, upon looking at the class again just now, I want it have Knowledge: Nature as a class skill. It just seems really weird to have all of the other wilderness based skills and abilities but not that. If I were going to make the class weaker, I would drop Sneak Attack, as it is the ability I'm least attached too. It would still be my favorite class. If I were going to refine the class a bit, I would make Slayer's Advance into a Slayer Talent, as it clearly feels like one and it seems weird to get this one specific talent that doesn't suit my playstyle at a specific (late) level with no other options. If I were going to make the class better, I would add one level of Fighter Armor Training to the Slayer Talent list, as I really like that ability and it would be nice to move at full speed in medium armor. ![]()
![]() One weird thing that I just noticed about the Hunter:
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![]() (side note: the Warpriest was actually in heavy armor - he spent one of his surplus feats on Fleet.)
So basically, my experience was mediocre but for expected reasons and circumstances outside the control of class design. Hunter works as intended except for the problems with teamwork feats that I went into in the other thread. The two major problems I noticed have already been fixed by the revised playtest rules. Specifically, I often wanted a different Animal Focus than my animal companion, and the weird weapon and armor proficiencies shoehorned me into limited build options. ![]()
![]() Synthesist isn't overpowered, although if you do dump physical stats completely it can be a bit cheesy (that would be one of those things to disallow/watch out for). It's banned because the rules for it don't always work out perfectly and require some GM judgement calls, and organized play wants to avoid that. ![]()
![]() I really like the Shaman, but there's something about it that bugs me: you have a list of spirits to choose from, one of which can change every day, and then in each of those spirits there are five hexes, of which you will eventually get three, plus two that can change every day. That's a whole lot of options that take up a lot of space, both in the book and in my memory if I want to play one. And the end result isn't actually a whole lot of variability. Solution: make a larger list of hexes, but make it one list independent of spirits. The shaman is already linked thematically to communing with a bunch of different spirits, so there's no reason to require a thematic link. Then the decision each day about spirits is much simpler and you don't run into the "only two of these five things suit my character" problem. ![]()
![]() I'm currently building a Hunter for an upcoming playtest game, and I've noticed something, but before I get into that long digression let me just say that the revisions make the class a lot more fun. The removal of a bunch of the finicky restrictions (proficiencies and the animal companion's teamwork feats) may not do much as far as a power upgrade goes, but they're much more fun to work with. The changes to Animal Focus are a power boost, and I really like them. Now then. The core remaining problem of the Hunter class isn't actually the class itself, it's that it depends a lot on teamwork feats. And quite frankly, most teamwork feats are not very good, especially for the style of combat the Hunter is supposed to encourage (animal companion runs in, Hunter stays back and shoots). They provide a bonus that is marginally better than the equivalent non-teamwork feat (Coordinated Shot compared to Weapon Focus, for example) but have specific conditions that must be maintained. More importantly, they don't do anything for one of the two characters who has to take them, so you're not likely to see anyone else in the party joining in. One concept that I've developed involves the Hunter going into melee with the animal companion, and using Paired Opportunist and Outflank/Seize the Moment to become a critical-hit-based death blender, with Lookout to increase the odds of getting into position faster and at high levels adding Feint Partner and Improved Feint Partner for even more attacks of opportunity. Those are all feats that provide good bonuses and/or special abilities, and they provide their benefit to both characters who had to take them. We need more teamwork feats like that, because when I look at other combat strategies I see:
So to sum up: attack-of-opportunity/critical hit flanking melee partners feels like the class is strong and doing exactly what I want it to. Any other combat strategy, including the one the Hunter is theoretically designed for and the slightly different one I want to play, is seriously lacking in good teamwork feat support. ![]()
![]() In Pathfinder, you award experience for passing an obstacle, regardless of method. This is usually by killing a monster, but sometimes it's by disarming a trap (occasionally by triggering it and surviving) or successfully negotiating with someone.
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![]() Scaleclaw wrote: I'm a bit confused on the difference between craft and profession as well. So what would be the difference of taking say Profession: weaponsmith to Craft Weapons The mechanical difference between Craft and Profession (other than which classes get them as class skills and which ability score they use) is that Craft can be used to convert raw materials into a tangible thing, and Profession has a sentence about being able to answer questions about your profession. Both of them let you earn money at the same rate, and both of them cover being able to perform the basic functions of your job, use relevant tools, and solve common problems. So in your example, the difference between someone with only Craft: weapons and someone with only Profession: weaponsmith is that the second guy is incapable of actually making a sword, and so the GM should probably tell his player to Craft: weapons instead unless he's some bizarre fringe case like an experienced manager who runs a specialized business very well but doesn't actually understand the manufacturing process.![]()
![]() First, keep in mind that you may be dealing with the good kind of meta-gaming: the party assumes that they are being super-paranoid at all doors, but when they know out of character that the coast is clear they stop wasting everyone's time with the whole routine. As to actual solutions, a technique I've been trying recently for checks that I don't want to give second chances at is that a failed check doesn't just mean you don't succeed, it means there's a reason you don't succeed. Some examples: Rogue: "I listen at the door"
Barbarian: "I lift the gate open"
This also has the beneficial side effect of not periodically making all characters look like incompetent fools due to a string of bad dice. ![]()
![]() I suspect that it has a lot to do with the fact that the spells defined as curses are all significant impairments but still leave the character able to do things, whereas flesh to stone, baleful polymorph, and feeblemind all effectively remove a character's ability to act. So a "curse" spell could be used as a threat or punishment while still allowing the target to do something (the classic "you will be covered in boils until you learn courtesy" type of fable), but the other spells in question are essentially kill spells that are slightly easier to undo. ![]()
![]() I would allow a Handy Haversack to function as a masterwork backpack, provided it was in an anti-magic field or the extra-dimensional space was otherwise unavailable.
As to the broader question about the player - you've got to have a talk with him. Explain that such persistent nit-picking of the rules will make everyone else (especially you, the GM, who has to spend a similar amount of effort trying to stay ahead of him) have less fun. Explain how role-playing games are cooperative and the goal is to have as much fun for everyone as possible. Work with him to find ways he can mercilessly exploit the rules without breaking the game for everyone. Twinking for carrying capacity might actually be one of those ways. ![]()
![]() It isn't nebulous or a paradox. It's a general rule with a specific exception. Consider the following sentence: "I cannot consume dairy products (general rule), but I can drink goat's milk (specific exception)." From an ideal grammatical stance, there should be a 'most' in there, but the sentence still works. ![]()
![]() eggplantman wrote:
I checked. Animal Companion and Wild Shape both add the relevant abilities at 7th and 8th level, respectively. Do remember that if the druid is casting a summon spell, it's a 1 round casting time, which means he can't act that turn and damage might disrupt the spellcasting. ![]()
![]() Add in a level of Oracle with the wasting curse. It makes you immune to being sickened. As for a portable ward - you could say that you were guarding the archway that led to a sacred garden. The garden was defiled, but your archway was not. So now you carry it with you (via shrink Item and permanency) until you can find another worthy place for it to go. ![]()
![]() I'm currently playing a human cavalier with a horse in a dungeon-heavy game. As others have said, the key is to build your character as a melee combatant first, and then also carry a lance for those occasions when you're out on open ground - like traveling to the next dungeon. Talk to your player and make sure you're both on the same page for this, but from the description you gave (charging in with a lance, then switching to a sword) he's already there. The part that is actually concerning is your mention of extra-planar travel. While a Cavalier may be perfectly willing to leave his horse at a dungeon entrance (and an INT 3 animal companion-equivalent in the herd makes the party horses MUCH safer), that is not often true of going to other planes. And figuring out a way to bring the horse along makes planar travel a lot more difficult. Any pre-existing gates will need to be horse accessible, and unless you want to be lenient and allow a horse to "hold hands" you'll need a second plane shift (with no guarantee of arriving in the same location) for every PC-controlled trip. ![]()
![]() Attacks of Opportunity are a side-effect of the fact that the rules are an abstraction: while the players are politely taking turns and attacking only once every six seconds, the characters are assumed to be continually wailing on each other by whatever means possible. Attacks of Opportunity happen when someone is distracted by other activities, and thus more of their opponent's attacks get through their defenses. With that understanding in mind, I would say that you do definitely know what areas are threatened. A creature could theoretically take steps to conceal its full reach, but barring extraordinary circumstances it will usually be obvious. ![]()
![]() Let me just take a moment to address the point-buy = min-max argument. Point-buy does not encourage OR discourage min-maxing in any way. All it does is give the player a choice of whether or not they will min-max, as opposed to rolling stats which either prevents or mandates it on any given character. If your play group likes to min-max, then rolling stats will give you a random level of min-maxing that is probably lower than what you would get otherwise. If your group doesn't like to min-max, then rolling stats will get a much higher rate of min-maxed characters, and by extension unhappy players. This why I, and everyone I play with, prefers point-buy. ![]()
![]() My personal interpretation is that if you are invisible and trying to remain undetected, you do not provide flanking. If you are just invisible but still fighting, you do provide flanking, but in that case your opponent is aware that there is an invisible person in your square just as if you had made an attack on them. ![]()
![]() I'd recommend Witch instead. You've got almost all of the useful spells for what you want (although they are lacking most of the physical pit and wall type spells), plus several useful hexes. Agony, Slumber, and Ice Tomb all directly incapacitate opponents, and Evil Eye, Misfortune, and Cackle make your other effects much more likely to succeed. As to spells, a few other good ones are:
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![]() I'm quite blessed with me players, as I tend to give them significant mechanical freedom for creative purposes and they respond by not abusing the privilege.
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![]() People are mentioning kits and tools a lot, so I'm going to repost what I said in the last thread:
far_wanderer wrote:
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![]() I definitely second the requests for both better treasure generation and an index of items by slot. I'd also really like to see a few standardized equipment packages for GM and player reference. Stuff like "woodland travel package: 1 bedroll, 1 tent, 1 walking stick (quarterstaff), 3 waterskins..." so that we can easily generate a basic equipment set for NPCs or new players. But the thing I want to see the most is both more "kits" (climber's kit, artisan's tools, etc.) and a breakdown of what is in them. The Arms and Equipment guide for Star Wars d20 had a few sidebars to this effect, and they were my favorite part of that book. It's really nice to know things like whether or not you need a whetstone if you already have an artisan's tools (weaponsmithing). And in my experience, it makes the PCs much more likely to improvise and come up with creative solutions. Here are two examples of the kind of thing I'm talking about:
Spoiler: Survival Kit (Masterwork provides +2 to survival checks) A survival kit provides the necessary tools for day-to-day existence in a temperate wilderness. It typically contains some form of fire-starter, a single set of camp dishes (fork, spoon, plate, bowl), refillable containers for a day's supply of water, very basic maps showing major landmarks, and a small utility knife. Masterwork versions contain higher quality gear and often add a guide to identifying flora and fauna. Notekeeper's Kit (Masterwork provide +2 to skill or ability checks to remember information) A notekeeper's kit contains equipment to record useful information. A typical kit contains some form of journal or scrolls with enough space to contain a month's notes, a container and paper for up to ten detailed maps, and writing implements for the same. A masterwork kit usually adds an indexing system and a small ruler for more accurate maps, and is also alchemically waterproofed.
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![]() The one time I've put cursed items in my game turned out hilariously bad for the PCs:
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![]() jasonfahy wrote: The companion's point is to get around the wizard's will save, I assumed. The companion waives/fails the save so the spell takes effect, and nobody else gets one. In the area of effect = affected automatically. Huh. That's a much more severe interpretation of silence than I had been using, but upon further research you are correct. I have a deaf Oracle who just got a lot more terrifying... Back on the original topic, in that case look into learning the somatic-component-only spells mislead (to move away from the animal companion while it follows your illusion) and/or pilfering hand (to steal your opponent's holy symbol). ![]()
![]() I agree with KrispyXIV - the concept is sound, but the specific example of Orcus might be a little too well-known. This is also a situation where if the PCs don't immediately catch on, knowledge checks are your friend. Start with checks to identify the Demon Lords (and if the results allow it, let them fail one) - that will remind them that this is not common knowledge. If they still don't catch on, a knowledge: local check can tell them that this is not a normal activity in the greater area. ![]()
![]() Daroob made some excellent points about challenging your players while still allowing them to have fun. With that in mind, here are a few hints on how to challenge your players without crushing them utterly, and on how to push them to expand their skill sets while still allowing them play the characters they want to.
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![]() A friend is borrowing my Rise of the Runelords 4 right now, so I can't double-check this, but I believe the Ecology of Dragons chapter actually addresses this point in specific. From what I can remember, dragons are actually partially composed of pure arcane magic. This is what lets them fly, and also provides a significant portion of their dietary needs. ![]()
![]() James Jacobs wrote: The Jenivere is indeed a blockade runner, but that wasn't something that we really had room to delve into in the adventure, so we just glossed over it. It's easy enough to skip Pezzack if you don't want to deal with that. Awesome! No need to skip over anything - that's the way I was planning on running it anyway if there wasn't an actual explanation. Thanks for the response. ![]()
![]() I'm about to start running a Serpent's Skull game, and one of my PCs pointed out that Pezzack, one of the listed ports of origin, is described in the Inner Sea World Guide with "Strict naval blockades and a years-long siege have cut off Pezzack from the rest of the world." So, did this blockade get dealt with in an adventure that I haven't heard of? Or is the Jenivere actually a blockade runner? ![]()
![]() I am not in favor of just adding more classes in general. HOWEVER, there are a few specific holes that I want to see filled, either by archetypes or new base classes:
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![]() I usually have a stack of books on either side of me at the table, and roll the dice in between them. That way the dice usually stay hidden, but every once in a while one will roll out and be visible. I find that keeps the players from being suspicious while still providing the benefits of hidden rolls. ![]()
![]() Page 5 - "Blast Lock" says "A diminutive lock usually has AC 7, and
Page 7 - "Deft Shootist Deed" has its effect templated like a deed, but none of the other Deed feats do. Page 13 - The penalty to an ability score from the "Hidden Master" ability does not list a duration or method to remove the penalty, making it effectively permanent.
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