Is it just our group or does nobody ever take a skill point instead of the hitpoint as their favored class goodie? Certainly all the optimization guides for every class advise to always take the extra hp. Which made me wonder: How many skill points would it take for you to not take the extra hp? Please specify if this would depend on class or level. My impression is, that hp are worth most at first level, and decrease in value from there on out. I'd trade my 1st level hp for four skill points, although wouldnt ever trade it for a wizard or a rogue. I could see something like 3 at 2nd, 2 at 3rd and then one for one work. How about you?
Stephen Ede wrote:
I'd argue it does. Please see here for (much) more detail.
There have been several - ultimately inconclusive - attempts on these forums to make sense of the rules that govern the use of the net: http://paizo.com/threads/rzs2t346?Request-for-FAQErrata-regarding-Net-Feats
With this post, I would like to present a proposal I made to our GM on how to interpret the rules concerning this weapon in our campaign. It is a close reading of the rules, with suggested rulings stated as affirmative clauses, but only as the basis for discussion. Your comments and criticism would thus be welcome. Please note that this post deals only with the net, not with the snag net, which is a different weapon. I. The Net as a Thrown Ranged Weapon 1. Classification
2. Handedness and Two-handed Use
2. Net Folding before Use
3. Making the Ranged Attack
II. The Net as a Melee Weapon
2. Benefits of the Net and Trident Feat (Requires Two Weapon Fighting Feat)
3. Using the Net to deliver Combat Maneuvers
III. Effects on Target 1. Entanglement
2. Breaking Free
3. Attacking the Net
IV. Repairing Broken Nets
WARNING: Long post, and extreme rules-lawyering ahead. Also: Spoilers for the Kingmaker AP, which contains a certain encounter which triggered all of this. Read on at your own peril; comments on how to interpret the Energy Draining and Negative Level rules MOST welcome. Background: We are currently playing the Kingmaker AP via MapTool, have just finished the first module and came up against a Cairn Wight in a barrow mound from part two. My character (Quortan, a level 3 half-orc barbarian) fought and eventually slew the wight, but was hit and energy-drained in the process. When we looked up the consequences of this, we found out that - working from 2nd edition DnD assumptions - we'd been doing it all wrong: Our GM gave my character a save every time he was hit to avoid the effects of the energy-drain. He was hit four times, but only failed one DC 18 FORT save, and has thus incurred the dreaded "temporary negative level", which may or may not turn permanent. Because we were unsure of what this means and entails, I promised to "look into the rules" and came up with the following treatise: ---------------------------------------------------------------------- Energy draining and its consequences are described twice in the PF rule books: Once in the Core Rule Book (Appendix 1: Special Abilities, p. 562) and once in the Bestiary (Appendix 3: Glossary, Universal Monster Rules, p. 299f). There are contradictions between these two sources that cause some trouble. Since it was a monster that caused the energy drain, let’s start with the Bestiary. The explanation there is straightforward: “Energy Drain (Su) This attack saps a living opponent’s vital energy and happens automatically when a melee or ranged attack hits.” Note that “happens automatically” means you do NOT get a saving throw (as you would if the effect was brought on by a spell) – this has been explicitly clarified by one of the PF designers on the Paizo forums. The Bestiary entry goes on: “Each successful energy drain bestows one or more negative levels (the creature’s description specifies how many).” We were facing a Cairn Wight (CR 4), which is “an advanced wight that fights with a weapon (...) that channels its energy drain attack and affects creatures damaged by the weapon as if they had been struck by the wight’s slam attack.” (p. 267) The slam attack is specified for a standard Wight as: “Melee: slam +4 (1d4+1 plus energy drain), Special Attacks: create spawn, energy drain (1 level, DC 14)”; in our case, a Cairn Wight, the DC was 18, IIRC. This means that, by the rules, the Cairn Wight should have drained energy every time it hit, with no save. To make matters worse, the Bestiary then states that “if an attack that includes an energy drain scores a critical hit, it bestows twice the listed number of negative levels.” In our case, Quortan was hit at least four times, and I think one of those may have been a critical hit (unconfirmed), which would have bestowed more negative levels than his total of three, thus killing him, and making him rise as the Wight’s spawn. Then again, we probably wouldn’t have fought on once we found out that each hit drained energy without a save. Either way, Bee {our GM} ruled that, after failing one save, Quortan had his energy drained and had one negative level bestowed upon him, so let’s continue from there. The Bestiary says that: “Negative levels remain until 24 hours have passed or until they are removed with a spell, such as restoration. If a negative level is not removed before 24 hours have passed, the affected creature must attempt a Fortitude save (DC 10 + 1/2 draining creature’s racial HD + draining creature’s Cha modifier; the exact DC is given in the creature’s descriptive text). On a success, the negative level goes away with no harm to the creature. On a failure, the negative level becomes permanent. A separate saving throw is required for each negative level.” In our case, we do not have access to Restoration (fourth level cleric or paladin spell), so 24 hours after the attack occurred, Quortan will have to succeed on a FORT save, likely DC 18. Since we know at what time the save is coming on, we should be able to pull a few tricks to improve Quortan’s chances here, i.e. let him use items that boost saves (if any), cast Bear’s Endurance for a +4 to CON, the Guidance orison (or the Resistance cantrip, which Thad {our party's mage}, sadly, doesn’t have) for a +1 to saves, or possibly (?) even Protection from Evil for a +2 to saves from this (delayed) “effect created by evil creatures”. Also, doesn’t Camigwen {our party's halfling oracle} have some halfling- or oracle-ability that lets her companions re-roll a save? At any rate, should Quortan still fail his save, the negative level becomes permanent. To understand what a “permanent negative level” actually is, we need to turn to the Core Rule Book, as the Bestiary entry ends here. And it is there (p. 334) that we learn that “permanent” doesn’t really mean permanent: “Restoration (Conjuration (healing); Level cleric 4, paladin 4)
In short, the only difference between removing “temporary” vs. “permanent” negative levels is 900 GP, and a one week downtime per permanent negative level after the first. Of course this still means we have to find an appropriate cleric and pay him a chunk of money, but at least we have this option, if not now, then sometime in the future. Before we continue, let’s take a step back and think about what the designers may have intended with these rules, and how they play out in practice. For one thing, level-draining undead are still scary, but not in that fatalistic save-or-suck way of 1st and 2nd edition: The main danger is that now, a few hits will – regardless of damage or saving-throws – kill a character and turn him into an (unresurrectable) undead spawn. Cool, and flavorful. However, if you realize what you are up against, you can just turn and run, hope you make the save(s) and shake off the “temporary” negative level, or, eventually, pay 900 GP and get your “permanent” lost level back. It’s more like a lingering curse than an irrevocable punishment. By removing the save while softening the conditions that allow you to get a “lost” level back, the designers made the monster more scary in the short term, but less devastating in the long run. So far, so good: I quite like this and would be OK if we applied these rules going forward. The problem is that the Core Rule Book’s definition of energy draining casts doubt on whether the above interpretation is correct, and makes a general mess of things by tieing it up with the effects of the Energy Drain, Raise Dead and Restoration spells. It states (on p. 562): “Some spells and a number of undead creatures have the ability to drain away life and energy; this dreadful attack results in ‘negative levels’ (...) A creature with temporary negative levels receives a new saving throw to remove the negative level each day. The DC of this save is the same as the effect that caused the negative levels.” This contradicts the Bestiary and gives the impression that temporary negative level(s) continue to stay temporary until you eventually succeed on one of your daily saves; in our case a FORT DC 18, as specified in the Cairn Wight entry. They never turn permanent. Note that the Core Rule Book’s distinction between “temporary” negative levels, as opposed to “permanent level drain”, is not made in the Bestiary, which just refers to “negative levels” in general. The Core Rule Book then goes on to define “permanent level drain” as follows: “Some abilities and spells (such as raise dead) bestow permanent level drain on a creature. These are treated just like temporary negative levels, but they do not allow a new save each day to remove them.
I’m still not sure what to make of this. At the one extreme, one might argue that the Core Rule Book superseeds the Bestiary: All “temporary” negative levels are truly temporary – you eventually shake them off by making your daily save, or expedite the process by casting Restoration. The only truly permanent negative levels are those brought on by the Raise Dead spell, and they are only “permanent” in that you don’t have a chance to shake them off naturally; you MUST cast Restoration to accomplish this (which, if you have access to Raise Dead, is a minor inconvenience only – go figure). This rather cheapens the innate abilities of level-draining undead, turning them into an acute danger (getting killed by level-drain) but little more than an annoyance long term (you eventually make all your daily saves), but it is an interpretation that is somewhat supported by the definition of the spell Energy Drain (p. 277): “Energy Drain (School necromancy; Level cleric 9, sorcerer/wizard 9)
If you compare the abilities of a lowly CR 3 or 4 wight to those of a cleric, sorcerer or wizard capable of casting this 9th (!) level spell, you might conclude that the intended main effect is – in both cases – to kill low to mid level/HD opponents by level drain rather than brute damage. For high-level/HD opponents, the spell is superior to the innate ability in that, after 24 hours, it explicitly only grants ONE “natural” save per level drained rather than the daily saves mentioned for ability-based level drain in the appendix. At the other extreme, it has been argued on the Paizo forums that the “daily saves” reference for temporary negative levels merely means that you roll at an interval of one lost level per day, giving you a one-time-per-day “natural” chance to shake off a negative level, regardless of whether this was caused by an innate ability or a spell. This would extend the period of time a character suffers the acute effects of lost levels (unless you have access to Restoration) and every time you fail, the lost level becomes “permanent” ... but his still only means you have to pay more to get it back. My opinion is that either of these extreme interpretations is dubious, and that the intended effect as well as the “most fun” solution is to go with the Bestiary definition, ignoring the uncertainty the Core Rule Book introduces. I suspect that the root cause of the contradiction between the Core Rule Book and the Bestiary is a simple editing oversight: The Core Rulebook contains all the game’s spells, and the special abilities appendix from which the passage above stems, was written with those spells in mind – those that induce energy drain, and those that try to remedy it. The writer probably included the reference to the special undead ability without knowing how the Bestiary writer, who either worked later or in parallel, was going to resolve it. Thus, to sum it all up, I propose that we go with the Bestiary definition and 1) accept that we made a mistake in rolling immediate saves where none were allowed, and resolve to use the rules above correctly going forward and 2) let Quortan roll his save for the one negative level he incurred, and have that negative level become “permanent” (to be remedied by Restoration once we get access to it) if he fails.
Thanks, I have read the mounted combat rules, but they don't seem to answer my questions. Most pertinent is the statement that mounting a horse is a move-equivalent action, unless the character succeeds on a dc 15 ride check. However, does the horse move as a seperate entity while ridden, able to spend its standard and move actions on moving if so prompted, or does the act of riding require the rider to spend further move or standard actions to make the mount move?
Hello, Could someone please spell out the rules for mounted movement for me? Essentially, I am unsure about what part of his turn a character on horseback has to spend to make the mount move and how the riding skill plays into this. Please adjucate the following cases, assuming a character with riding skill and a standard horse, move 50. A. The character is mounted, it is his turn. What part of his action per turn (standard, move, minor) does he have to expend to make the horse move 50, 100, 150 and 200 (x4 for running) respectively? Inversely, what part of his action does he have left over after making it move 50, 100, 150 or 200? B. Does spurring the mount (DC 10, 1d3 damage to the mount) increase the total speed or the base speed of the creature by 10’? C. The character is standing next to his mount. What part of his action per turn does he have to expend to get on the mount and how far can he make it move on this turn after he is in the saddle? In particular, can he make the mount run (x4 movement) immediately? Also, how does the DC20 “fast mount” action affect this sequence? D. If the character has to move to get next to the mount, can he still make the mount move if he does or doesn't succeed on the fast mount riding skill check? If so, how far can the horse ride? E. Assuming a character rides up to a target, how far can the mount move and still leave the rider with a standard action to make his attack? F. What happens if a character is incapacitated (i.e. stunned or dying) while riding? Can the mount keep moving even if the rider does not have actions to spend on riding? Thanks for your help.
Lemmy wrote:
You're right, the campaign is deliberately restrictive - there's only four classes, capped at level six and all characters have to be one of four sub-races of elves. It's an outlaw-scenario, kinda like Robin Hood, except that the occupiers are quasi Romans and the oppressed locals were hunter-gatherers just a few generations ago and don't have a writing system, like the Celts. As for languages, we use a system where you spend the equivalent of your INT on the languages known in the setting, with speaking ability rated from 1 (knows a few words) to 6 (native). There is no way to improve this skill or learn new languages during the game (which will only run for a few years, game time).
Hey, interesting thread, thanks for sharing. FYI, here is the revised skill list I'm going to use in my homebrew E6 game - a lot of changes are the same you guys came up with. Not that in my campaign, all characters treat all skills as class skills and all classes get at least 4 skill points (modified by int). Acrobatics (DEX) – now includes the ability to escape grapples from Escape Artist.
The following skills have been cut or replaced. Appraise – has been cut; we’ll just handwave or roleplay this.
Hey guys, just thought I'd share a link to my new homebrew campaign setting over on Obsidian Portal. It's an E6 outlaw setting called "Wolf's Head". The game is scheduled to start at the end of August. I've made quite a few changes (simplifications, mostly) to races, classes, skills, feats and spells so if you are into that sort of thing, you might want to take a look at the wiki-section. Most notably, the game has just four classes (tweaked druids, fighters, rogues and sorcerers) and is elves-only. I've also pared the skill-system back to 18 skills. The object was to keep things moving more quickly. I'd welcome questions and comments. http://www.obsidianportal.com/campaign/wolfshead/wikis/main-page
SoulCatcher78 wrote:
I've been thinking about setting up a fully stocked sandbox like West Marches for a long time but found the prep-work too daunting. However, if we confine ourselves to Beginner Box content and share the setting among a number of GMs it might be manageable. For me personally, the logistics of also running the game in parallel are probably more trouble than it's worth (I'm in Japan), but other contributors would of course be free to try it. It'd definitely be interesting to compare how other groups fare, exchange GMing advice etc. SoulCatcher78 wrote: If you were to set this in Golarion, where would you start? If not Golarion, would you use the same sort of setting structure from West Marches? TBH, I'm not too keen on having much of an explicit wider world around the sandbox, lest we get carried away with big picture /metaplot/ worldbuilding stuff. Also, my knowledge of Golarion is limited to what's in Rise of the Runelords. I'd prefer approaching this more like one would a mega-dungeon: The focus should be on developing interesting encounters in an open and detailed but "bounded" environment. Beyond that, a vague generic fantasy framework to tie it all together thematically would be enough for me. If there is a place in Golarion that can accommodate such a pocket setting without one interfering with the other, fine. To give you an idea of what I have in mind: I'd be content to have an area spanning maybe 150 x 100 miles, encompassing one small city and maybe five or six smaller settlements to rest and resupply in. Much like with the West Marches, PCs would be outsiders heading for a wild frontier: Assuming that civilization is south, they would be heading north, into the mountains or marshes. East and west is the ocean. The further north they go, the less settlements there are and the more dangerous the world around them gets. I'd start by drawing a broad overview map, developing a few factions and themes for related encounters / mini-dungeons and developing random encounter tables. After that I'd go about fleshing out locations and encounters and backfilling the setting's details as we go. Make sense?
So here's a design-challenge: Create a sandbox-type adventuring environment using just Beginner Box content. Small-scale, self-contained - a Pathfinder E5 West Marches, if you will. Anybody interested? Anybody willing to organize this as a collaborative sort of thing over the web, maybe?
My own bard got very good mileage out of gaseous form. Combined with invisibility, it lets you scout ahead (in some cases: scout out entire dungeon-levels or buildings) with very little risk of detection. Also good for circumventing traps, setting up ambushes and saving your skin when things go pear-shaped. Highly recommended.
If anything, I'd like to see LESS base classes going forward, and an expansion of the archetypes system. I really liked the approach 2nd edition took, where you had one basic fighter base class, and sub-classes like the barbarian, ranger or paladin that changed only certain elements. It's easy to grasp for new players and offers plenty of customization. One of the things that turned me off of 3.5 was the neverending bloat of new classes.
Like the OP, I want to store and read my RPG material on a digital device (rather than lug around books). My decision path so far is as follows: 1. eInk devices > LCD monitors
2. 1024 x 768 screen minimum
3. Must support PDF and other formats
FWIIW, I have my eyes on the Pixelar 9" (made by Hanlin), scheduled for release in late November.
As someone who also posted in the "worst thing" thread let me add what I didn't say there (because it wasn't what was asked): That IMO PF is the best incarnation of DnD / D20 yet, that I really like the changes made to 3.5 and the company that made them and that, little quibbles nonwithstanding, I'm perfectly happy playing the game as is. Keep up the good work, Paizo!
Some good points here already. Let me try to summarize, and ask two follow up questions: Invisibility and gaseous form make one nearly undetectable except by scent.
You cannot control the shape of the cloud. However, stealth skill applies.
> Would you set a penalty, or cap the benefit though? You can see a misty, translucent cloud just as well or poorly as you would a humanoid.
Obviously, if someone is guarding an entrance in broad daylight, a cloud floating by or wafting in under the door would immediately raise suspicion – I wouldn’t even require a perception check under these circumstances. But in poor weather (especially fog or rain) or lighting, chances are no one would notice a misty vapor-cloud drifting around – and even if they did, I’d argue that they probably wouldn’t pay it any mind to as long as it followed the direction of the wind. > How would you set the DC given the circumstances described above? EDIT: Ninja'd by mdt, but would welcome more examples.
Raging Hobbit wrote:
Under the "perception" DC examples, it is mentioned that you incur a -20 penalty for spotting invisible creatures. I suppose the assumption is that being inaudible has the same effect.
How do you handle the use of the spell "gaseous form" in your games? According to the spell description … Quote:
How do you envision a human turned gaseous would appear? Can you still identify the outline as human (especially after he squeezed through "mere cracks")? Could he take the shape of the smoke of a fire? Could dogs still smell him? In particular, how would you assess the difficulty for others spotting a gaseous creature given different lighting conditions (say, bright daylight, a torch-lit dungeon and at night)? Lstly, do you let a character’s stealth skill affect their ability to move, sneak and hide while gaseous? And how about being invisible while gaseous – that would render you nearly undetectable, would it not? I am aware this question has been asked here twice before but afaik it has never been answered satisfactorily. The situation does come up a lot in our group, as two characters have access to this spell and use it a lot to scout out entire dungeons - not sure whether this is RAI or an exploit.
The fewer races you have in your world, the more depth you can give to them - elaborate on their culture, show how their clothing, food, way of building, customs and manners of speech differ. With every sentient race you add, you diminish the impact of all the others. If everybody gets to be special and different, nobody truly is. Now, if you are happy with your world being a sort of over the top, anything goes Muppet Show, by all means go for that. But personally, I think less is more.
Too many fiddly bits. 3.x suffered from this problem too, but PF introduced even more ... - class-specific ability sub-systems
I hope the PF intro-set now under development will present a more streamlined game, by reducing the number of classes, capping power levels and reducing rules-bloat.
Wolfthulhu wrote:
This. Make an official E6 version of Pathfinder; with a subset of the PF classes (and spells, feats etc), capped at level 6, advancement through feats after that. Appeals to new players as well as to the old school / sandbox crowd. |